clang-tidy

This commit is contained in:
2026-04-03 09:31:41 +02:00
parent 8dcc1d282a
commit 46dc81124f
25 changed files with 320 additions and 314 deletions

View File

@@ -209,7 +209,7 @@ auto Screen::setWindowZoom(int zoom) -> bool {
}
// Devuelve el zoom máximo permitido según la pantalla actual
auto Screen::getMaxZoom() const -> int {
auto Screen::getMaxZoom() -> int {
return Options::window.max_zoom;
}
@@ -305,17 +305,19 @@ void Screen::adjustWindowSize() {
// Lógica de centrado y redimensionado de ventana SDL
if (static_cast<int>(Options::video.fullscreen) == 0) {
int old_w, old_h;
int old_w;
int old_h;
SDL_GetWindowSize(window_, &old_w, &old_h);
int old_x, old_y;
int old_x;
int old_y;
SDL_GetWindowPosition(window_, &old_x, &old_y);
const int new_w = window_width_ * Options::window.zoom;
const int new_h = window_height_ * Options::window.zoom;
const int NEW_X = old_x + ((old_w - new_w) / 2);
const int NEW_Y = old_y + ((old_h - new_h) / 2);
const int NEW_W = window_width_ * Options::window.zoom;
const int NEW_H = window_height_ * Options::window.zoom;
const int NEW_X = old_x + ((old_w - NEW_W) / 2);
const int NEW_Y = old_y + ((old_h - NEW_H) / 2);
SDL_SetWindowSize(window_, new_w, new_h);
SDL_SetWindowSize(window_, NEW_W, NEW_H);
// En Wayland, SDL_SetWindowPosition es ignorado por el compositor (limitación de
// protocolo: el compositor controla la posición de ventanas toplevel). Solo se
@@ -324,8 +326,8 @@ void Screen::adjustWindowSize() {
// (evita el race condition en X11).
SDL_SyncWindow(window_);
const char* driver = SDL_GetCurrentVideoDriver();
const bool is_wayland = (driver != nullptr && SDL_strcmp(driver, "wayland") == 0);
if (!is_wayland) {
const bool IS_WAYLAND = (driver != nullptr && SDL_strcmp(driver, "wayland") == 0);
if (!IS_WAYLAND) {
SDL_SetWindowPosition(window_, std::max(NEW_X, WINDOWS_DECORATIONS), std::max(NEW_Y, 0));
}
}
@@ -348,7 +350,8 @@ void Screen::updateZoomFactor() {
zoom_factor_ = 1.0F;
return;
}
int pw{0}, ph{0};
int pw{0};
int ph{0};
SDL_GetRenderOutputSize(renderer_, &pw, &ph);
const float SCALE = std::min(static_cast<float>(pw) / static_cast<float>(window_width_),
static_cast<float>(ph) / static_cast<float>(window_height_));
@@ -401,7 +404,7 @@ void Screen::textureToRenderer() {
// Columnas laterales en las filas del área de juego
for (int y = OFF_Y; y < OFF_Y + GAME_H; ++y) {
std::fill_n(&border_pixel_buffer_[y * BORDER_W], OFF_X, border_argb_color_);
std::fill_n(&border_pixel_buffer_[y * BORDER_W + OFF_X + GAME_W],
std::fill_n(&border_pixel_buffer_[(y * BORDER_W) + OFF_X + GAME_W],
BORDER_W - OFF_X - GAME_W,
border_argb_color_);
}
@@ -415,7 +418,7 @@ void Screen::textureToRenderer() {
game_surface_->toARGBBuffer(game_pixel_buffer_.data());
for (int y = 0; y < GAME_H; ++y) {
const Uint32* src = &game_pixel_buffer_[y * GAME_W];
Uint32* dst = &border_pixel_buffer_[(OFF_Y + y) * BORDER_W + OFF_X];
Uint32* dst = &border_pixel_buffer_[((OFF_Y + y) * BORDER_W) + OFF_X];
std::memcpy(dst, src, GAME_W * sizeof(Uint32));
}
@@ -606,8 +609,8 @@ void Screen::initShaders() {
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
const std::string fallback_driver = "none";
shader_backend_->setPreferredDriver(Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : fallback_driver);
const std::string FALLBACK_DRIVER = "none";
shader_backend_->setPreferredDriver(Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : FALLBACK_DRIVER);
}
shader_backend_->init(window_, tex, "", "");
gpu_driver_ = shader_backend_->getDriverName();