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5 Commits

29 changed files with 172 additions and 149 deletions
+2 -2
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@@ -232,7 +232,7 @@ target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
# Configuración de flags de compilación
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# Definir _DEBUG en modo Debug
@@ -393,7 +393,7 @@ if(NOT EMSCRIPTEN)
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
target_compile_options(pack_resources PRIVATE -Wall -Wextra -Wpedantic)
# Regeneració automàtica de resources.pack en cada build si canvia data/.
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
+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 {
+4 -4
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@@ -83,11 +83,11 @@ void Background::initializeSprites() {
const float TOP_CLOUDS_Y = base_ - 165;
const float BOTTOM_CLOUDS_Y = base_ - 101;
top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){.x = 0, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){.x = rect_.w, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, SDL_FRect{.x = 0, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, SDL_FRect{.x = rect_.w, .y = TOP_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(top_clouds_texture_->getHeight())});
bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){.x = 0, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){.x = rect_.w, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, SDL_FRect{.x = 0, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, SDL_FRect{.x = rect_.w, .y = BOTTOM_CLOUDS_Y, .w = rect_.w, .h = static_cast<float>(bottom_clouds_texture_->getHeight())});
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
+1 -1
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@@ -68,7 +68,7 @@ void Fade::render() {
}
// Actualiza las variables internas
void Fade::update(float delta_time) {
void Fade::update(float /*delta_time*/) {
switch (state_) {
case State::PRE:
updatePreState();
+1 -1
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@@ -141,7 +141,7 @@ namespace GIF {
}
// Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
auto processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits) -> std::vector<uint8_t> {
auto processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> & /*gct*/, int /*resolution_bits*/) -> std::vector<uint8_t> {
ImageDescriptor image_descriptor;
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
+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,
@@ -72,7 +72,7 @@ namespace Rendering {
const std::string& fragment_source) -> bool override;
void render() override;
void setTextureSize(float width, float height) override {}
void setTextureSize(float /*width*/, float /*height*/) override {}
void cleanup() final;
void destroy();
[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
@@ -117,8 +117,40 @@ namespace Rendering {
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr;
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
PostFXUniforms uniforms_{
.vignette_strength = 0.6F,
.chroma_min = 0.15F,
.scanline_strength = 0.7F,
.screen_height = 192.0F,
.mask_strength = 0.0F,
.gamma_strength = 0.0F,
.curvature = 0.0F,
.bleeding = 0.0F,
.pixel_scale = 1.0F,
.time = 0.0F,
.flicker = 0.0F,
.chroma_max = 0.15F,
.scan_dark_ratio = 0.333F,
.scan_dark_floor = 0.42F,
.scan_edge_soft = 1.0F,
.pad3 = 0.0F};
CrtPiUniforms crtpi_uniforms_{
.scanline_weight = 6.0F,
.scanline_gap_brightness = 0.12F,
.bloom_factor = 3.5F,
.input_gamma = 2.4F,
.output_gamma = 2.2F,
.mask_brightness = 0.80F,
.curvature_x = 0.05F,
.curvature_y = 0.10F,
.mask_type = 2,
.enable_scanlines = 1,
.enable_multisample = 1,
.enable_gamma = 1,
.enable_curvature = 0,
.enable_sharper = 0,
.texture_width = 0.0F,
.texture_height = 0.0F};
ShaderType active_shader_ = ShaderType::POSTFX;
int game_width_ = 0;
+3 -3
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@@ -8,13 +8,13 @@
// Constructor
Sprite::Sprite(std::shared_ptr<Texture> texture, float pos_x, float pos_y, float width, float height)
: textures_{std::move(texture)},
pos_((SDL_FRect){.x = pos_x, .y = pos_y, .w = width, .h = height}),
sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
pos_(SDL_FRect{.x = pos_x, .y = pos_y, .w = width, .h = height}),
sprite_clip_(SDL_FRect{.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
Sprite::Sprite(std::shared_ptr<Texture> texture, SDL_FRect rect)
: textures_{std::move(texture)},
pos_(rect),
sprite_clip_((SDL_FRect){.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
sprite_clip_(SDL_FRect{.x = 0, .y = 0, .w = pos_.w, .h = pos_.h}) {}
Sprite::Sprite(std::shared_ptr<Texture> texture)
: textures_{std::move(texture)},
+8 -8
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@@ -32,7 +32,7 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::string& text_file
}
// Crea los objetos
sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
// Inicializa variables
fixed_width_ = false;
@@ -50,7 +50,7 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::shared_ptr<Text::
}
// Crea los objetos
sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
// Inicializa variables
fixed_width_ = false;
@@ -71,8 +71,8 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::shared_ptr<Textur
}
// Crea los objetos
sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
white_sprite_ = std::make_unique<Sprite>(white_texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
white_sprite_ = std::make_unique<Sprite>(white_texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
// Inicializa variables
fixed_width_ = false;
@@ -90,8 +90,8 @@ Text::Text(const std::shared_ptr<Texture>& texture, const std::shared_ptr<Textur
}
// Crea los objetos
sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
white_sprite_ = std::make_unique<Sprite>(white_texture, (SDL_FRect){.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
sprite_ = std::make_unique<Sprite>(texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
white_sprite_ = std::make_unique<Sprite>(white_texture, SDL_FRect{.x = 0, .y = 0, .w = static_cast<float>(box_width_), .h = static_cast<float>(box_height_)});
// Inicializa variables
fixed_width_ = false;
@@ -137,7 +137,7 @@ void Text::write2X(int x, int y, const std::string& text, int kerning, int lengt
}
// Escribe el texto en una textura
auto Text::writeToTexture(const std::string& text, int zoom, int kerning, int length) -> std::shared_ptr<Texture> {
auto Text::writeToTexture(const std::string& text, int zoom, int kerning, int /*length*/) -> std::shared_ptr<Texture> {
auto* renderer = Screen::get()->getRenderer();
auto texture = std::make_shared<Texture>(renderer);
auto width = Text::length(text, kerning) * zoom;
@@ -342,7 +342,7 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string& text, int kerni
}
// Escribe texto a partir de un TextStyle
void Text::writeStyle(int x, int y, const std::string& text, const Style& style, int length) {
void Text::writeStyle(int x, int y, const std::string& text, const Style& style, int /*length*/) {
writeDX(style.flags, x, y, text, style.kerning, style.text_color, style.shadow_distance, style.shadow_color);
}
+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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@@ -50,7 +50,7 @@ TiledBG::~TiledBG() {
// Rellena la textura con el contenido
void TiledBG::fillTexture() {
// Crea los objetos para pintar en la textura de fondo
auto tile = std::make_unique<Sprite>(Resource::get()->getTexture("title_bg_tile.png"), (SDL_FRect){.x = 0, .y = 0, .w = TILE_WIDTH, .h = TILE_HEIGHT});
auto tile = std::make_unique<Sprite>(Resource::get()->getTexture("title_bg_tile.png"), SDL_FRect{.x = 0, .y = 0, .w = TILE_WIDTH, .h = TILE_HEIGHT});
// Prepara para dibujar sobre la textura
auto* temp = SDL_GetRenderTarget(renderer_);
+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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@@ -50,7 +50,7 @@ namespace SystemShutdown {
return shutdownSystem(config);
}
auto shutdownSystem(const ShutdownConfig& config) -> ShutdownResult {
auto shutdownSystem([[maybe_unused]] const ShutdownConfig& config) -> ShutdownResult {
#ifdef _WIN32
// Windows: Usar CreateProcess
STARTUPINFOA si = {0};
+2 -2
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@@ -22,7 +22,7 @@ namespace SystemUtils {
// Función auxiliar para crear una carpeta individual
auto createSingleFolder(const std::string& path, int permissions) -> Result {
struct stat st = {.st_dev = 0};
struct stat st{};
// Verificar si ya existe
if (stat(path.c_str(), &st) == 0) {
@@ -131,7 +131,7 @@ namespace SystemUtils {
}
auto folderExists(const std::string& path) -> bool {
struct stat st = {.st_dev = 0};
struct stat st{};
return (stat(path.c_str(), &st) == 0 && S_ISDIR(st.st_mode));
}
+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
+14 -4
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@@ -114,7 +114,9 @@ void BalloonManager::deployRandomFormation(int stage) {
.size = balloon.size,
.vel_x = balloon.vel_x,
.game_tempo = balloon_speed_,
.creation_counter = creation_time_enabled_ ? balloon.creation_counter : 0.0F};
.creation_counter = creation_time_enabled_ ? balloon.creation_counter : 0.0F,
.animation = {},
.sound = {}};
createBalloon(config);
}
@@ -135,7 +137,9 @@ void BalloonManager::deployFormation(int formation_id) {
.size = balloon.size,
.vel_x = balloon.vel_x,
.game_tempo = balloon_speed_,
.creation_counter = balloon.creation_counter};
.creation_counter = balloon.creation_counter,
.animation = {},
.sound = {}};
createBalloon(config);
}
}
@@ -151,7 +155,9 @@ void BalloonManager::deployFormation(int formation_id, float y) {
.size = balloon.size,
.vel_x = balloon.vel_x,
.game_tempo = balloon_speed_,
.creation_counter = balloon.creation_counter};
.creation_counter = balloon.creation_counter,
.animation = {},
.sound = {}};
createBalloon(config);
}
}
@@ -213,7 +219,9 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon>& parent_b
.size = static_cast<Balloon::Size>(static_cast<int>(parent_balloon->getSize()) - 1),
.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
.game_tempo = balloon_speed_,
.creation_counter = 0};
.creation_counter = 0,
.animation = {},
.sound = {}};
// Crea el globo hijo
auto child_balloon = createBalloon(config);
@@ -267,6 +275,8 @@ void BalloonManager::createPowerBall() {
.texture = balloon_textures_.at(4),
.animation = balloon_animations_.at(4),
.sound = {
.bouncing_file = {},
.popping_file = {},
.bouncing_enabled = bouncing_sound_enabled_,
.poping_enabled = poping_sound_enabled_,
.enabled = sound_enabled_}};
+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;
+5 -5
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@@ -262,7 +262,7 @@ namespace Options {
void clearPlayers() { players_.clear(); } // Limpia la lista de jugadores
// Asigna el mando a un jugador
void assignTo(const Input::Gamepad& gamepad, Player::Id player_id) {
void assignTo(const Input::Gamepad& /*gamepad*/, Player::Id /*player_id*/) {
}
// Asigna los mandos físicos basándose en la configuración actual de nombres.
@@ -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
View File
@@ -800,7 +800,7 @@ void Game::renderPathSprites() {
}
// Acciones a realizar cuando el jugador colisiona con un globo
void Game::handlePlayerCollision(std::shared_ptr<Player>& player, const std::shared_ptr<Balloon>& balloon) {
void Game::handlePlayerCollision(std::shared_ptr<Player>& player, const std::shared_ptr<Balloon>& /*balloon*/) {
if (!player->isPlaying() || player->isInvulnerable()) {
return; // Si no está jugando o tiene inmunidad, no hace nada
}
+1 -1
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@@ -84,7 +84,7 @@ void Instructions::iniSprites() {
// Inicializa los sprites
for (int i = 0; std::cmp_less(i, item_textures_.size()); ++i) {
auto sprite = std::make_unique<Sprite>(item_textures_[i], 0, 0, Item::WIDTH, Item::HEIGHT);
sprite->setPosition((SDL_FPoint){.x = sprite_pos_.x, .y = sprite_pos_.y + ((Item::HEIGHT + item_space_) * i)});
sprite->setPosition(SDL_FPoint{.x = sprite_pos_.x, .y = sprite_pos_.y + ((Item::HEIGHT + item_space_) * i)});
sprites_.push_back(std::move(sprite));
}
}
+2 -2
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@@ -39,11 +39,11 @@ class MenuOption {
[[nodiscard]] virtual auto getBehavior() const -> Behavior = 0;
[[nodiscard]] virtual auto getValueAsString() const -> std::string { return ""; }
virtual void adjustValue(bool adjust_up) {}
virtual void adjustValue(bool /*adjust_up*/) {}
[[nodiscard]] virtual auto getTargetGroup() const -> ServiceMenu::SettingsGroup { return ServiceMenu::SettingsGroup::MAIN; }
virtual void executeAction() {}
virtual auto getMaxValueWidth(Text* text_renderer) const -> int { return 0; } // Método virtual para que cada opción calcule el ancho de su valor más largo
virtual auto getMaxValueWidth(Text* /*text_renderer*/) const -> int { return 0; } // Método virtual para que cada opción calcule el ancho de su valor más largo
protected:
// --- Variables ---
+3 -3
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@@ -45,7 +45,7 @@ void MenuRenderer::ShowHideAnimation::stop() {
elapsed = 0.0F;
}
MenuRenderer::MenuRenderer(const ServiceMenu* menu_state, std::shared_ptr<Text> element_text, std::shared_ptr<Text> title_text)
MenuRenderer::MenuRenderer(const ServiceMenu* /*menu_state*/, std::shared_ptr<Text> element_text, std::shared_ptr<Text> title_text)
: element_text_(std::move(element_text)),
title_text_(std::move(title_text)) {
initializeMaxSizes();
@@ -145,7 +145,7 @@ void MenuRenderer::render(const ServiceMenu* menu_state) {
}
}
void MenuRenderer::update(const ServiceMenu* menu_state, float delta_time) {
void MenuRenderer::update(const ServiceMenu* /*menu_state*/, float delta_time) {
updateAnimations(delta_time);
if (visible_) {
@@ -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();
+1 -1
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@@ -259,7 +259,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
// Dibuja el icono de la notificación
if (has_icons_ && icon >= 0 && texts.size() >= 2) {
auto sp = std::make_unique<Sprite>(icon_texture_, (SDL_FRect){.x = 0, .y = 0, .w = ICON_SIZE, .h = ICON_SIZE});
auto sp = std::make_unique<Sprite>(icon_texture_, SDL_FRect{.x = 0, .y = 0, .w = ICON_SIZE, .h = ICON_SIZE});
sp->setPosition({.x = PADDING_IN_H, .y = PADDING_IN_V, .w = ICON_SIZE, .h = ICON_SIZE});
sp->setSpriteClip(SDL_FRect{
.x = static_cast<float>(ICON_SIZE * (icon % 10)),
+64 -77
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@@ -1,109 +1,96 @@
#include "core/resources/resource_pack.hpp"
#include "../../build/version.h" // Para Version::APP_NAME
#include <iostream>
#include <filesystem>
#include <iostream>
#include <string>
void showHelp() {
std::cout << Version::APP_NAME << " - Resource Packer" << std::endl;
std::cout << "===============================================" << std::endl;
std::cout << "Usage: pack_resources [options] [input_dir] [output_file]" << std::endl;
std::cout << std::endl;
std::cout << "Options:" << std::endl;
std::cout << " --help Show this help message" << std::endl;
std::cout << " --list List contents of an existing pack file" << std::endl;
std::cout << std::endl;
std::cout << "Arguments:" << std::endl;
std::cout << " input_dir Directory to pack (default: data)" << std::endl;
std::cout << " output_file Pack file name (default: resources.pack)" << std::endl;
std::cout << std::endl;
std::cout << "Examples:" << std::endl;
std::cout << " pack_resources # Pack 'data' to 'resources.pack'" << std::endl;
std::cout << " pack_resources mydata # Pack 'mydata' to 'resources.pack'" << std::endl;
std::cout << " pack_resources data my.pack # Pack 'data' to 'my.pack'" << std::endl;
std::cout << " pack_resources --list my.pack # List contents of 'my.pack'" << std::endl;
}
#include "core/resources/resource_pack.hpp"
#include "../../build/version.h" // Version::APP_NAME
void listPackContents(const std::string& packFile) {
ResourcePack pack;
if (!pack.loadPack(packFile)) {
std::cerr << "Error: Cannot open pack file: " << packFile << std::endl;
return;
namespace {
void showHelp() {
std::cout << Version::APP_NAME << " - Resource Packer\n";
std::cout << "==============================================\n";
std::cout << "Usage: pack_resources [options] [input_dir] [output_file]\n\n";
std::cout << "Options:\n";
std::cout << " --help Show this help message\n";
std::cout << " --list List contents of an existing pack file\n\n";
std::cout << "Arguments:\n";
std::cout << " input_dir Directory to pack (default: data)\n";
std::cout << " output_file Pack file name (default: resources.pack)\n";
}
auto resources = pack.getResourceList();
std::cout << "Pack file: " << packFile << std::endl;
std::cout << "Resources: " << resources.size() << std::endl;
std::cout << "Contents:" << std::endl;
for (const auto& resource : resources) {
std::cout << " " << resource << std::endl;
void listPackContents(const std::string& pack_file) {
ResourcePack pack;
if (!pack.loadPack(pack_file)) {
std::cerr << "Error: cannot open pack file: " << pack_file << '\n';
return;
}
auto resources = pack.getResourceList();
std::cout << "Pack file: " << pack_file << '\n';
std::cout << "Resources: " << resources.size() << '\n';
for (const auto& r : resources) { std::cout << " " << r << '\n'; }
}
}
} // namespace
int main(int argc, char* argv[]) {
std::string dataDir = "data";
std::string outputFile = "resources.pack";
bool listMode = false;
bool dataDirSet = false;
std::string data_dir = "data";
std::string output_file = "resources.pack";
bool list_mode = false;
bool data_dir_set = false;
// Parse arguments
for (int i = 1; i < argc; i++) {
for (int i = 1; i < argc; ++i) {
std::string arg = argv[i];
if (arg == "--help" || arg == "-h") {
showHelp();
return 0;
} else if (arg == "--list") {
listMode = true;
if (i + 1 < argc) {
outputFile = argv[++i]; // Next argument is pack file to list
}
} else if (!arg.empty() && arg[0] != '-') {
if (!dataDirSet) {
dataDir = arg;
dataDirSet = true;
}
if (arg == "--list") {
list_mode = true;
if (i + 1 < argc) { output_file = argv[++i]; }
continue;
}
if (!arg.empty() && arg[0] != '-') {
if (!data_dir_set) {
data_dir = arg;
data_dir_set = true;
} else {
outputFile = arg;
output_file = arg;
}
}
}
if (listMode) {
listPackContents(outputFile);
if (list_mode) {
listPackContents(output_file);
return 0;
}
std::cout << Version::APP_NAME << " - Resource Packer" << std::endl;
std::cout << "===============================================" << std::endl;
std::cout << "Input directory: " << dataDir << std::endl;
std::cout << "Output file: " << outputFile << std::endl;
std::cout << std::endl;
std::cout << Version::APP_NAME << " - Resource Packer\n";
std::cout << "==============================================\n";
std::cout << "Input directory: " << data_dir << '\n';
std::cout << "Output file: " << output_file << '\n';
if (!std::filesystem::exists(dataDir)) {
std::cerr << "Error: Input directory does not exist: " << dataDir << std::endl;
if (!std::filesystem::exists(data_dir)) {
std::cerr << "Error: input directory does not exist: " << data_dir << '\n';
return 1;
}
ResourcePack pack;
std::cout << "Scanning and packing resources...\n";
if (!pack.addDirectory(data_dir)) {
std::cerr << "Error: failed to add directory to pack\n";
return 1;
}
std::cout << "Found " << pack.getResourceCount() << " resources\n";
std::cout << "Scanning and packing resources..." << std::endl;
if (!pack.addDirectory(dataDir)) {
std::cerr << "Error: Failed to add directory to pack" << std::endl;
std::cout << "Saving pack file...\n";
if (!pack.savePack(output_file)) {
std::cerr << "Error: failed to save pack file\n";
return 1;
}
std::cout << "Found " << pack.getResourceCount() << " resources" << std::endl;
std::cout << "Saving pack file..." << std::endl;
if (!pack.savePack(outputFile)) {
std::cerr << "Error: Failed to save pack file" << std::endl;
return 1;
}
std::filesystem::path packPath(outputFile);
auto fileSize = std::filesystem::file_size(packPath);
std::cout << "Pack file created successfully!" << std::endl;
std::cout << "File size: " << (fileSize / 1024.0 / 1024.0) << " MB" << std::endl;
auto file_size = std::filesystem::file_size(std::filesystem::path(output_file));
std::cout << "Pack file created: " << output_file << " ("
<< (static_cast<double>(file_size) / 1024.0 / 1024.0) << " MB)\n";
return 0;
}