neteja clang-tidy

This commit is contained in:
2026-05-16 22:47:41 +02:00
parent 17341f923d
commit a903343385
40 changed files with 1246 additions and 1384 deletions
+10 -13
View File
@@ -31,7 +31,7 @@ auto CardSprite::enable() -> bool {
// Ángulo inicial
rotate_.angle = start_angle_;
rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F};
rotate_.center = {.x = pos_.w / 2.0F, .y = pos_.h / 2.0F};
shadow_visible_ = true;
return true;
@@ -55,7 +55,7 @@ void CardSprite::startExit() {
// Rotación continua
rotate_.enabled = true;
rotate_.amount = exit_rotate_amount_;
rotate_.center = {pos_.w / 2.0F, pos_.h / 2.0F};
rotate_.center = {.x = pos_.w / 2.0F, .y = pos_.h / 2.0F};
}
// Actualiza según el estado
@@ -80,7 +80,7 @@ void CardSprite::updateEntering(float delta_time) {
double eased = entry_easing_(static_cast<double>(progress));
// Zoom: de start_zoom_ a 1.0 con rebote
auto current_zoom = static_cast<float>(start_zoom_ + (1.0 - start_zoom_) * eased);
auto current_zoom = static_cast<float>(start_zoom_ + ((1.0 - start_zoom_) * eased));
horizontal_zoom_ = current_zoom;
vertical_zoom_ = current_zoom;
@@ -90,8 +90,8 @@ void CardSprite::updateEntering(float delta_time) {
// Posición: de entry_start a landing con easing suave (sin rebote)
// Usamos easeOutCubic para que el desplazamiento sea fluido
double pos_eased = easeOutCubic(static_cast<double>(progress));
auto current_x = static_cast<float>(entry_start_x_ + (landing_x_ - entry_start_x_) * pos_eased);
auto current_y = static_cast<float>(entry_start_y_ + (landing_y_ - entry_start_y_) * pos_eased);
auto current_x = static_cast<float>(entry_start_x_ + ((landing_x_ - entry_start_x_) * pos_eased));
auto current_y = static_cast<float>(entry_start_y_ + ((landing_y_ - entry_start_y_) * pos_eased));
setPos(current_x, current_y);
// Detecta el primer toque (cuando el easing alcanza ~1.0 por primera vez)
@@ -117,12 +117,9 @@ void CardSprite::updateExiting(float delta_time) {
// Ganar altura gradualmente (zoom hacia el objetivo)
if (exit_zoom_speed_ > 0.0F && horizontal_zoom_ < exit_target_zoom_) {
float new_zoom = horizontal_zoom_ + exit_zoom_speed_ * delta_time;
if (new_zoom > exit_target_zoom_) {
new_zoom = exit_target_zoom_;
}
horizontal_zoom_ = new_zoom;
vertical_zoom_ = new_zoom;
const float NEW_ZOOM = std::min(horizontal_zoom_ + (exit_zoom_speed_ * delta_time), exit_target_zoom_);
horizontal_zoom_ = NEW_ZOOM;
vertical_zoom_ = NEW_ZOOM;
}
if (isOffScreen()) {
@@ -164,8 +161,8 @@ void CardSprite::renderShadow() {
// Offset respecto a la tarjeta: base + extra proporcional a la altura
// La sombra se aleja en diagonal abajo-derecha (opuesta a la luz en 0,0)
float offset_x = shadow_offset_x_ + height * SHADOW_HEIGHT_MULTIPLIER;
float offset_y = shadow_offset_y_ + height * SHADOW_HEIGHT_MULTIPLIER;
float offset_x = shadow_offset_x_ + (height * SHADOW_HEIGHT_MULTIPLIER);
float offset_y = shadow_offset_y_ + (height * SHADOW_HEIGHT_MULTIPLIER);
shadow_texture_->render(
pos_.x + offset_x,