treball en curs: correccions de tidy

This commit is contained in:
2026-05-16 17:19:40 +02:00
parent 3421f34a84
commit ee2dd0bc2c
30 changed files with 1220 additions and 1479 deletions
+1 -1
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@@ -51,7 +51,7 @@ namespace Defaults::Loading {
namespace Defaults::Settings {
constexpr int DIFFICULTY = DIFFICULTY_NORMAL;
constexpr int LANGUAGE = ba_BA;
constexpr Lang::Code LANGUAGE = Lang::Code::BA_BA;
} // namespace Defaults::Settings
// Tamaño de bloque
+7 -5
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@@ -8,7 +8,7 @@
#include <string>
#include "core/input/input.h" // for INPUT_USE_KEYBOARD, INPUT_USE_GAMECONTROLLER
#include "core/locale/lang.h" // for MAX_LANGUAGES, en_UK
#include "core/locale/lang.h" // for Lang::Code, Lang::MAX_LANGUAGES
#include "external/fkyaml_node.hpp" // for fkyaml::node
#include "utils/utils.h" // for boolToString
@@ -148,10 +148,12 @@ namespace Options {
if (!yaml.contains("settings")) { return; }
const auto &st = yaml["settings"];
parseIntField(st, "difficulty", settings.difficulty);
parseIntField(st, "language", settings.language);
if (settings.language < 0 || settings.language > MAX_LANGUAGES) {
settings.language = en_UK;
int language_int = static_cast<int>(settings.language);
parseIntField(st, "language", language_int);
if (language_int < 0 || language_int >= Lang::MAX_LANGUAGES) {
language_int = static_cast<int>(Lang::Code::EN_UK);
}
settings.language = static_cast<Lang::Code>(language_int);
parseIntField(st, "player_selected", settings.player_selected);
}
@@ -318,7 +320,7 @@ namespace Options {
file << "# SETTINGS\n";
file << "settings:\n";
file << " difficulty: " << settings.difficulty << "\n";
file << " language: " << settings.language << "\n";
file << " language: " << static_cast<int>(settings.language) << "\n";
file << " player_selected: " << settings.player_selected << "\n\n";
// INPUT
+1 -1
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@@ -81,7 +81,7 @@ namespace Options {
static constexpr int CURRENT_CONFIG_VERSION = 1;
int config_version = CURRENT_CONFIG_VERSION;
int difficulty = Defaults::Settings::DIFFICULTY;
int language = Defaults::Settings::LANGUAGE;
Lang::Code language = Defaults::Settings::LANGUAGE;
bool console = false;
int player_selected = 0;
std::string config_file;
+1 -1
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@@ -41,7 +41,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Section *section) {
// Crea un backbuffer para el renderizador
backbuffer_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer_ != nullptr) {
SDL_SetTextureScaleMode(backbuffer_, Texture::currentScaleMode);
SDL_SetTextureScaleMode(backbuffer_, Texture::current_scale_mode);
} else {
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << '\n';
}
+6 -9
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@@ -9,7 +9,7 @@
#include "core/audio/audio.hpp" // for Audio
#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
#include "core/input/input.h" // for Input, INPUT_USE_GAMECONTROLLER, INPUT_...
#include "core/locale/lang.h" // for Lang, ba_BA, en_UK, es_ES
#include "core/locale/lang.h" // for Lang, Lang::Code
#include "core/rendering/animatedsprite.h" // for AnimatedSprite
#include "core/rendering/fade.h" // for Fade
#include "core/rendering/screen.h" // for Screen
@@ -450,10 +450,7 @@ void Title::handleOptionsMenuSelection() {
break;
case 5: // Language
Options::settings.language++;
if (Options::settings.language == 3) {
Options::settings.language = 0;
}
Options::settings.language = Lang::nextLanguage(Options::settings.language);
updateMenuLabels();
break;
@@ -729,15 +726,15 @@ void Title::updateMenuLabels() const {
i++;
// LANGUAGE
switch (Options::settings.language) {
case es_ES:
case Lang::Code::ES_ES:
menu_.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(24)); // SPANISH
break;
case ba_BA:
case Lang::Code::BA_BA:
menu_.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(25)); // VALENCIAN
break;
case en_UK:
case Lang::Code::EN_UK:
default:
// ENGLISH (i fallback per a llengües no reconegudes)
menu_.options->setItemCaption(i, Lang::get()->getText(8) + ": " + Lang::get()->getText(26));
@@ -1010,7 +1007,7 @@ void Title::createTiledBackground() {
// Crea la textura para el mosaico de fondo
background_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH * 2, GAMECANVAS_HEIGHT * 2);
if (background_ != nullptr) {
SDL_SetTextureScaleMode(background_, Texture::currentScaleMode);
SDL_SetTextureScaleMode(background_, Texture::current_scale_mode);
}
if (background_ == nullptr) {
if (Options::settings.console) {