Pasaeta de linters

This commit is contained in:
2025-08-06 13:05:04 +02:00
parent 8ed2dbcd4f
commit 1224af2a9b
40 changed files with 623 additions and 592 deletions

View File

@@ -1,19 +1,21 @@
#pragma once
#include <SDL3/SDL.h> // Para SDL_GamepadButton, SDL_ScaleMode
#include <SDL3/SDL.h> // Para SDL_ScaleMode
#include <algorithm> // Para copy
#include <array> // Para array
#include <fstream> // Para ofstream
#include <stdexcept> // Para excepciones
#include <string> // Para allocator, string
#include <unordered_map>
#include <vector> // Para vector
#include <cstddef> // Para size_t
#include <exception> // Para exception
#include <fstream> // Para basic_ostream, operator<<, basic_ofstream, basic_ostream::operator<<, ofstream
#include <memory> // Para shared_ptr, swap
#include <stdexcept> // Para out_of_range, invalid_argument
#include <string> // Para char_traits, string, allocator, operator==, swap, operator<<, basic_string, stoi
#include <vector> // Para vector
#include "difficulty.h" // Para Code
#include "input.h" // Para InputAction, InputDevice
#include "input.h" // Para Input
#include "lang.h" // Para Code
#include "manage_hiscore_table.h" // Para HiScoreEntry
#include "manage_hiscore_table.h" // Para ManageHiScoreTable, Table
#include "player.h" // Para Player
namespace Options {
@@ -106,51 +108,39 @@ struct Gamepad {
// --- Manager para los gamepads ---
class GamepadManager {
private:
static constexpr size_t MAX_PLAYERS = 2;
std::array<Gamepad, MAX_PLAYERS> gamepads;
// Convierte Player::Id a índice del array
size_t playerIdToIndex(Player::Id player_id) const {
switch (player_id) {
case Player::Id::PLAYER1:
return 0;
case Player::Id::PLAYER2:
return 1;
default:
throw std::invalid_argument("Invalid player ID");
}
}
public:
void init() {
gamepads[0] = Gamepad(Player::Id::PLAYER1);
gamepads[1] = Gamepad(Player::Id::PLAYER2);
gamepads_[0] = Gamepad(Player::Id::PLAYER1);
gamepads_[1] = Gamepad(Player::Id::PLAYER2);
}
// Acceso directo por player_id (más intuitivo)
Gamepad& getGamepad(Player::Id player_id) {
return gamepads[playerIdToIndex(player_id)];
auto getGamepad(Player::Id player_id) -> Gamepad& {
return gamepads_[playerIdToIndex(player_id)];
}
const Gamepad& getGamepad(Player::Id player_id) const {
return gamepads[playerIdToIndex(player_id)];
[[nodiscard]] auto getGamepad(Player::Id player_id) const -> const Gamepad& {
return gamepads_[playerIdToIndex(player_id)];
}
// Acceso por índice (más eficiente si ya tienes el índice)
Gamepad& operator[](size_t index) {
if (index >= MAX_PLAYERS) throw std::out_of_range("Invalid gamepad index");
return gamepads[index];
auto operator[](size_t index) -> Gamepad& {
if (index >= MAX_PLAYERS) {
throw std::out_of_range("Invalid gamepad index");
}
return gamepads_[index];
}
const Gamepad& operator[](size_t index) const {
if (index >= MAX_PLAYERS) throw std::out_of_range("Invalid gamepad index");
return gamepads[index];
auto operator[](size_t index) const -> const Gamepad& {
if (index >= MAX_PLAYERS) {
throw std::out_of_range("Invalid gamepad index");
}
return gamepads_[index];
}
bool assignGamepadToPlayer(Player::Id player_id,
auto assignGamepadToPlayer(Player::Id player_id,
std::shared_ptr<Input::Gamepad> instance,
const std::string& name) {
const std::string& name) -> bool {
try {
auto& gamepad = getGamepad(player_id);
gamepad.instance = instance;
@@ -162,15 +152,15 @@ class GamepadManager {
}
void swapPlayers() {
std::swap(gamepads[0].instance, gamepads[1].instance);
std::swap(gamepads[0].name, gamepads[1].name);
std::swap(gamepads[0].path, gamepads[1].path);
std::swap(gamepads_[0].instance, gamepads_[1].instance);
std::swap(gamepads_[0].name, gamepads_[1].name);
std::swap(gamepads_[0].path, gamepads_[1].path);
}
// Para serialización/deserialización
void saveToFile(std::ofstream& file) const {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
const auto& gamepad = gamepads[i];
const auto& gamepad = gamepads_[i];
file << "controller." << i << ".name=" << gamepad.name << "\n";
file << "controller." << i << ".path=" << gamepad.path << "\n";
file << "controller." << i << ".player=" << static_cast<int>(gamepad.player_id) << "\n";
@@ -178,28 +168,33 @@ class GamepadManager {
}
// Método helper para parseAndSetController
bool setControllerProperty(size_t controller_index,
auto setControllerProperty(size_t controller_index,
const std::string& property,
const std::string& value) {
if (controller_index >= MAX_PLAYERS) return false;
const std::string& value) -> bool {
if (controller_index >= MAX_PLAYERS) {
return false;
}
auto& gamepad = gamepads[controller_index];
auto& gamepad = gamepads_[controller_index];
if (property == "name") {
gamepad.name = value;
return true;
} else if (property == "path") {
}
if (property == "path") {
gamepad.path = value;
return true;
} else if (property == "player") {
}
if (property == "player") {
try {
int player_int = std::stoi(value);
if (player_int == 1)
if (player_int == 1) {
gamepad.player_id = Player::Id::PLAYER1;
else if (player_int == 2)
} else if (player_int == 2) {
gamepad.player_id = Player::Id::PLAYER2;
else
} else {
return false;
}
return true;
} catch (const std::exception&) {
return false;
@@ -213,12 +208,39 @@ class GamepadManager {
void assignAndLinkGamepads();
// Iteradores
auto begin() { return gamepads.begin(); }
auto end() { return gamepads.end(); }
auto begin() const { return gamepads.begin(); }
auto end() const { return gamepads.end(); }
auto begin() { return gamepads_.begin(); }
auto end() { return gamepads_.end(); }
[[nodiscard]] auto begin() const { return gamepads_.begin(); }
[[nodiscard]] auto end() const { return gamepads_.end(); }
size_t size() const { return MAX_PLAYERS; }
[[nodiscard]] static auto size() -> size_t { return MAX_PLAYERS; }
private:
static constexpr size_t MAX_PLAYERS = 2;
std::array<Gamepad, MAX_PLAYERS> gamepads_;
// Convierte Player::Id a índice del array
[[nodiscard]] static auto playerIdToIndex(Player::Id player_id) -> size_t {
switch (player_id) {
case Player::Id::PLAYER1:
return 0;
case Player::Id::PLAYER2:
return 1;
default:
throw std::invalid_argument("Invalid player ID");
}
}
void assignGamepadsByPath(
const std::array<std::string, MAX_PLAYERS>& desired_paths,
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,
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances);
[[nodiscard]] static auto isGamepadAssigned(
const std::shared_ptr<Input::Gamepad>& physical_gamepad,
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool;
};
struct Keyboard {
@@ -245,16 +267,16 @@ extern Keyboard keyboard; // Opciones para el teclado
extern PendingChanges pending_changes; // Opciones que se aplican al cerrar
// --- Funciones de configuración ---
void init(); // Inicializa las opciones del programa
void setConfigFile(const std::string& file_path); // Establece el fichero de configuración
void setControllersFile(const std::string& file_path); // Establece el fichero de configuración de mandos
auto loadFromFile() -> bool; // Carga el fichero de configuración
auto saveToFile() -> bool; // Guarda el fichero de configuración
void setKeyboardToPlayer(Player::Id player_id); // Asigna el teclado al jugador
void swapKeyboard(); // Intercambia el teclado de jugador
void swapControllers(); // Intercambia los jugadores asignados a los dos primeros mandos
auto getPlayerWhoUsesKeyboard() -> Player::Id; // Averigua quién está usando el teclado
void applyPendingChanges(); // Aplica los cambios pendientes copiando los valores a sus variables
void checkPendingChanges(); // Verifica si hay cambios pendientes
bool assignGamepadByName(const std::string& gamepad_name, Player::Id player_id); // Buscar y asignar un mando disponible por nombre
void init(); // Inicializa las opciones del programa
void setConfigFile(const std::string& file_path); // Establece el fichero de configuración
void setControllersFile(const std::string& file_path); // Establece el fichero de configuración de mandos
auto loadFromFile() -> bool; // Carga el fichero de configuración
auto saveToFile() -> bool; // Guarda el fichero de configuración
void setKeyboardToPlayer(Player::Id player_id); // Asigna el teclado al jugador
void swapKeyboard(); // Intercambia el teclado de jugador
void swapControllers(); // Intercambia los jugadores asignados a los dos primeros mandos
auto getPlayerWhoUsesKeyboard() -> Player::Id; // Averigua quién está usando el teclado
void applyPendingChanges(); // Aplica los cambios pendientes copiando los valores a sus variables
void checkPendingChanges(); // Verifica si hay cambios pendientes
auto assignGamepadByName(const std::string& gamepad_name, Player::Id player_id) -> bool; // Buscar y asignar un mando disponible por nombre
} // namespace Options