Mes recomanacions de cppcheck aplicades

Abans de tocar unes cosetes de strings buits
This commit is contained in:
2024-10-13 13:49:00 +02:00
parent b2122ac239
commit 46b19ee82f
22 changed files with 995 additions and 1062 deletions

View File

@@ -9,7 +9,7 @@
Input *Input::input_ = nullptr;
// [SINGLETON] Crearemos el objeto input con esta función estática
void Input::init(std::string game_controller_db_path)
void Input::init(const std::string &game_controller_db_path)
{
Input::input_ = new Input(game_controller_db_path);
}
@@ -27,12 +27,10 @@ Input *Input::get()
}
// Constructor
Input::Input(std::string game_controller_db_path)
: game_controller_db_path_(game_controller_db_path)
Input::Input(const std::string &game_controller_db_path)
: game_controller_db_path_(game_controller_db_path),
enabled_(true)
{
// Inicializa variables
enabled_ = true;
// Busca si hay mandos conectados
discoverGameControllers();
@@ -434,12 +432,11 @@ bool Input::discoverGameControllers()
for (int i = 0; i < num_gamepads_; i++)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
auto pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
connected_controllers_.push_back(pad);
const std::string separator(" #");
std::string name = SDL_GameControllerNameForIndex(i);
const std::string name = SDL_GameControllerNameForIndex(i);
#ifdef VERBOSE
{
std::cout << name << std::endl;
@@ -528,7 +525,7 @@ SDL_GameControllerButton Input::getControllerBinding(int controller_index, Input
}
// Obtiene el indice a partir del nombre del mando
int Input::getIndexByName(std::string name) const
int Input::getIndexByName(const std::string &name) const
{
for (int i = 0; i < num_gamepads_; ++i)
{
@@ -572,7 +569,7 @@ std::string Input::to_string(InputType input) const
}
// Convierte un std::string a InputType
InputType Input::to_inputs_e(std::string name) const
InputType Input::to_inputs_e(const std::string &name) const
{
if (name == "input_fire_left")
{
@@ -602,16 +599,6 @@ InputType Input::to_inputs_e(std::string name) const
return InputType::NONE;
}
// Activa todos los inputs. Sirve para evitar inputs sin repeticiones pero que ya vienen pulsados cuando checkInput no estaba monitorizando
/*void Input::allActive(int controller_index)
{
for (int i = 0; i < (int)button_inputs_.size(); ++i)
{
controller_bindings_[controller_index][i].active = true;
}
}
*/
// Comprueba el eje del mando
bool Input::checkAxisInput(InputType input, int controller_index) const
{