clang-format
This commit is contained in:
2025-07-23 20:55:50 +02:00
parent d33c1f5dc5
commit ec008ef5dd
61 changed files with 308 additions and 253 deletions

View File

@@ -111,31 +111,31 @@ void Title::checkEvents() {
if (event.type == SDL_EVENT_KEY_DOWN) {
handleKeyDownEvent(event);
}
GlobalEvents::check(event);
define_buttons_->checkEvents(event);
}
}
void Title::handleKeyDownEvent(const SDL_Event& event) {
bool isFirstPress = static_cast<int>(event.key.repeat) == 0;
if (isFirstPress) {
bool is_first_press = static_cast<int>(event.key.repeat) == 0;
if (is_first_press) {
handleControlKeys(event.key.key);
}
#ifdef _DEBUG
bool isRepeat = static_cast<int>(event.key.repeat) == 1;
if (isRepeat) {
#ifdef _DEBUG
bool is_repeat = static_cast<int>(event.key.repeat) == 1;
if (is_repeat) {
handleDebugColorKeys(event.key.key);
}
#endif
#endif
}
#ifdef _DEBUG
void Title::handleDebugColorKeys(SDL_Keycode key) {
static Color color_ = param.title.bg_color;
adjustColorComponent(key, color_);
counter_ = 0;
tiled_bg_->setColor(color_);
printColorValue(color_);
@@ -143,15 +143,32 @@ void Title::handleDebugColorKeys(SDL_Keycode key) {
void Title::adjustColorComponent(SDL_Keycode key, Color& color) {
switch (key) {
case SDLK_A: incrementColorComponent(color.r); break;
case SDLK_Z: decrementColorComponent(color.r); break;
case SDLK_S: incrementColorComponent(color.g); break;
case SDLK_X: decrementColorComponent(color.g); break;
case SDLK_D: incrementColorComponent(color.b); break;
case SDLK_C: decrementColorComponent(color.b); break;
case SDLK_F: incrementAllComponents(color); break;
case SDLK_V: decrementAllComponents(color); break;
default: break;
case SDLK_A:
incrementColorComponent(color.r);
break;
case SDLK_Z:
decrementColorComponent(color.r);
break;
case SDLK_S:
incrementColorComponent(color.g);
break;
case SDLK_X:
decrementColorComponent(color.g);
break;
case SDLK_D:
incrementColorComponent(color.b);
break;
case SDLK_C:
decrementColorComponent(color.b);
break;
case SDLK_F:
incrementAllComponents(color);
break;
case SDLK_V:
decrementAllComponents(color);
break;
default:
break;
}
}
@@ -194,27 +211,27 @@ void Title::handleControlKeys(SDL_Keycode key) {
define_buttons_->enable(0);
resetCounter();
break;
case SDLK_2:
define_buttons_->enable(1);
resetCounter();
break;
case SDLK_3:
swapControllers();
resetCounter();
break;
case SDLK_4:
swapKeyboard();
resetCounter();
break;
case SDLK_5:
showControllers();
resetCounter();
break;
default:
break;
}
@@ -235,28 +252,27 @@ void Title::checkInput() {
GlobalInputs::check();
}
bool Title::shouldSkipInputCheck() const {
auto Title::shouldSkipInputCheck() const -> bool {
return define_buttons_->isEnabled();
}
void Title::processControllerInputs() {
for (const auto &controller : Options::controllers) {
for (const auto& controller : Options::controllers) {
if (isStartButtonPressed(controller)) {
handleStartButtonPress(controller);
}
}
}
bool Title::isStartButtonPressed(const Options::GamepadOptions &controller) const {
auto Title::isStartButtonPressed(const Options::GamepadOptions& controller) -> bool {
return Input::get()->checkInput(
InputAction::START,
INPUT_DO_NOT_ALLOW_REPEAT,
controller.type,
controller.index
);
InputAction::START,
INPUT_DO_NOT_ALLOW_REPEAT,
controller.type,
controller.index);
}
void Title::handleStartButtonPress(const Options::GamepadOptions &controller) {
void Title::handleStartButtonPress(const Options::GamepadOptions& controller) {
if (!canProcessStartButton()) {
return;
}
@@ -268,7 +284,7 @@ void Title::handleStartButtonPress(const Options::GamepadOptions &controller) {
}
}
bool Title::canProcessStartButton() const {
auto Title::canProcessStartButton() const -> bool {
return (state_ != TitleState::LOGO_ANIMATING || ALLOW_TITLE_ANIMATION_SKIP);
}
@@ -546,21 +562,21 @@ void Title::initPlayers() {
// Actualza los jugadores
void Title::updatePlayers() {
for (auto &player : players_) {
for (auto& player : players_) {
player->update();
}
}
// Renderiza los jugadores
void Title::renderPlayers() {
for (auto const &player : players_) {
for (auto const& player : players_) {
player->render();
}
}
// Obtiene un jugador a partir de su "id"
auto Title::getPlayer(int id) -> std::shared_ptr<Player> {
auto it = std::find_if(players_.begin(), players_.end(), [id](const auto &player) { return player->getId() == id; });
auto it = std::find_if(players_.begin(), players_.end(), [id](const auto& player) { return player->getId() == id; });
if (it != players_.end()) {
return *it;