neteja cppcheck (105 → 0)
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@@ -32,7 +32,7 @@ class Input {
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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explicit KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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: scancode(scancode),
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is_held(is_held),
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just_pressed(just_pressed) {}
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@@ -45,7 +45,7 @@ class Input {
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bool axis_active; // Estado del eje
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bool trigger_active{false}; // Estado del trigger como botón digital
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ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
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explicit ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn),
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is_held(is_held),
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just_pressed(just_pressed),
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@@ -115,7 +115,7 @@ class Input {
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return s;
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}
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Gamepad(SDL_Gamepad* gamepad)
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explicit Gamepad(SDL_Gamepad* gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(trimName(SDL_GetGamepadName(gamepad))),
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@@ -148,7 +148,7 @@ class Input {
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// Reasigna un botón a una acción
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void rebindAction(Action action, SDL_GamepadButton new_button) {
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bindings[action] = static_cast<int>(new_button);
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bindings[action] = ButtonState{static_cast<int>(new_button)};
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}
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};
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