clang-tidy (amb el fuck de que no feien bona parella el clang de macos i el tidy de llvm)
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@@ -200,24 +200,24 @@ namespace Options {
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// Un mapa estático asegura que se inicializa solo una vez
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static const std::map<std::string, std::function<void(const std::string&)>> SETTINGS_MAP = {
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// Configuración
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{"config.version", [](const auto& val) { settings.config_version = std::stoi(val); }},
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{"config.version", [](const auto& val) -> auto { settings.config_version = std::stoi(val); }},
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// Ventana
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{"window.zoom", [](const auto& val) { window.zoom = std::stoi(val); }},
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{"window.zoom", [](const auto& val) -> auto { window.zoom = std::stoi(val); }},
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// Vídeo
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{"video.fullscreen", [](const auto& val) { video.fullscreen = stringToBool(val); }},
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{"video.scale_mode", [](const auto& val) { video.scale_mode = static_cast<SDL_ScaleMode>(std::stoi(val)); }},
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{"video.shaders", [](const auto& val) { video.shaders = stringToBool(val); }},
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{"video.integer_scale", [](const auto& val) { video.integer_scale = stringToBool(val); }},
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{"video.vsync", [](const auto& val) { video.vsync = stringToBool(val); }},
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{"video.fullscreen", [](const auto& val) -> auto { video.fullscreen = stringToBool(val); }},
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{"video.scale_mode", [](const auto& val) -> auto { video.scale_mode = static_cast<SDL_ScaleMode>(std::stoi(val)); }},
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{"video.shaders", [](const auto& val) -> auto { video.shaders = stringToBool(val); }},
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{"video.integer_scale", [](const auto& val) -> auto { video.integer_scale = stringToBool(val); }},
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{"video.vsync", [](const auto& val) -> auto { video.vsync = stringToBool(val); }},
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// Audio
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{"audio.enabled", [](const auto& val) { audio.enabled = stringToBool(val); }},
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{"audio.volume", [](const auto& val) { audio.volume = std::clamp(std::stoi(val), 0, 100); }},
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{"audio.music.enabled", [](const auto& val) { audio.music.enabled = stringToBool(val); }},
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{"audio.music.volume", [](const auto& val) { audio.music.volume = std::clamp(std::stoi(val), 0, 100); }},
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{"audio.sound.enabled", [](const auto& val) { audio.sound.enabled = stringToBool(val); }},
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{"audio.sound.volume", [](const auto& val) { audio.sound.volume = std::clamp(std::stoi(val), 0, 100); }},
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{"audio.enabled", [](const auto& val) -> auto { audio.enabled = stringToBool(val); }},
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{"audio.volume", [](const auto& val) -> auto { audio.volume = std::clamp(std::stoi(val), 0, 100); }},
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{"audio.music.enabled", [](const auto& val) -> auto { audio.music.enabled = stringToBool(val); }},
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{"audio.music.volume", [](const auto& val) -> auto { audio.music.volume = std::clamp(std::stoi(val), 0, 100); }},
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{"audio.sound.enabled", [](const auto& val) -> auto { audio.sound.enabled = stringToBool(val); }},
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{"audio.sound.volume", [](const auto& val) -> auto { audio.sound.volume = std::clamp(std::stoi(val), 0, 100); }},
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// Juego
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{"game.language", [](const auto& val) {
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{"game.language", [](const auto& val) -> auto {
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settings.language = static_cast<Lang::Code>(std::stoi(val));
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if (settings.language != Lang::Code::ENGLISH &&
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@@ -227,15 +227,15 @@ namespace Options {
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}
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pending_changes.new_language = settings.language;
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}},
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{"game.difficulty", [](const auto& val) {
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{"game.difficulty", [](const auto& val) -> auto {
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settings.difficulty = static_cast<Difficulty::Code>(std::stoi(val));
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pending_changes.new_difficulty = settings.difficulty;
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}},
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{"game.autofire", [](const auto& val) { settings.autofire = stringToBool(val); }},
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{"game.shutdown_enabled", [](const auto& val) { settings.shutdown_enabled = stringToBool(val); }},
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{"game.params_file", [](const auto& val) { settings.params_file = val; }},
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{"game.autofire", [](const auto& val) -> auto { settings.autofire = stringToBool(val); }},
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{"game.shutdown_enabled", [](const auto& val) -> auto { settings.shutdown_enabled = stringToBool(val); }},
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{"game.params_file", [](const auto& val) -> auto { settings.params_file = val; }},
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// Teclado
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{"keyboard.player", [](const auto& val) { keyboard.player_id = static_cast<Player::Id>(stoi(val)); }}};
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{"keyboard.player", [](const auto& val) -> auto { keyboard.player_id = static_cast<Player::Id>(stoi(val)); }}};
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// Maneja por separado la configuración general de los mandos
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if (var.starts_with("controller.")) {
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@@ -351,7 +351,7 @@ namespace Options {
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// --- PRIMERA PASADA: Intenta asignar mandos basándose en la ruta guardada ---
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void GamepadManager::assignGamepadsByPath(
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const std::array<std::string, MAX_PLAYERS>& desired_paths,
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
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std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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const std::string& desired_path = desired_paths[i];
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@@ -376,7 +376,7 @@ namespace Options {
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// --- SEGUNDA PASADA: Asigna los mandos físicos restantes a los jugadores libres ---
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void GamepadManager::assignRemainingGamepads(
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads,
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const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
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std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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if (gamepads_[i].instance != nullptr) {
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@@ -418,9 +418,9 @@ namespace Options {
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// Devuelve 'true' si ya ha sido asignado, 'false' en caso contrario.
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auto GamepadManager::isGamepadAssigned(
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const std::shared_ptr<Input::Gamepad>& physical_gamepad,
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const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool {
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const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool { // NOLINT(readability-named-parameter)
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return std::ranges::any_of(assigned_instances,
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[&physical_gamepad](const auto& assigned) {
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[&physical_gamepad](const auto& assigned) -> auto {
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return assigned == physical_gamepad;
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});
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}
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