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