neteja cppcheck (105 → 0)

This commit is contained in:
2026-05-16 19:35:23 +02:00
parent c9d16959d0
commit fcd2718794
48 changed files with 293 additions and 486 deletions
+4 -4
View File
@@ -32,7 +32,7 @@ class Input {
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
explicit KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode),
is_held(is_held),
just_pressed(just_pressed) {}
@@ -45,7 +45,7 @@ class Input {
bool axis_active; // Estado del eje
bool trigger_active{false}; // Estado del trigger como botón digital
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
explicit ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn),
is_held(is_held),
just_pressed(just_pressed),
@@ -115,7 +115,7 @@ class Input {
return s;
}
Gamepad(SDL_Gamepad* gamepad)
explicit Gamepad(SDL_Gamepad* gamepad)
: pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
name(trimName(SDL_GetGamepadName(gamepad))),
@@ -148,7 +148,7 @@ class Input {
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = static_cast<int>(new_button);
bindings[action] = ButtonState{static_cast<int>(new_button)};
}
};