neteja NOLINT obsolets (de 29 a 10)
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@@ -679,7 +679,7 @@ namespace Options {
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// --- PRIMERA PASADA: Intenta asignar mandos basándose en la ruta guardada ---
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void GamepadManager::assignGamepadsByPath(
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const std::array<std::string, MAX_PLAYERS>& desired_paths,
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
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std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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const std::string& desired_path = desired_paths[i];
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@@ -705,7 +705,7 @@ namespace Options {
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// refrescamos el path guardado al del dispositivo físico actual.
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void GamepadManager::assignGamepadsByName(
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const std::array<std::string, MAX_PLAYERS>& desired_names,
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
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std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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if (gamepads_[i].instance != nullptr) {
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@@ -731,7 +731,7 @@ namespace Options {
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// --- TERCERA PASADA: Asigna los mandos físicos restantes a los jugadores libres ---
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void GamepadManager::assignRemainingGamepads(
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
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std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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if (gamepads_[i].instance != nullptr) {
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@@ -763,7 +763,7 @@ namespace Options {
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auto GamepadManager::isGamepadAssigned(
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const std::shared_ptr<Input::Gamepad>& physical_gamepad,
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const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool { // NOLINT(readability-named-parameter)
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const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool {
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return std::ranges::any_of(assigned_instances,
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[&physical_gamepad](const auto& assigned) -> auto {
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return assigned == physical_gamepad;
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