neteja clang-tidy: enums uint8_t, includes, naming i altres
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@@ -42,7 +42,7 @@ auto Color::fromHex(const std::string& hex_str) -> Color {
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}
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// Implementaciones de métodos estáticos de Color
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constexpr auto Color::RGB_TO_HSV(Color color) -> HSV {
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constexpr auto Color::rgbToHsv(Color color) -> HSV {
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float r = color.r / 255.0F;
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float g = color.g / 255.0F;
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float b = color.b / 255.0F;
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@@ -72,7 +72,7 @@ constexpr auto Color::RGB_TO_HSV(Color color) -> HSV {
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return {.h = h, .s = s, .v = v};
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}
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constexpr auto Color::HSV_TO_RGB(HSV hsv) -> Color {
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constexpr auto Color::hsvToRgb(HSV hsv) -> Color {
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float c = hsv.v * hsv.s;
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float x = c * (1 - std::abs(std::fmod(hsv.h / 60.0F, 2) - 1));
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float m = hsv.v - c;
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@@ -132,7 +132,7 @@ namespace Colors {
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auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
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Cycle result{};
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HSV base_hsv = Color::RGB_TO_HSV(base);
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HSV base_hsv = Color::rgbToHsv(base);
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for (size_t i = 0; i < CYCLE_SIZE; ++i) {
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float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
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@@ -175,7 +175,7 @@ namespace Colors {
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.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
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.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
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Color c = Color::HSV_TO_RGB(adjusted);
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Color c = Color::hsvToRgb(adjusted);
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result[i] = c;
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result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
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}
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+13
-12
@@ -5,6 +5,7 @@
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#include <algorithm> // Para max, min
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#include <array> // Para array
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#include <cstdint> // Para std::uint8_t
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#include <cstdlib> // Para size_t, abs
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#include <string> // Para string
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#include <vector> // Para vector
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@@ -48,11 +49,11 @@ struct Color {
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b(blue),
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a(alpha) {}
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[[nodiscard]] constexpr auto INVERSE() const -> Color {
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[[nodiscard]] constexpr auto inverse() const -> Color {
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return Color(MAX_COLOR_VALUE - r, MAX_COLOR_VALUE - g, MAX_COLOR_VALUE - b, a);
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}
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[[nodiscard]] constexpr auto LIGHTEN(int amount = DEFAULT_LIGHTEN_AMOUNT) const -> Color {
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[[nodiscard]] constexpr auto lighten(int amount = DEFAULT_LIGHTEN_AMOUNT) const -> Color {
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return Color(
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std::min(static_cast<int>(MAX_COLOR_VALUE), r + amount),
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std::min(static_cast<int>(MAX_COLOR_VALUE), g + amount),
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@@ -60,7 +61,7 @@ struct Color {
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a);
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}
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[[nodiscard]] constexpr auto DARKEN(int amount = DEFAULT_DARKEN_AMOUNT) const -> Color {
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[[nodiscard]] constexpr auto darken(int amount = DEFAULT_DARKEN_AMOUNT) const -> Color {
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return Color(
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std::max(static_cast<int>(MIN_COLOR_VALUE), r - amount),
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std::max(static_cast<int>(MIN_COLOR_VALUE), g - amount),
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@@ -72,14 +73,14 @@ struct Color {
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static auto fromHex(const std::string& hex_str) -> Color;
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// Conversiones de formato de color
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[[nodiscard]] constexpr static auto RGB_TO_HSV(Color color) -> HSV;
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[[nodiscard]] constexpr static auto HSV_TO_RGB(HSV hsv) -> Color;
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[[nodiscard]] constexpr static auto rgbToHsv(Color color) -> HSV;
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[[nodiscard]] constexpr static auto hsvToRgb(HSV hsv) -> Color;
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[[nodiscard]] constexpr auto IS_EQUAL_TO(const Color& other) const -> bool {
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[[nodiscard]] constexpr auto isEqualTo(const Color& other) const -> bool {
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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[[nodiscard]] constexpr auto APPROACH_TO(const Color& target, int step = DEFAULT_APPROACH_STEP) const -> Color {
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[[nodiscard]] constexpr auto approachTo(const Color& target, int step = DEFAULT_APPROACH_STEP) const -> Color {
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auto approach_component = [step](Uint8 current, Uint8 target_val) -> Uint8 {
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if (std::abs(current - target_val) <= step) {
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return target_val;
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@@ -96,7 +97,7 @@ struct Color {
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}
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// Interpolación lineal hacia otro color (t=0.0: this, t=1.0: target)
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[[nodiscard]] constexpr auto LERP(const Color& target, float t) const -> Color {
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[[nodiscard]] constexpr auto lerp(const Color& target, float t) const -> Color {
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// Asegurar que t esté en el rango [0.0, 1.0]
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t = std::clamp(t, 0.0F, 1.0F);
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@@ -113,12 +114,12 @@ struct Color {
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}
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// Sobrecarga para aceptar componentes RGBA directamente
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[[nodiscard]] constexpr auto LERP(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, float t) const -> Color {
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return LERP(Color(red, green, blue, alpha), t);
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[[nodiscard]] constexpr auto lerp(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha, float t) const -> Color {
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return lerp(Color(red, green, blue, alpha), t);
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}
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// Convierte el color a un entero de 32 bits en formato RGBA
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[[nodiscard]] constexpr auto TO_UINT32() const -> Uint32 {
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[[nodiscard]] constexpr auto toUint32() const -> Uint32 {
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return (static_cast<Uint32>(r) << 24) |
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(static_cast<Uint32>(g) << 16) |
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(static_cast<Uint32>(b) << 8) |
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@@ -127,7 +128,7 @@ struct Color {
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};
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// --- Enum ColorCycleStyle: define estilos de ciclo de color ---
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enum class ColorCycleStyle {
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enum class ColorCycleStyle : std::uint8_t {
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SUBTLE_PULSE, // Variación leve en brillo (por defecto)
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HUE_WAVE, // Variación suave en tono (sin verde)
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VIBRANT, // Cambios agresivos en tono y brillo
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@@ -9,7 +9,6 @@
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#include <stdexcept> // Para runtime_error
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#include <string> // Para string, basic_string, stoi, stof, hash, allocator, operator==, char_traits, operator+, operator>>, getline
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#include <unordered_map> // Para unordered_map, operator==, _Node_iterator_base
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#include <utility> // Para pair
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#include "game/ui/notifier.hpp" // Para Notifier
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#include "utils/color.hpp" // Para Color
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+12
-12
@@ -167,51 +167,51 @@ struct ParamPlayer {
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};
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// Inicialización con valores por defecto
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const Shirt default_player0_shirt = Shirt(
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const Shirt DEFAULT_PLAYER0_SHIRT = Shirt(
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARKEST),
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARK),
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_BASE),
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_LIGHT));
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const Shirt default_player1_shirt = Shirt(
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const Shirt DEFAULT_PLAYER1_SHIRT = Shirt(
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARKEST),
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARK),
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_BASE),
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Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_LIGHT));
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std::array<Shirt, 2> default_shirt = {default_player0_shirt, default_player1_shirt};
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std::array<Shirt, 2> default_shirt = {DEFAULT_PLAYER0_SHIRT, DEFAULT_PLAYER1_SHIRT};
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const Shirt one_coffee_player0_shirt = Shirt(
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const Shirt ONE_COFFEE_PLAYER0_SHIRT = Shirt(
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARKEST),
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARK),
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_BASE),
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_LIGHT));
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const Shirt one_coffee_player1_shirt = Shirt(
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const Shirt ONE_COFFEE_PLAYER1_SHIRT = Shirt(
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARKEST),
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARK),
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_BASE),
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Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_LIGHT));
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std::array<Shirt, 2> one_coffee_shirt = {one_coffee_player0_shirt, one_coffee_player1_shirt};
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std::array<Shirt, 2> one_coffee_shirt = {ONE_COFFEE_PLAYER0_SHIRT, ONE_COFFEE_PLAYER1_SHIRT};
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const Shirt two_coffee_player0_shirt = Shirt(
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const Shirt TWO_COFFEE_PLAYER0_SHIRT = Shirt(
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST),
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARK),
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_BASE),
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT));
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const Shirt two_coffee_player1_shirt = Shirt(
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const Shirt TWO_COFFEE_PLAYER1_SHIRT = Shirt(
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST),
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARK),
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_BASE),
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Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT));
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std::array<Shirt, 2> two_coffee_shirt = {two_coffee_player0_shirt, two_coffee_player1_shirt};
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std::array<Shirt, 2> two_coffee_shirt = {TWO_COFFEE_PLAYER0_SHIRT, TWO_COFFEE_PLAYER1_SHIRT};
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const Color outline_player0_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER0);
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const Color outline_player1_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1);
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std::array<Color, 2> outline_color = {outline_player0_color, outline_player1_color};
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const Color OUTLINE_PLAYER0_COLOR = Color::fromHex(Defaults::Player::OutlineColor::PLAYER0);
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const Color OUTLINE_PLAYER1_COLOR = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1);
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std::array<Color, 2> outline_color = {OUTLINE_PLAYER0_COLOR, OUTLINE_PLAYER1_COLOR};
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};
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// --- Estructura Param: almacena todos los parámetros del juego ---
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@@ -7,7 +7,6 @@
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#include <algorithm> // Para clamp, __transform_fn, transform
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#include <cctype> // Para tolower, isspace
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#include <cmath> // Para pow, sin, M_PI, cos, sqrt
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#include <compare> // Para operator<
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#include <filesystem> // Para path
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#include <ranges> // Para __find_if_not_fn, find_if_not, reverse_view, __find_fn, find, ref_view
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#include <string> // Para basic_string, string, allocator, char_traits, operator==, operator+
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