merge audita-nolint: 245→226 NOLINT (19 obsolets + Surface vector)

This commit is contained in:
2026-05-17 20:26:50 +02:00
13 changed files with 22 additions and 28 deletions
+2 -2
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@@ -64,7 +64,7 @@ class GamepadConfigManager {
// Escribir al archivo
std::ofstream file(filename);
if (!file.is_open()) {
return false; // NOLINT(readability-simplify-boolean-expr)
return false;
}
file << j.dump(4); // Formato con indentación de 4 espacios
@@ -92,7 +92,7 @@ class GamepadConfigManager {
configs.clear();
if (!j.contains("gamepads") || !j["gamepads"].is_array()) {
return false; // NOLINT(readability-simplify-boolean-expr)
return false;
}
for (const auto& gamepad_json : j["gamepads"]) {
+2 -2
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@@ -20,11 +20,11 @@ class PauseManager {
// --- Operadores friend ---
friend auto operator|(Source a, Source b) -> Source {
return static_cast<Source>(static_cast<uint8_t>(a) | static_cast<uint8_t>(b)); // NOLINT(readability-redundant-casting)
return static_cast<Source>(static_cast<uint8_t>(a) | static_cast<uint8_t>(b));
}
friend auto operator&(Source a, Source b) -> Source {
return static_cast<Source>(static_cast<uint8_t>(a) & static_cast<uint8_t>(b)); // NOLINT(readability-redundant-casting)
return static_cast<Source>(static_cast<uint8_t>(a) & static_cast<uint8_t>(b));
}
friend auto operator~(Source a) -> uint8_t {
+1 -1
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@@ -218,7 +218,7 @@ void Screen::handleCanvasResized() {
// Registra los callbacks nativos de Emscripten que restauran el canvas cuando
// SDL3 no emite los events equivalentes. Fuera de Emscripten es un no-op.
void Screen::registerEmscriptenEventCallbacks() { // NOLINT(readability-convert-member-functions-to-static)
void Screen::registerEmscriptenEventCallbacks() {
#ifdef __EMSCRIPTEN__
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onEmFullscreenChange);
emscripten_set_orientationchange_callback(nullptr, EM_TRUE, onEmOrientationChange);
@@ -429,7 +429,7 @@ namespace Rendering {
return shader;
}
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device, // NOLINT(readability-convert-member-functions-to-static)
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
+1 -7
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@@ -4,7 +4,6 @@
#include <SDL3/SDL.h> // Para SDL_LogError, SDL_LogCategory, Uint8, SDL_...
#include <cstdint> // Para uint32_t
#include <cstring> // Para memcpy
#include <fstream> // Para basic_ifstream, basic_istream, basic_ios
#include <iostream> // Para std::cout
#include <sstream> // Para basic_istringstream
@@ -259,12 +258,7 @@ auto Texture::loadSurface(const std::string& file_path) -> std::shared_ptr<Surfa
return nullptr;
}
// Si el constructor de Surface espera un std::shared_ptr<Uint8[]>:
size_t pixel_count = raw_pixels.size();
auto pixels = std::shared_ptr<Uint8[]>(new Uint8[pixel_count], std::default_delete<Uint8[]>()); // NOLINT(modernize-avoid-c-arrays)
std::memcpy(pixels.get(), raw_pixels.data(), pixel_count);
auto surface = std::make_shared<Surface>(w, h, pixels);
auto surface = std::make_shared<Surface>(w, h, std::move(raw_pixels));
// Actualizar las dimensiones
width_ = w;
+2 -2
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@@ -16,11 +16,11 @@ using Palette = std::array<Uint32, 256>;
// Definición de Surface para imágenes con paleta
struct Surface {
std::shared_ptr<Uint8[]> data; // NOLINT(modernize-avoid-c-arrays)
std::vector<Uint8> data;
Uint16 w, h;
// Constructor
Surface(Uint16 width, Uint16 height, std::shared_ptr<Uint8[]> pixels) // NOLINT(modernize-avoid-c-arrays)
Surface(Uint16 width, Uint16 height, std::vector<Uint8> pixels)
: data(std::move(pixels)),
w(width),
h(height) {}
+1 -1
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@@ -155,7 +155,7 @@ auto ResourcePack::addFile(const std::string& filename, const std::string& filep
auto ResourcePack::addDirectory(const std::string& directory) -> bool {
if (!std::filesystem::exists(directory)) {
std::cerr << "Error: Directory does not exist: " << directory << '\n';
return false; // NOLINT(readability-simplify-boolean-expr)
return false;
}
return std::ranges::all_of(std::filesystem::recursive_directory_iterator(directory),
+1 -1
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@@ -890,7 +890,7 @@ void Player::shiftColliders() {
}
// Pone las texturas del jugador
void Player::setPlayerTextures(const std::vector<std::shared_ptr<Texture>>& texture) { // NOLINT(readability-named-parameter)
void Player::setPlayerTextures(const std::vector<std::shared_ptr<Texture>>& texture) {
player_sprite_->setTexture(texture[0]);
power_sprite_->setTexture(texture[1]);
}
+1 -1
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@@ -132,7 +132,7 @@ class Player {
void setAnimation(float delta_time); // Establece la animación según el estado (time-based)
// --- Texturas y animaciones ---
void setPlayerTextures(const std::vector<std::shared_ptr<Texture>>& texture); // NOLINT(readability-avoid-const-params-in-decls) Cambia las texturas del jugador
void setPlayerTextures(const std::vector<std::shared_ptr<Texture>>& texture);
// --- Gameplay: Puntuación y power-ups ---
void addScore(int score, int lowest_hi_score_entry); // Añade puntos
+4 -4
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@@ -679,7 +679,7 @@ namespace Options {
// --- PRIMERA PASADA: Intenta asignar mandos basándose en la ruta guardada ---
void GamepadManager::assignGamepadsByPath(
const std::array<std::string, MAX_PLAYERS>& desired_paths,
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
const std::string& desired_path = desired_paths[i];
@@ -705,7 +705,7 @@ namespace Options {
// refrescamos el path guardado al del dispositivo físico actual.
void GamepadManager::assignGamepadsByName(
const std::array<std::string, MAX_PLAYERS>& desired_names,
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
if (gamepads_[i].instance != nullptr) {
@@ -731,7 +731,7 @@ namespace Options {
// --- TERCERA PASADA: Asigna los mandos físicos restantes a los jugadores libres ---
void GamepadManager::assignRemainingGamepads(
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
if (gamepads_[i].instance != nullptr) {
@@ -763,7 +763,7 @@ namespace Options {
auto GamepadManager::isGamepadAssigned(
const std::shared_ptr<Input::Gamepad>& physical_gamepad,
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool { // NOLINT(readability-named-parameter)
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool {
return std::ranges::any_of(assigned_instances,
[&physical_gamepad](const auto& assigned) -> auto {
return assigned == physical_gamepad;
+4 -4
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@@ -296,19 +296,19 @@ namespace Options {
void assignGamepadsByPath(
const std::array<std::string, MAX_PLAYERS>& desired_paths,
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-avoid-const-params-in-decls)
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances);
void assignGamepadsByName(
const std::array<std::string, MAX_PLAYERS>& desired_names,
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-avoid-const-params-in-decls)
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances);
void assignRemainingGamepads(
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-avoid-const-params-in-decls)
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances);
void clearUnassignedGamepadSlots();
[[nodiscard]] static auto isGamepadAssigned(
const std::shared_ptr<Input::Gamepad>& physical_gamepad,
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool; // NOLINT(readability-avoid-const-params-in-decls)
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool;
};
struct Keyboard {
+1 -1
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@@ -380,7 +380,7 @@ void MenuRenderer::updatePosition() {
// Resto de métodos (sin cambios significativos)
void MenuRenderer::precalculateMenuWidths(const std::vector<std::unique_ptr<MenuOption>>& all_options, const ServiceMenu* menu_state) { // NOLINT(readability-named-parameter)
void MenuRenderer::precalculateMenuWidths(const std::vector<std::unique_ptr<MenuOption>>& all_options, const ServiceMenu* menu_state) {
std::ranges::fill(group_menu_widths_, ServiceMenu::MIN_WIDTH);
for (int group = 0; group < 5; ++group) {
auto sg = static_cast<ServiceMenu::SettingsGroup>(group);
+1 -1
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@@ -140,7 +140,7 @@ class MenuRenderer {
void updateSwapAnimation(float delta_time);
void updatePosition();
void precalculateMenuWidths(const std::vector<std::unique_ptr<MenuOption>>& all_options, const ServiceMenu* menu_state); // NOLINT(readability-avoid-const-params-in-decls)
void precalculateMenuWidths(const std::vector<std::unique_ptr<MenuOption>>& all_options, const ServiceMenu* menu_state);
[[nodiscard]] auto getMenuWidthForGroup(ServiceMenu::SettingsGroup group) const -> int;
[[nodiscard]] auto getAnimatedSelectedColor() const -> Color;
void updateColorCounter();