build: unifica .clang-format/.clang-tidy i exclou external/ i spv/ amb dummies

This commit is contained in:
2026-04-17 16:21:56 +02:00
parent 007c1d3554
commit 55caef3210
25 changed files with 119 additions and 119 deletions

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@@ -9,7 +9,7 @@
#include <unistd.h> // for getuid
#endif
#include <cstdlib> // for exit, EXIT_FAILURE, srand
#include <cstdlib> // for exit, EXIT_FAILURE, srand
#include <filesystem>
#include <fstream> // for basic_ostream, operator<<, basi...
#include <iostream> // for cout
@@ -24,14 +24,14 @@
#include "intro.h" // for Intro
#include "jail_audio.hpp" // for JA_Init
#include "lang.h" // for Lang, MAX_LANGUAGES, ba_BA, en_UK
#include "resource.h"
#include "resource_helper.h"
#include "logo.h" // for Logo
#include "mouse.hpp" // for Mouse::handleEvent, Mouse::upda...
#include "screen.h" // for FILTER_NEAREST, Screen, FILTER_...
#include "texture.h" // for Texture
#include "title.h" // for Title
#include "utils.h" // for options_t, input_t, boolToString
#include "resource.h"
#include "resource_helper.h"
#include "screen.h" // for FILTER_NEAREST, Screen, FILTER_...
#include "texture.h" // for Texture
#include "title.h" // for Title
#include "utils.h" // for options_t, input_t, boolToString
#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
#include <pwd.h>
@@ -62,13 +62,13 @@ Director::Director(int argc, const char *argv[]) {
// En wasm siempre se usa filesystem (MEMFS) porque el propio --preload-file
// de emscripten ya empaqueta data/ — no hay resources.pack.
{
#if defined(__EMSCRIPTEN__)
#if defined(__EMSCRIPTEN__)
const bool enable_fallback = true;
#elif defined(RELEASE_BUILD)
#elif defined(RELEASE_BUILD)
const bool enable_fallback = false;
#else
#else
const bool enable_fallback = true;
#endif
#endif
if (!ResourceHelper::initializeResourceSystem("resources.pack", enable_fallback)) {
std::cerr << "Fatal: resource system init failed (missing resources.pack?)" << std::endl;
exit(EXIT_FAILURE);
@@ -105,11 +105,11 @@ Director::Director(int argc, const char *argv[]) {
#else
{
const std::string binDir = std::filesystem::path(executablePath).parent_path().string();
#ifdef MACOS_BUNDLE
#ifdef MACOS_BUNDLE
input = new Input(binDir + "/../Resources/gamecontrollerdb.txt");
#else
#else
input = new Input(binDir + "/gamecontrollerdb.txt");
#endif
#endif
}
#endif
initInput();

2
source/external/.clang-format vendored Normal file
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@@ -0,0 +1,2 @@
DisableFormat: true
SortIncludes: Never

4
source/external/.clang-tidy vendored Normal file
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@@ -0,0 +1,4 @@
# source/external/.clang-tidy
Checks: '-*'
WarningsAsErrors: ''
HeaderFilterRegex: ''

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@@ -15,16 +15,16 @@
#include "input.h" // for inputs_e, Input, REPEAT_TRUE, REPEAT_FALSE
#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
#include "jail_audio.hpp" // for JA_PlaySound, JA_DeleteSound, JA_LoadSound
#include "resource.h"
#include "lang.h" // for Lang
#include "menu.h" // for Menu
#include "movingsprite.h" // for MovingSprite
#include "player.h" // for Player, DEATH_COUNTER
#include "screen.h" // for Screen
#include "smartsprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER
#include "texture.h" // for Texture
#include "resource.h"
#include "screen.h" // for Screen
#include "smartsprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER
#include "texture.h" // for Texture
struct JA_Sound_t;
// Constructor

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@@ -21,17 +21,18 @@ static void installWebStandardMapping(SDL_JoystickID jid) {
char mapping[512];
SDL_snprintf(mapping, sizeof(mapping),
"%s,%s,"
"a:b0,b:b1,x:b2,y:b3,"
"leftshoulder:b4,rightshoulder:b5,"
"lefttrigger:b6,righttrigger:b7,"
"back:b8,start:b9,"
"leftstick:b10,rightstick:b11,"
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
"guide:b16,"
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"platform:Emscripten",
guidStr, name);
"%s,%s,"
"a:b0,b:b1,x:b2,y:b3,"
"leftshoulder:b4,rightshoulder:b5,"
"lefttrigger:b6,righttrigger:b7,"
"back:b8,start:b9,"
"leftstick:b10,rightstick:b11,"
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
"guide:b16,"
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"platform:Emscripten",
guidStr,
name);
SDL_AddGamepadMapping(mapping);
#else
(void)jid;

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@@ -12,11 +12,11 @@
#include "jail_audio.hpp" // for JA_StopMusic
#include "lang.h" // for Lang
#include "resource.h"
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
#include "texture.h" // for Texture
#include "utils.h" // for color_t, section_t
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
#include "texture.h" // for Texture
#include "utils.h" // for color_t, section_t
// Constructor
Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section) {

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@@ -10,12 +10,12 @@
#include "jail_audio.hpp" // for JA_StopMusic, JA_DeleteMusic, JA_LoadMusic
#include "lang.h" // for Lang
#include "resource.h"
#include "screen.h" // for Screen
#include "smartsprite.h" // for SmartSprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#include "writer.h" // for Writer
#include "screen.h" // for Screen
#include "smartsprite.h" // for SmartSprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#include "writer.h" // for Writer
// Constructor
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section) {

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@@ -8,7 +8,7 @@
#include <string.h> // Para strcpy, strlen
#define STB_VORBIS_HEADER_ONLY
#include "stb_vorbis.c"
#include "external/stb_vorbis.c"
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID,

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@@ -10,10 +10,10 @@
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.hpp" // for JA_StopMusic
#include "resource.h"
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
// Valores de inicialización y fin
constexpr int INIT_FADE = 100;

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@@ -43,7 +43,7 @@ Reescribiendo el código el 27/09/2022
#include <SDL3/SDL_main.h>
#include "director.h"
#include "stb_vorbis.c"
#include "external/stb_vorbis.c"
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
auto *director = new Director(argc, const_cast<const char **>(argv));

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@@ -8,7 +8,7 @@
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.hpp" // for JA_LoadSound, JA_PlaySound, JA_DeleteSound
#include "resource_helper.h"
#include "text.h" // for Text
#include "text.h" // for Text
// Constructor
Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file) {

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@@ -28,7 +28,7 @@ class Resource {
JA_Music_t *getMusic(const std::string &name);
std::vector<std::string> &getAnimationLines(const std::string &name);
Text *getText(const std::string &name); // name sin extensión: "smb2", "nokia2", ...
Menu *getMenu(const std::string &name); // name sin extensión: "title", "options", ...
Menu *getMenu(const std::string &name); // name sin extensión: "title", "options", ...
const std::vector<uint8_t> &getDemoBytes() const { return demoBytes_; }
private:

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@@ -74,4 +74,4 @@ namespace ResourceHelper {
}
return pack_path;
}
}
} // namespace ResourceHelper

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@@ -12,4 +12,4 @@ namespace ResourceHelper {
bool shouldUseResourcePack(const std::string& filepath);
std::string getPackPath(const std::string& asset_path);
}
} // namespace ResourceHelper

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@@ -189,7 +189,7 @@ std::vector<uint8_t> ResourcePack::getResource(const std::string& filename) {
}
std::vector<uint8_t> result(data_.begin() + entry.offset,
data_.begin() + entry.offset + entry.size);
data_.begin() + entry.offset + entry.size);
uint32_t checksum = calculateChecksum(result);
if (checksum != entry.checksum) {

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@@ -9,7 +9,7 @@
#include "asset.h" // for Asset
#include "mouse.hpp" // for Mouse::cursorVisible, Mouse::lastMouseMoveTime
#include "resource.h"
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_STROKE
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
@@ -30,26 +30,26 @@
// interna a SDL_SetWindowFullscreen(false) és la peça que realment fa eixir
// SDL del seu estat intern de fullscreen — sense això res més funciona.
namespace {
Screen *g_screen_instance = nullptr;
Screen *g_screen_instance = nullptr;
void deferredCanvasResize(void * /*userData*/) {
if (g_screen_instance) {
g_screen_instance->handleCanvasResized();
void deferredCanvasResize(void * /*userData*/) {
if (g_screen_instance) {
g_screen_instance->handleCanvasResized();
}
}
}
EM_BOOL onEmFullscreenChange(int /*eventType*/, const EmscriptenFullscreenChangeEvent *event, void * /*userData*/) {
if (g_screen_instance && event) {
g_screen_instance->syncFullscreenFlagFromBrowser(event->isFullscreen != 0);
EM_BOOL onEmFullscreenChange(int /*eventType*/, const EmscriptenFullscreenChangeEvent *event, void * /*userData*/) {
if (g_screen_instance && event) {
g_screen_instance->syncFullscreenFlagFromBrowser(event->isFullscreen != 0);
}
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
EM_BOOL onEmOrientationChange(int /*eventType*/, const EmscriptenOrientationChangeEvent * /*event*/, void * /*userData*/) {
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
EM_BOOL onEmOrientationChange(int /*eventType*/, const EmscriptenOrientationChangeEvent * /*event*/, void * /*userData*/) {
emscripten_async_call(deferredCanvasResize, nullptr, 0);
return EM_FALSE;
}
} // namespace
#endif // __EMSCRIPTEN__

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@@ -30,21 +30,21 @@ class Screen {
// Render loop
void clean(color_t color = {0x00, 0x00, 0x00}); // Limpia la pantalla
void start(); // Prepara para empezar a dibujar en la textura de juego
void blit(); // Vuelca el contenido del renderizador en pantalla
void start(); // Prepara para empezar a dibujar en la textura de juego
void blit(); // Vuelca el contenido del renderizador en pantalla
// Video y ventana
void setVideoMode(bool fullscreen); // Establece el modo de video
void toggleVideoMode(); // Cambia entre pantalla completa y ventana
void handleCanvasResized(); // En Emscripten, reaplica setVideoMode tras un cambio del navegador (salida de fullscreen con Esc, rotación). No-op fuera de Emscripten
void setVideoMode(bool fullscreen); // Establece el modo de video
void toggleVideoMode(); // Cambia entre pantalla completa y ventana
void handleCanvasResized(); // En Emscripten, reaplica setVideoMode tras un cambio del navegador (salida de fullscreen con Esc, rotación). No-op fuera de Emscripten
void syncFullscreenFlagFromBrowser(bool isFullscreen); // Sincroniza el flag interno de fullscreen con el estado real del navegador. Debe llamarse antes de diferir handleCanvasResized. No-op fuera de Emscripten
void toggleIntegerScale(); // Alterna el escalado entero
void setIntegerScale(bool enabled); // Establece el escalado entero
void toggleVSync(); // Alterna el V-Sync
void setVSync(bool enabled); // Establece el V-Sync
auto decWindowZoom() -> bool; // Reduce el zoom de la ventana (devuelve true si cambió)
auto incWindowZoom() -> bool; // Aumenta el zoom de la ventana (devuelve true si cambió)
auto setWindowZoom(int zoom) -> bool; // Establece el zoom de la ventana (devuelve true si cambió)
void toggleIntegerScale(); // Alterna el escalado entero
void setIntegerScale(bool enabled); // Establece el escalado entero
void toggleVSync(); // Alterna el V-Sync
void setVSync(bool enabled); // Establece el V-Sync
auto decWindowZoom() -> bool; // Reduce el zoom de la ventana (devuelve true si cambió)
auto incWindowZoom() -> bool; // Aumenta el zoom de la ventana (devuelve true si cambió)
auto setWindowZoom(int zoom) -> bool; // Establece el zoom de la ventana (devuelve true si cambió)
// Borde
void setBorderColor(color_t color); // Cambia el color del borde
@@ -55,10 +55,10 @@ class Screen {
private:
// Helpers internos de setVideoMode
void applyFullscreen(bool fullscreen); // SDL_SetWindowFullscreen + visibilidad del cursor
void applyWindowedLayout(); // Calcula windowWidth/Height/dest + SDL_SetWindowSize + SDL_SetWindowPosition
void applyFullscreenLayout(); // SDL_GetWindowSize + delegación a computeFullscreenGameRect
void computeFullscreenGameRect(); // Calcula dest en fullscreen (integerScale / keepAspect / stretched)
void applyFullscreen(bool fullscreen); // SDL_SetWindowFullscreen + visibilidad del cursor
void applyWindowedLayout(); // Calcula windowWidth/Height/dest + SDL_SetWindowSize + SDL_SetWindowPosition
void applyFullscreenLayout(); // SDL_GetWindowSize + delegación a computeFullscreenGameRect
void computeFullscreenGameRect(); // Calcula dest en fullscreen (integerScale / keepAspect / stretched)
void applyLogicalPresentation(bool fullscreen); // SDL_SetRenderLogicalPresentation + persistencia a options
// Emscripten

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@@ -6,7 +6,7 @@
#include <iostream> // for basic_ostream, operator<<, cout, endl
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" // for stbi_failure_reason, stbi_image_free
#include "external/stb_image.h" // for stbi_failure_reason, stbi_image_free
SDL_ScaleMode Texture::currentScaleMode = SDL_SCALEMODE_NEAREST;

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@@ -16,11 +16,11 @@
#include "lang.h" // for Lang, ba_BA, en_UK, es_ES
#include "menu.h" // for Menu
#include "resource.h"
#include "screen.h" // for Screen, FILTER_LINEAL, FILTER_NEAREST
#include "smartsprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW
#include "texture.h" // for Texture
#include "screen.h" // for Screen, FILTER_LINEAL, FILTER_NEAREST
#include "smartsprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW
#include "texture.h" // for Texture
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, options_t *options, Lang *lang, section_t *section) {