activa -Wextra -Wpedantic i neteja warnings
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+2
-2
@@ -244,7 +244,7 @@ target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
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# Configuración de flags de compilación
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic)
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target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
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# Definir _DEBUG en modo Debug y RELEASE_BUILD en modo Release
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@@ -390,7 +390,7 @@ if(NOT EMSCRIPTEN)
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source/core/resources/resource_pack.cpp
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)
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target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
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target_compile_options(pack_resources PRIVATE -Wall)
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target_compile_options(pack_resources PRIVATE -Wall -Wextra -Wpedantic)
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# Regeneració automàtica de resources.pack en cada build si canvia data/.
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file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
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@@ -159,7 +159,7 @@ namespace GIF {
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return data;
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}
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auto Gif::processImageDescriptor(const uint8_t*& buffer, const std::vector<RGB>& gct, int resolution_bits) -> std::vector<uint8_t> {
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auto Gif::processImageDescriptor(const uint8_t*& buffer, const std::vector<RGB>& /*gct*/, int /*resolution_bits*/) -> std::vector<uint8_t> {
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ImageDescriptor image_descriptor;
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// Lee 9 bytes para el image descriptor.
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readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
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@@ -77,7 +77,7 @@ namespace Rendering {
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const std::string& fragment_source) -> bool override;
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void render() override;
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void setTextureSize(float width, float height) override {}
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void setTextureSize(float /*width*/, float /*height*/) override {}
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void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo
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void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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@@ -151,8 +151,40 @@ namespace Rendering {
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr; // NEAREST
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
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CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
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PostFXUniforms uniforms_{
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.vignette_strength = 0.6F,
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.chroma_min = 0.15F,
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.scanline_strength = 0.7F,
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.screen_height = 192.0F,
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.mask_strength = 0.0F,
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.gamma_strength = 0.0F,
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.curvature = 0.0F,
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.bleeding = 0.0F,
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.pixel_scale = 1.0F,
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.time = 0.0F,
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.flicker = 0.0F,
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.chroma_max = 0.15F,
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.scan_dark_ratio = 0.333F,
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.scan_dark_floor = 0.42F,
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.scan_edge_soft = 1.0F,
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.pad3 = 0.0F};
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CrtPiUniforms crtpi_uniforms_{
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.scanline_weight = 6.0F,
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.scanline_gap_brightness = 0.12F,
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.bloom_factor = 3.5F,
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.input_gamma = 2.4F,
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.output_gamma = 2.2F,
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.mask_brightness = 0.80F,
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.curvature_x = 0.05F,
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.curvature_y = 0.10F,
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.mask_type = 2,
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.enable_scanlines = 1,
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.enable_multisample = 1,
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.enable_gamma = 1,
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.enable_curvature = 0,
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.enable_sharper = 0,
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.texture_width = 0.0F,
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.texture_height = 0.0F};
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ShaderType active_shader_ = ShaderType::POSTFX; // Shader de post-procesado activo
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int game_width_ = 0; // Dimensiones originales del canvas
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@@ -72,7 +72,7 @@ Director::Director()
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// Crea el subdirectorio shaders/ dentro de system_folder_ sin modificar system_folder_
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{
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std::string shaders_dir = system_folder_ + "/shaders";
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struct stat st = {.st_dev = 0};
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struct stat st{};
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if (stat(shaders_dir.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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@@ -319,7 +319,7 @@ void Director::createSystemFolder(const std::string& folder) {
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}
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#endif
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struct stat st = {.st_dev = 0};
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struct stat st{};
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if (stat(system_folder_.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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@@ -133,7 +133,7 @@ void TilemapRenderer::setTile(int index, int tile_value) {
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#endif
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// Pinta el mapa estático y debug lines
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void TilemapRenderer::fillMapTexture(const CollisionMap* collision_map) {
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void TilemapRenderer::fillMapTexture(const CollisionMap* /*collision_map*/) {
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const Uint8 COLOR = stringToColor(bg_color_);
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auto previous_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(map_surface_);
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@@ -181,7 +181,7 @@ void LoadingScreen::updateState(float delta_time) {
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}
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// Gestiona la carga monocromática (time-based simplificado)
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void LoadingScreen::updateMonoLoad(float delta_time) {
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void LoadingScreen::updateMonoLoad(float /*delta_time*/) {
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// Calcular progreso lineal (0.0 - 1.0)
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float progress = state_time_ / LOADING_MONO_DURATION;
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progress = std::min(progress, 1.0F);
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@@ -234,7 +234,7 @@ void LoadingScreen::updateMonoLoad(float delta_time) {
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}
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// Gestiona la carga en color
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void LoadingScreen::updateColorLoad(float delta_time) {
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void LoadingScreen::updateColorLoad(float /*delta_time*/) {
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// Calcular progreso lineal (0.0 - 1.0)
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float progress = state_time_ / LOADING_COLOR_DURATION;
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progress = std::min(progress, 1.0F);
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@@ -66,7 +66,7 @@ void Logo::handleInput() {
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}
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// Gestiona el logo de JAILGAME
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void Logo::updateJAILGAMES(float delta_time) {
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void Logo::updateJAILGAMES(float /*delta_time*/) {
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// Solo actualizar durante el estado JAILGAMES_SLIDE_IN
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if (state_ != State::JAILGAMES_SLIDE_IN) {
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return;
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@@ -164,7 +164,7 @@ void Title::handleMainMenuKeyPress(SDL_Keycode key) {
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}
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// Comprueba las entradas
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void Title::handleInput(float delta_time) {
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void Title::handleInput(float /*delta_time*/) {
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Input::get()->update();
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// Permitir cancelar remap con ESC/CANCEL
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