cppcheck
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@@ -341,7 +341,7 @@ void Input::resetInputStates() {
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key.second.just_pressed = false;
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}
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// Resetear todos los ControllerBindings.active a false
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for (auto& gamepad : gamepads_) {
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for (const auto& gamepad : gamepads_) {
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for (auto& binding : gamepad->bindings) {
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binding.second.is_held = false;
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binding.second.just_pressed = false;
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@@ -89,7 +89,7 @@ class Input {
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std::string path;
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std::unordered_map<Action, ButtonState> bindings;
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Gamepad(SDL_Gamepad* gamepad)
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explicit Gamepad(SDL_Gamepad* gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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@@ -46,8 +46,8 @@ class SurfaceAnimatedSprite : public SurfaceMovingSprite {
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// [DOC:29/10/2025] la surface ara se pillarà del .ANI.
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// Necesite constructors que no requereixquen la surface al crear el objecte,
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// ja que la trau al llegir el arxiu. Aixó afecta a totes les classes base...
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SurfaceAnimatedSprite(const std::string& file_path);
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SurfaceAnimatedSprite(const Animations& animations);
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explicit SurfaceAnimatedSprite(const std::string& file_path);
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explicit SurfaceAnimatedSprite(const Animations& animations);
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// [/DOC]
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SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, const std::string& file_path);
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SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, const Animations& animations);
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@@ -51,7 +51,7 @@ struct ResourcePalette {
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Palette palette; // Paleta
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// Constructor
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ResourcePalette(std::string name, Palette palette)
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ResourcePalette(std::string name, const Palette& palette)
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: name(std::move(name)),
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palette(palette) {}
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};
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@@ -525,8 +525,6 @@ void Player::playFallSound() {
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// Comprueba si el jugador tiene suelo debajo de los pies
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auto Player::isOnFloor() -> bool {
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bool on_floor = false;
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bool on_slope_l = false;
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bool on_slope_r = false;
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updateFeet();
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@@ -537,8 +535,8 @@ auto Player::isOnFloor() -> bool {
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}
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// Comprueba las rampas
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on_slope_l = room_->checkLeftSlopes(under_feet_.data());
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on_slope_r = room_->checkRightSlopes(&under_feet_[1]);
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auto on_slope_l = room_->checkLeftSlopes(under_feet_.data());
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auto on_slope_r = room_->checkRightSlopes(&under_feet_[1]);
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return on_floor || on_slope_l || on_slope_r;
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}
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@@ -2,9 +2,10 @@
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#include <SDL3/SDL.h>
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#include <cstddef> // Para NULL
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#include <fstream> // Para basic_ostream, operator<<, basic_ofstream
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#include <iostream> // Para cout, cerr
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#include <algorithm> // Para std::count_if
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#include <cstddef> // Para NULL
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#include <fstream> // Para basic_ostream, operator<<, basic_ofstream
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#include <iostream> // Para cout, cerr
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#include <utility>
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#include "game/options.hpp" // Para Options, options
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@@ -159,13 +160,8 @@ void Cheevos::saveToFile() {
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// Devuelve el número total de logros desbloqueados
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auto Cheevos::getTotalUnlockedAchievements() -> int {
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int count = 0;
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for (const auto& cheevo : cheevos_list_) {
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if (cheevo.completed) {
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count++;
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}
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}
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return count;
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return std::count_if(cheevos_list_.begin(), cheevos_list_.end(),
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[](const auto& cheevo) { return cheevo.completed; });
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}
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// Elimina el estado "no obtenible"
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@@ -288,20 +288,17 @@ void LoadingScreen::renderHeaderBorder() const {
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const auto COLOR = carrier_.toggle ? static_cast<Uint8>(PaletteColor::RED) : static_cast<Uint8>(PaletteColor::CYAN);
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const int WIDTH = Options::game.width + (Options::video.border.width * 2);
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const int HEIGHT = Options::game.height + (Options::video.border.height * 2);
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bool draw_enabled = true;
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// Primera linea (con el color y tamaño de la portadora)
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int row = 0;
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const int FIRST_ROW_HEIGHT = static_cast<int>(carrier_.offset);
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if (draw_enabled) {
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for (int i = row; i < row + FIRST_ROW_HEIGHT; ++i) {
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border->drawLine(0, i, WIDTH, i, COLOR);
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}
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for (int i = row; i < row + FIRST_ROW_HEIGHT; ++i) {
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border->drawLine(0, i, WIDTH, i, COLOR);
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}
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row += FIRST_ROW_HEIGHT;
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draw_enabled = !draw_enabled;
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// Resto de lineas (siguen a la portadora)
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bool draw_enabled = false;
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while (row < HEIGHT) {
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if (draw_enabled) {
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for (int i = row; i < row + HEADER_DATAROW_HEIGHT; ++i) {
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