neteja clang-tidy: enums uint8_t, includes, naming i altres

This commit is contained in:
2026-05-16 23:48:07 +02:00
parent a903343385
commit 0647eceab7
41 changed files with 300 additions and 288 deletions
@@ -201,6 +201,8 @@ auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const
return left_val * right_val;
case '/':
return right_val != 0 ? left_val / right_val : 0;
default:
break; // Inalcanzable: el if exterior solo deja pasar '+', '-', '*', '/'
}
}
}
@@ -1,7 +1,6 @@
#pragma once
#include <cstddef> // Para size_t
#include <iterator> // Para pair
#include <map> // Para map
#include <optional> // Para optional
#include <string> // Para string
-1
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@@ -1,6 +1,5 @@
#include "game/gameplay/bullet_manager.hpp"
#include <algorithm> // Para remove_if
#include <utility>
#include "game/entities/bullet.hpp" // Para Bullet
-1
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@@ -5,7 +5,6 @@
#include <functional> // Para function
#include <list> // Para list
#include <memory> // Para shared_ptr
#include <vector> // Para vector
#include "game/entities/bullet.hpp" // for Bullet
+6 -6
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@@ -19,19 +19,19 @@ namespace Difficulty {
}
auto getNameFromCode(Code code) -> std::string {
const auto it = std::ranges::find_if(difficulties_list,
const auto IT = std::ranges::find_if(difficulties_list,
[code](const auto& difficulty) { return difficulty.code == code; });
if (it != difficulties_list.end()) {
return it->name;
if (IT != difficulties_list.end()) {
return IT->name;
}
return !difficulties_list.empty() ? difficulties_list.front().name : "Unknown";
}
auto getCodeFromName(const std::string& name) -> Code {
const auto it = std::ranges::find_if(difficulties_list,
const auto IT = std::ranges::find_if(difficulties_list,
[&name](const auto& difficulty) { return difficulty.name == name; });
if (it != difficulties_list.end()) {
return it->code;
if (IT != difficulties_list.end()) {
return IT->code;
}
return !difficulties_list.empty() ? difficulties_list.front().code : Code::NORMAL;
}
+4 -3
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@@ -1,12 +1,13 @@
#pragma once
#include <string> // Para string
#include <vector> // Para vector
#include <cstdint> // Para std::uint8_t
#include <string> // Para string
#include <vector> // Para vector
namespace Difficulty {
// --- Enums ---
enum class Code {
enum class Code : std::uint8_t {
EASY = 0, // Dificultad fácil
NORMAL = 1, // Dificultad normal
HARD = 2, // Dificultad difícil
+3 -2
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@@ -1,6 +1,7 @@
#pragma once
#include <memory> // Para unique_ptr, shared_ptr
#include <cstdint> // Para std::uint8_t
#include <memory> // Para unique_ptr, shared_ptr
#include "core/rendering/sprite/animated_sprite.hpp" // Para AnimatedSprite
#include "core/rendering/sprite/smart_sprite.hpp" // Para SmartSprite
@@ -36,7 +37,7 @@ class GameLogo {
private:
// --- Enums ---
enum class Status {
enum class Status : std::uint8_t {
DISABLED, // Deshabilitado
MOVING, // En movimiento
SHAKING, // Temblando
@@ -2,15 +2,13 @@
#include <SDL3/SDL.h> // Para SDL_ReadIO, SDL_WriteIO, SDL_CloseIO, SDL_GetError, SDL_IOFromFile, SDL_LogError, SDL_LogCategory, SDL_LogInfo
#include <algorithm> // Para __sort_fn, sort
#include <array> // Para array
#include <functional> // Para identity
#include <iomanip> // Para std::setw, std::setfill
#include <iostream> // Para std::cout
#include <iterator> // Para distance
#include <numeric> // Para accumulate
#include <ranges> // Para __find_if_fn, find_if
#include <utility> // Para move
#include <algorithm> // Para sort, ranges::find_if, ranges::sort
#include <array> // Para array
#include <iomanip> // Para std::setw, std::setfill
#include <iostream> // Para std::cout
#include <iterator> // Para distance
#include <numeric> // Para accumulate
#include <utility> // Para move
#include "utils/utils.hpp" // Para getFileName
+10 -10
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@@ -79,7 +79,7 @@ Scoreboard::Scoreboard()
fillBackgroundTexture();
// Inicializa el ciclo de colores para el nombre
name_color_cycle_ = Colors::generateMirroredCycle(color_.INVERSE(), ColorCycleStyle::VIBRANT);
name_color_cycle_ = Colors::generateMirroredCycle(color_.inverse(), ColorCycleStyle::VIBRANT);
animated_color_ = name_color_cycle_.at(0);
}
@@ -337,13 +337,13 @@ void Scoreboard::render() {
void Scoreboard::setColor(Color color) {
// Actualiza las variables de colores
color_ = color;
text_color1_ = param.scoreboard.text_autocolor ? color_.LIGHTEN(100) : param.scoreboard.text_color1;
text_color2_ = param.scoreboard.text_autocolor ? color_.LIGHTEN(150) : param.scoreboard.text_color2;
text_color1_ = param.scoreboard.text_autocolor ? color_.lighten(100) : param.scoreboard.text_color1;
text_color2_ = param.scoreboard.text_autocolor ? color_.lighten(150) : param.scoreboard.text_color2;
// Aplica los colores
power_meter_sprite_->getTexture()->setColor(text_color2_);
fillBackgroundTexture();
name_color_cycle_ = Colors::generateMirroredCycle(color_.INVERSE(), ColorCycleStyle::VIBRANT);
name_color_cycle_ = Colors::generateMirroredCycle(color_.inverse(), ColorCycleStyle::VIBRANT);
}
// Establece el valor de la variable
@@ -383,9 +383,9 @@ void Scoreboard::fillPanelTextures() {
}
// Interpolar entre color base y color aclarado
Color target_color = color_.LIGHTEN(PANEL_PULSE_LIGHTEN_AMOUNT);
Color target_color = color_.lighten(PANEL_PULSE_LIGHTEN_AMOUNT);
// Color target_color = color_.INVERSE();
background_color = color_.LERP(target_color, pulse_intensity);
background_color = color_.lerp(target_color, pulse_intensity);
background_color.a = 255; // Opaco durante el pulso
}
@@ -716,7 +716,7 @@ void Scoreboard::createPanelTextures() {
// Dibuja la linea que separa la zona de juego del marcador
void Scoreboard::renderSeparator() {
// Dibuja la linea que separa el marcador de la zona de juego
auto color = param.scoreboard.separator_autocolor ? color_.DARKEN() : param.scoreboard.separator_color;
auto color = param.scoreboard.separator_autocolor ? color_.darken() : param.scoreboard.separator_color;
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 255);
SDL_RenderLine(renderer_, 0, 0, rect_.w, 0);
}
@@ -755,7 +755,7 @@ void Scoreboard::renderCarousel(size_t panel_index, int center_x, int y) {
}
const float FRACTIONAL_OFFSET = frac;
const int PIXEL_OFFSET = static_cast<int>((FRACTIONAL_OFFSET * CHAR_STEP) + 0.5F);
const int PIXEL_OFFSET = static_cast<int>(std::lround(FRACTIONAL_OFFSET * CHAR_STEP));
// Índice base en la lista de caracteres (posición central)
const int BASE_INDEX = static_cast<int>(std::floor(carousel_pos));
@@ -790,13 +790,13 @@ void Scoreboard::renderCarousel(size_t panel_index, int center_x, int y) {
if (DISTANCE_FROM_CENTER < 0.5F) {
// Letra central → transiciona hacia animated_color_
float lerp_to_animated = DISTANCE_FROM_CENTER / 0.5F; // 0.0 a 1.0
letter_color = animated_color_.LERP(text_color1_, lerp_to_animated);
letter_color = animated_color_.lerp(text_color1_, lerp_to_animated);
} else {
// Letras alejadas → degradan hacia color_ base
float base_lerp = (DISTANCE_FROM_CENTER - 0.5F) / (HALF_VISIBLE - 0.5F);
base_lerp = std::min(base_lerp, 1.0F);
const float LERP_FACTOR = base_lerp * 0.85F;
letter_color = text_color1_.LERP(color_, LERP_FACTOR);
letter_color = text_color1_.lerp(color_, LERP_FACTOR);
}
// Calcular posición X de la letra
+3 -2
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@@ -4,6 +4,7 @@
#include <array> // Para array
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string, basic_string
#include <vector> // Para vector
@@ -21,14 +22,14 @@ class Texture;
class Scoreboard {
public:
// --- Enums ---
enum class Id : size_t {
enum class Id : std::uint8_t {
LEFT = 0,
CENTER = 1,
RIGHT = 2,
SIZE = 3
};
enum class Mode : int {
enum class Mode : std::uint8_t {
SCORE,
STAGE_INFO,
CONTINUE,
+3 -2
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@@ -1,6 +1,7 @@
#pragma once
#include <cstddef> // Para size_t
#include <cstdint> // Para std::uint8_t
#include <functional> // Para function
#include <optional> // Para optional
#include <string> // Para basic_string, string
@@ -9,12 +10,12 @@
#include "core/system/stage_interface.hpp" // for IStageInfo
// --- Enums ---
enum class PowerCollectionState {
enum class PowerCollectionState : std::uint8_t {
ENABLED, // Recolección habilitada
DISABLED // Recolección deshabilitada
};
enum class StageStatus {
enum class StageStatus : std::uint8_t {
LOCKED, // Fase bloqueada
IN_PROGRESS, // Fase en progreso
COMPLETED // Fase completada