clang-tidy readability

This commit is contained in:
2025-07-20 14:56:00 +02:00
parent f5245273a1
commit ca99f7be34
57 changed files with 623 additions and 557 deletions

View File

@@ -154,7 +154,7 @@ auto Input::discoverGameControllers() -> bool {
joysticks_.clear();
for (int i = 0; i < num_joysticks_; ++i) {
// Usar el ID del joystick, no el índice
auto joy = SDL_OpenJoystick(joystick_ids[i]);
auto *joy = SDL_OpenJoystick(joystick_ids[i]);
joysticks_.push_back(joy);
// En SDL3, SDL_IsGamepad toma un SDL_JoystickID, no un índice
@@ -178,13 +178,13 @@ auto Input::discoverGameControllers() -> bool {
for (int i = 0; i < num_joysticks_; i++) {
if (SDL_IsGamepad(joystick_ids[i])) {
// Abre el mando usando el ID del joystick
auto pad = SDL_OpenGamepad(joystick_ids[i]);
auto *pad = SDL_OpenGamepad(joystick_ids[i]);
if (pad != nullptr) {
connected_controllers_.push_back(pad);
// Obtener el nombre usando el ID del joystick
const char *name_cstr = SDL_GetGamepadNameForID(joystick_ids[i]);
std::string name = name_cstr ? name_cstr : "Unknown Gamepad";
std::string name = (name_cstr != nullptr) ? name_cstr : "Unknown Gamepad";
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "#%d: %s", i, name.c_str());
controller_names_.push_back(name);
@@ -198,7 +198,7 @@ auto Input::discoverGameControllers() -> bool {
}
// Liberar el array de IDs
if (joystick_ids) {
if (joystick_ids != nullptr) {
SDL_free(joystick_ids);
}
@@ -207,7 +207,7 @@ auto Input::discoverGameControllers() -> bool {
}
// Comprueba si hay algun mando conectado
auto Input::gameControllerFound() -> bool { return num_gamepads_ > 0 ? true : false; }
auto Input::gameControllerFound() const -> bool { return num_gamepads_ > 0; }
// Obten el nombre de un mando de juego
auto Input::getControllerName(int controller_index) const -> std::string { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); }
@@ -258,7 +258,7 @@ auto Input::getIndexByName(const std::string &name) const -> int {
}
// Convierte un InputAction a std::string
auto Input::inputToString(InputAction input) const -> std::string {
auto Input::inputToString(InputAction input) -> std::string {
switch (input) {
case InputAction::FIRE_LEFT:
return "input_fire_left";
@@ -276,7 +276,7 @@ auto Input::inputToString(InputAction input) const -> std::string {
}
// Convierte un std::string a InputAction
auto Input::stringToInput(const std::string &name) const -> InputAction {
auto Input::stringToInput(const std::string &name) -> InputAction {
static const std::unordered_map<std::string, InputAction> INPUT_MAP = {
{"input_fire_left", InputAction::FIRE_LEFT},
{"input_fire_center", InputAction::FIRE_CENTER},
@@ -316,19 +316,17 @@ auto Input::checkAxisInput(InputAction input, int controller_index, bool repeat)
if (repeat) {
// Si se permite repetir, simplemente devolvemos el estado actual
return axis_active_now;
} else {
// Si no se permite repetir, aplicamos la lógica de transición
if (axis_active_now && !binding.axis_active) {
// Transición de inactivo a activo
binding.axis_active = true;
return true;
} else if (!axis_active_now && binding.axis_active) {
// Transición de activo a inactivo
binding.axis_active = false;
}
// Mantener el estado actual
return false;
} // Si no se permite repetir, aplicamos la lógica de transición
if (axis_active_now && !binding.axis_active) {
// Transición de inactivo a activo
binding.axis_active = true;
return true;
} else if (!axis_active_now && binding.axis_active) {
// Transición de activo a inactivo
binding.axis_active = false;
}
// Mantener el estado actual
return false;
}
void Input::initSDLGamePad() {
@@ -373,7 +371,7 @@ void Input::update() {
// --- MANDOS ---
for (int c = 0; c < num_gamepads_; ++c) {
for (size_t i = 0; i < controller_bindings_[c].size(); ++i) {
bool button_is_down_now = SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button) != 0;
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button)) != 0;
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
controller_bindings_[c][i].just_pressed = button_is_down_now && !controller_bindings_[c][i].is_held;