clang-tidy
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@@ -41,8 +41,12 @@ ServiceMenu::ServiceMenu()
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}
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void ServiceMenu::toggle() {
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if (define_buttons_ && define_buttons_->isEnabled()) return;
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if (isAnimating() && !define_buttons_->isEnabled()) return;
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if (define_buttons_ && define_buttons_->isEnabled()) {
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return;
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}
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if (isAnimating() && !define_buttons_->isEnabled()) {
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return;
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}
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playBackSound();
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@@ -83,7 +87,9 @@ void ServiceMenu::update() {
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// El renderer siempre se actualiza para manejar sus animaciones
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renderer_->update(this);
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if (!enabled_) return;
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if (!enabled_) {
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return;
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}
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// Lógica de actualización del mensaje de reinicio y botones
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bool now_pending = Options::pending_changes.has_pending_changes;
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@@ -294,7 +300,7 @@ void ServiceMenu::initializeOptions() {
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[this]() {
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// Acción: configurar botones del mando del jugador 1
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auto *gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER1);
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if (gamepad && gamepad->instance) {
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if ((gamepad != nullptr) && gamepad->instance) {
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define_buttons_->enable(gamepad);
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}
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}));
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@@ -312,7 +318,7 @@ void ServiceMenu::initializeOptions() {
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[this]() {
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// Acción: configurar botones del mando del jugador 2
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auto *gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER2);
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if (gamepad && gamepad->instance) {
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if ((gamepad != nullptr) && gamepad->instance) {
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define_buttons_->enable(gamepad);
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}
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}));
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@@ -565,17 +571,17 @@ void ServiceMenu::handleEvent(const SDL_Event &event) {
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}
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}
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bool ServiceMenu::checkInput() {
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auto ServiceMenu::checkInput() -> bool {
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// --- Guardas ---
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// No procesar input si el menú no está habilitado, si se está animando o si se definen botones
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if (!enabled_ || isAnimating() || (define_buttons_ && define_buttons_->isEnabled())) {
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return false;
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}
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static auto input = Input::get();
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static auto *input_ = Input::get();
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using Action = Input::Action;
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const std::vector<std::pair<Action, std::function<void()>>> actions = {
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const std::vector<std::pair<Action, std::function<void()>>> ACTIONS = {
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{Action::UP, [this]() { setSelectorUp(); }},
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{Action::DOWN, [this]() { setSelectorDown(); }},
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{Action::RIGHT, [this]() { adjustOption(true); }},
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@@ -585,17 +591,17 @@ bool ServiceMenu::checkInput() {
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};
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// Teclado
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for (const auto &[action, func] : actions) {
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if (input->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
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for (const auto &[action, func] : ACTIONS) {
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if (input_->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
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func();
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return true;
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}
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}
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// Mandos
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for (auto gamepad : input->getGamepads()) {
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for (const auto &[action, func] : actions) {
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if (input->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
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for (auto gamepad : input_->getGamepads()) {
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for (const auto &[action, func] : ACTIONS) {
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if (input_->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
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func();
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return true;
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}
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