renombrades extensions .h a .hpp

This commit is contained in:
2025-10-17 21:45:19 +02:00
parent 50ccb2ccc2
commit 46974ef2eb
144 changed files with 1758 additions and 1783 deletions

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@@ -1,17 +1,18 @@
// IWYU pragma: no_include <bits/std_abs.h>
#include "path_sprite.h"
#include "path_sprite.hpp"
#include <functional> // Para function
#include <utility> // Para move
// Constructor para paths por puntos (convertido a segundos)
Path::Path(const std::vector<SDL_FPoint> &spots_init, float waiting_time_s_init)
: spots(spots_init), is_point_path(true) {
Path::Path(const std::vector<SDL_FPoint>& spots_init, float waiting_time_s_init)
: spots(spots_init),
is_point_path(true) {
waiting_time_s = waiting_time_s_init;
}
// Devuelve un vector con los puntos que conforman la ruta
auto createPath(float start, float end, PathType type, float fixed_pos, int steps, const std::function<double(double)> &easing_function) -> std::vector<SDL_FPoint> {
auto createPath(float start, float end, PathType type, float fixed_pos, int steps, const std::function<double(double)>& easing_function) -> std::vector<SDL_FPoint> {
std::vector<SDL_FPoint> v;
v.reserve(steps);
@@ -74,50 +75,50 @@ void PathSprite::addPath(Path path, bool centered) {
switch (path_centered) {
case PathCentered::ON_X: {
// Centrar en el eje X (para paths Verticales)
const float X_offset = pos_.w / 2.0f; // Asume que pos_.w está inicializado por el constructor de Sprite
const float X_offset = pos_.w / 2.0f; // Asume que pos_.w está inicializado por el constructor de Sprite
if (path.is_point_path) {
const float X_base = !path.spots.empty() ? path.spots.front().x : 0.0f;
const float X = X_base - X_offset;
for (auto &spot : path.spots) {
for (auto& spot : path.spots) {
spot.x = X;
}
} else {
// Es un path generado, ajustamos la posición fija (que es X)
path.fixed_pos -= X_offset;
}
paths_.emplace_back(std::move(path)); // Usamos std::move
paths_.emplace_back(std::move(path)); // Usamos std::move
break;
}
case PathCentered::ON_Y: {
// Centrar en el eje Y (para paths Horizontales)
const float Y_offset = pos_.h / 2.0f; // Asume que pos_.h está inicializado
const float Y_offset = pos_.h / 2.0f; // Asume que pos_.h está inicializado
if (path.is_point_path) {
const float Y_base = !path.spots.empty() ? path.spots.front().y : 0.0f;
const float Y = Y_base - Y_offset;
for (auto &spot : path.spots) {
for (auto& spot : path.spots) {
spot.y = Y;
}
} else {
// Es un path generado, ajustamos la posición fija (que es Y)
path.fixed_pos -= Y_offset;
}
paths_.emplace_back(std::move(path)); // Usamos std::move
paths_.emplace_back(std::move(path)); // Usamos std::move
break;
}
default:
// Sin centrado
paths_.emplace_back(std::move(path)); // Usamos std::move
paths_.emplace_back(std::move(path)); // Usamos std::move
break;
}
}
// Añade un recorrido generado (en segundos)
void PathSprite::addPath(float start, float end, PathType type, float fixed_pos, float duration_s, const std::function<double(double)> &easing_function, float waiting_time_s) {
void PathSprite::addPath(float start, float end, PathType type, float fixed_pos, float duration_s, const std::function<double(double)>& easing_function, float waiting_time_s) {
paths_.emplace_back(start, end, type, fixed_pos, duration_s, waiting_time_s, easing_function);
}
// Añade un recorrido por puntos (en segundos)
void PathSprite::addPath(const std::vector<SDL_FPoint> &spots, float waiting_time_s) {
void PathSprite::addPath(const std::vector<SDL_FPoint>& spots, float waiting_time_s) {
paths_.emplace_back(spots, waiting_time_s);
}
@@ -130,9 +131,9 @@ void PathSprite::enable() {
enabled_ = true;
// Establece la posición inicial
auto &path = paths_.at(current_path_);
auto& path = paths_.at(current_path_);
if (path.is_point_path) {
const auto &p = path.spots.at(path.counter);
const auto& p = path.spots.at(path.counter);
setPosition(p);
} else {
// Para paths generados, establecer posición inicial
@@ -148,11 +149,11 @@ void PathSprite::enable() {
// Coloca el sprite en los diferentes puntos del recorrido
void PathSprite::moveThroughCurrentPath(float delta_time) {
auto &path = paths_.at(current_path_);
auto& path = paths_.at(current_path_);
if (path.is_point_path) {
// Lógica para paths por puntos (compatibilidad)
const auto &p = path.spots.at(path.counter);
const auto& p = path.spots.at(path.counter);
setPosition(p);
if (!path.on_destination) {