clang-tidy

This commit is contained in:
2026-03-21 23:08:07 +01:00
parent d946ab7943
commit 55b58ded70
19 changed files with 112 additions and 155 deletions

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@@ -1,6 +1,6 @@
#include "core/rendering/pixel_reveal.hpp"
#include <algorithm> // Para min
#include <algorithm> // Para min, ranges::all_of
#include <numeric> // Para iota
#include <queue> // Para queue (BFS en modo ORDERED)
#include <random> // Para mt19937, shuffle
@@ -30,7 +30,7 @@ PixelReveal::PixelReveal(int width, int height, float pixels_per_second, float s
std::vector<int> offsets;
offsets.push_back(0);
std::queue<std::pair<int, int>> bq;
bq.push({0, num_steps_});
bq.emplace(0, num_steps_);
while (static_cast<int>(offsets.size()) < num_steps_) {
auto [lo, hi] = bq.front();
bq.pop();
@@ -39,14 +39,14 @@ PixelReveal::PixelReveal(int width, int height, float pixels_per_second, float s
}
const int MID = (lo + hi) / 2;
offsets.push_back(MID);
bq.push({lo, MID});
bq.push({MID, hi});
bq.emplace(lo, MID);
bq.emplace(MID, hi);
}
// Genera el orden: para cada offset, todas las columnas col = offset, offset+N, offset+2N, ...
std::vector<int> ordered_cols;
ordered_cols.reserve(width_);
for (const int off : offsets) {
for (int col = off; col < width_; col += num_steps_) {
for (const int OFF : offsets) {
for (int col = OFF; col < width_; col += num_steps_) {
ordered_cols.push_back(col);
}
}
@@ -105,11 +105,6 @@ void PixelReveal::render(int dst_x, int dst_y) const {
}
// Indica si el revelado ha completado todas las filas
bool PixelReveal::isComplete() const {
for (const int step : row_step_) {
if (step < num_steps_) {
return false;
}
}
return true;
auto PixelReveal::isComplete() const -> bool {
return std::ranges::all_of(row_step_, [this](int s) { return s >= num_steps_; });
}

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@@ -26,7 +26,7 @@ class PixelReveal {
void render(int dst_x, int dst_y) const;
// Indica si el revelado ha completado todas las filas
[[nodiscard]] bool isComplete() const;
[[nodiscard]] auto isComplete() const -> bool;
private:
std::shared_ptr<Surface> cover_surface_; // Máscara negra que se va haciendo transparente

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@@ -392,7 +392,7 @@ auto Screen::findPalette(const std::string& name) -> size_t {
}
// Muestra información por pantalla
void Screen::renderInfo() {
void Screen::renderInfo() const {
if (show_debug_info_ && (Resource::Cache::get() != nullptr)) {
auto text = Resource::Cache::get()->getText("smb2");
auto color = static_cast<Uint8>(PaletteColor::YELLOW);
@@ -459,7 +459,7 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
void Screen::applyCurrentPostFXPreset() {
if (shader_backend_ && !Options::postfx_presets.empty()) {
const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
Rendering::PostFXParams params{p.vignette, p.scanlines, p.chroma, p.mask, p.gamma, p.curvature, p.bleeding};
Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding};
shader_backend_->setPostFXParams(params);
}
}

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@@ -116,7 +116,7 @@ class Screen {
auto findPalette(const std::string& name) -> size_t; // Localiza la paleta dentro del vector de paletas
void initShaders(); // Inicializa los shaders
void applyCurrentPostFXPreset(); // Aplica los parámetros del preset actual al backend
void renderInfo(); // Muestra información por pantalla
void renderInfo() const; // Muestra información por pantalla
void getDisplayInfo(); // Obtiene información sobre la pantalla
auto initSDLVideo() -> bool; // Arranca SDL VIDEO y crea la ventana
void createText(); // Crea el objeto de texto

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@@ -412,15 +412,15 @@ void SDL3GPUShader::render() {
float vw = 0.0F;
float vh = 0.0F;
if (integer_scale_) {
const int scale = std::max(1, std::min(static_cast<int>(sw) / tex_width_, static_cast<int>(sh) / tex_height_));
vw = static_cast<float>(tex_width_ * scale);
vh = static_cast<float>(tex_height_ * scale);
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / tex_width_, static_cast<int>(sh) / tex_height_));
vw = static_cast<float>(tex_width_ * SCALE);
vh = static_cast<float>(tex_height_ * SCALE);
} else {
const float scale = std::min(
const float SCALE = std::min(
static_cast<float>(sw) / static_cast<float>(tex_width_),
static_cast<float>(sh) / static_cast<float>(tex_height_));
vw = static_cast<float>(tex_width_) * scale;
vh = static_cast<float>(tex_height_) * scale;
vw = static_cast<float>(tex_width_) * SCALE;
vh = static_cast<float>(tex_height_) * SCALE;
}
vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);

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@@ -40,7 +40,7 @@ class SDL3GPUShader : public ShaderBackend {
void render() override;
void setTextureSize(float width, float height) override {}
void cleanup() override; // Libera pipeline/texturas pero mantiene el device vivo
void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo
void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }

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@@ -430,19 +430,30 @@ void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 tar
// Hash 2D estable per a dithering sense flickering
static auto pixelThreshold(int col, int row) -> float {
auto h = static_cast<uint32_t>(col) * 2246822519U ^ static_cast<uint32_t>(row) * 2654435761U;
auto h = (static_cast<uint32_t>(col) * 2246822519U) ^ (static_cast<uint32_t>(row) * 2654435761U);
h ^= (h >> 13);
h *= 1274126177U;
h ^= (h >> 16);
return static_cast<float>(h & 0xFFFFU) / 65536.0F;
}
// Calcula la densidad de fade para un pixel en posición screen_y
static auto computeFadeDensity(int screen_y, int fade_h, int canvas_height) -> float {
if (screen_y < fade_h) {
return static_cast<float>(fade_h - screen_y) / static_cast<float>(fade_h);
}
if (screen_y >= canvas_height - fade_h) {
return static_cast<float>(screen_y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
}
return 0.0F;
}
// Render amb dissolució als cantons superior/inferior (hash 2D, sense parpelleig)
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, SDL_FRect* src_rect) {
const int SX = src_rect ? static_cast<int>(src_rect->x) : 0;
const int SY = src_rect ? static_cast<int>(src_rect->y) : 0;
const int SW = src_rect ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
const int SH = src_rect ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
@@ -452,12 +463,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
continue;
}
float density = 0.0F;
if (SCREEN_Y < fade_h) {
density = static_cast<float>(fade_h - SCREEN_Y) / static_cast<float>(fade_h);
} else if (SCREEN_Y >= canvas_height - fade_h) {
density = static_cast<float>(SCREEN_Y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
}
const float DENSITY = computeFadeDensity(SCREEN_Y, fade_h, canvas_height);
for (int col = 0; col < SW; col++) {
const int SCREEN_X = x + col;
@@ -465,12 +471,12 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
continue;
}
const Uint8 COLOR = surface_data_->data[(SY + row) * static_cast<int>(surface_data_->width) + (SX + col)];
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
if (static_cast<int>(COLOR) == transparent_color_) {
continue;
}
if (pixelThreshold(col, row) < density) {
if (pixelThreshold(col, row) < DENSITY) {
continue; // Pixel tapat per la zona de fade
}
@@ -481,10 +487,10 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
// Idem però reemplaçant un color índex
void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height, Uint8 source_color, Uint8 target_color, SDL_FRect* src_rect) {
const int SX = src_rect ? static_cast<int>(src_rect->x) : 0;
const int SY = src_rect ? static_cast<int>(src_rect->y) : 0;
const int SW = src_rect ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
const int SH = src_rect ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0;
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
const int SW = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : static_cast<int>(surface_data_->width);
const int SH = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : static_cast<int>(surface_data_->height);
auto surface_data_dest = Screen::get()->getRendererSurface()->getSurfaceData();
@@ -494,12 +500,7 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
continue;
}
float density = 0.0F;
if (SCREEN_Y < fade_h) {
density = static_cast<float>(fade_h - SCREEN_Y) / static_cast<float>(fade_h);
} else if (SCREEN_Y >= canvas_height - fade_h) {
density = static_cast<float>(SCREEN_Y - (canvas_height - fade_h)) / static_cast<float>(fade_h);
}
const float DENSITY = computeFadeDensity(SCREEN_Y, fade_h, canvas_height);
for (int col = 0; col < SW; col++) {
const int SCREEN_X = x + col;
@@ -507,12 +508,12 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
continue;
}
const Uint8 COLOR = surface_data_->data[(SY + row) * static_cast<int>(surface_data_->width) + (SX + col)];
const Uint8 COLOR = surface_data_->data[((SY + row) * static_cast<int>(surface_data_->width)) + (SX + col)];
if (static_cast<int>(COLOR) == transparent_color_) {
continue;
}
if (pixelThreshold(col, row) < density) {
if (pixelThreshold(col, row) < DENSITY) {
continue; // Pixel tapat per la zona de fade
}

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@@ -219,7 +219,7 @@ SurfaceAnimatedSprite::SurfaceAnimatedSprite(std::shared_ptr<Surface> surface, S
: SurfaceMovingSprite(std::move(surface), pos) {
// animations_ queda buit (protegit per el guard de animate())
if (surface_) {
clip_ = {0, 0, static_cast<float>(surface_->getWidth()), static_cast<float>(surface_->getHeight())};
clip_ = {.x = 0, .y = 0, .w = surface_->getWidth(), .h = surface_->getHeight()};
}
}
@@ -239,7 +239,7 @@ auto SurfaceAnimatedSprite::getIndex(const std::string& name) -> int {
// Calcula el frame correspondiente a la animación (time-based)
void SurfaceAnimatedSprite::animate(float delta_time) {
if (animations_.empty()) return;
if (animations_.empty()) { return; }
if (animations_[current_animation_].speed <= 0.0F) {
return;
}

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@@ -7,7 +7,7 @@
// Hash 2D estable per a dithering (rank aleatori per posició de píxel)
static auto pixelRank(int col, int row) -> float {
auto h = static_cast<uint32_t>(col) * 2246822519U ^ static_cast<uint32_t>(row) * 2654435761U;
auto h = (static_cast<uint32_t>(col) * 2246822519U) ^ (static_cast<uint32_t>(row) * 2654435761U);
h ^= (h >> 13);
h *= 1274126177U;
h ^= (h >> 16);
@@ -28,7 +28,7 @@ auto SurfaceDissolveSprite::computePixelRank(int col, int row, int frame_h, Diss
y_factor = static_cast<float>(frame_h - 1 - row) / static_cast<float>(frame_h);
}
return y_factor * 0.7F + RANDOM * 0.3F;
return (y_factor * 0.7F) + (RANDOM * 0.3F);
}
// Constructor per a surface directa (sense AnimationResource)
@@ -92,14 +92,14 @@ void SurfaceDissolveSprite::rebuildDisplaySurface() {
// Copia píxels filtrats per progress_
for (int row = 0; row < SH; ++row) {
for (int col = 0; col < SW; ++col) {
const Uint8 COLOR = src_data->data[(SY + row) * SRC_W + (SX + col)];
const Uint8 COLOR = src_data->data[((SY + row) * SRC_W) + (SX + col)];
if (COLOR == TRANSPARENT) {
continue;
}
const float RANK = computePixelRank(col, row, SH, direction_);
if (RANK >= progress_) {
const Uint8 OUT = (COLOR == source_color_) ? target_color_ : COLOR;
dst_data->data[(SY + row) * DST_W + (SX + col)] = OUT;
dst_data->data[((SY + row) * DST_W) + (SX + col)] = OUT;
}
}
}