jugant amb clang-tidy

This commit is contained in:
2025-07-19 22:25:46 +02:00
parent e06503a8fc
commit 1d3fd79a9e
30 changed files with 779 additions and 606 deletions

View File

@@ -241,7 +241,7 @@ void Input::printBindings(InputDevice device, int controller_index) const {
// Muestra los botones asignados
for (auto bi : button_inputs_) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "%s : %d", to_string(bi).c_str(), controller_bindings_.at(controller_index).at(static_cast<int>(bi)).button);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "%s : %d", inputToString(bi).c_str(), controller_bindings_.at(controller_index).at(static_cast<int>(bi)).button);
}
}
}
@@ -258,7 +258,7 @@ int Input::getIndexByName(const std::string &name) const {
}
// Convierte un InputAction a std::string
std::string Input::to_string(InputAction input) const {
std::string Input::inputToString(InputAction input) const {
switch (input) {
case InputAction::FIRE_LEFT:
return "input_fire_left";
@@ -276,7 +276,7 @@ std::string Input::to_string(InputAction input) const {
}
// Convierte un std::string a InputAction
InputAction Input::to_inputs_e(const std::string &name) const {
InputAction Input::stringToInput(const std::string &name) const {
static const std::unordered_map<std::string, InputAction> inputMap = {
{"input_fire_left", InputAction::FIRE_LEFT},
{"input_fire_center", InputAction::FIRE_CENTER},
@@ -295,16 +295,16 @@ bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat)
switch (input) {
case InputAction::LEFT:
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD_;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
break;
case InputAction::RIGHT:
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD_;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
break;
case InputAction::UP:
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD_;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
break;
case InputAction::DOWN:
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD_;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
break;
default:
return false;