fix: literal F, headers C++ i trailing return type

This commit is contained in:
2026-05-14 22:36:48 +02:00
parent ac93cfa7d7
commit b480a23c88
6 changed files with 40 additions and 40 deletions

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@@ -3,11 +3,11 @@
#include "core/resources/resource_cache.hpp"
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name) {
auto getMusic(const std::string& name) -> JA_Music_t* {
return Resource::Cache::get()->getMusic(name);
}
JA_Sound_t* getSound(const std::string& name) {
auto getSound(const std::string& name) -> JA_Sound_t* {
return Resource::Cache::get()->getSound(name);
}
} // namespace AudioResource

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@@ -12,6 +12,6 @@ struct JA_Music_t;
struct JA_Sound_t;
namespace AudioResource {
JA_Music_t* getMusic(const std::string& name);
JA_Sound_t* getSound(const std::string& name);
auto getMusic(const std::string& name) -> JA_Music_t*;
auto getSound(const std::string& name) -> JA_Sound_t*;
} // namespace AudioResource

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@@ -2,10 +2,10 @@
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <cstdint> // Para uint32_t, uint8_t
#include <cstdio> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <cstdlib> // Para free, malloc
#include <iostream> // Para std::cout
#include <memory> // Para std::unique_ptr
#include <string> // Para std::string
@@ -84,7 +84,7 @@ inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
inline float JA_musicVolume{1.0f};
inline float JA_musicVolume{1.0F};
inline float JA_soundVolume[JA_MAX_GROUPS];
inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
@@ -95,7 +95,7 @@ struct JA_FadeState {
bool active{false};
Uint64 start_time{0};
int duration_ms{0};
float initial_volume{0.0f};
float initial_volume{0.0F};
};
struct JA_OutgoingMusic {
@@ -109,7 +109,7 @@ inline JA_FadeState incoming_fade;
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
inline auto JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0) -> int;
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
// --- Music streaming internals ---
@@ -120,11 +120,11 @@ static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2;
static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192;
// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5F;
// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
// decodificats per canal (0 = EOF de l'stream vorbis).
inline int JA_FeedMusicChunk(JA_Music_t* music) {
inline auto JA_FeedMusicChunk(JA_Music_t* music) -> int {
if (!music || !music->vorbis || !music->stream) return 0;
short chunk[JA_MUSIC_CHUNK_SHORTS];
@@ -192,7 +192,7 @@ inline void JA_Update() {
outgoing_music.fade.active = false;
} else {
float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0F - percent));
}
}
@@ -241,7 +241,7 @@ inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5F;
}
inline void JA_Quit() {
@@ -255,7 +255,7 @@ inline void JA_Quit() {
// --- Music Functions ---
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
inline auto JA_LoadMusic(const Uint8* buffer, Uint32 length) -> JA_Music_t* {
if (!buffer || length == 0) return nullptr;
// Allocem el JA_Music_t primer per aprofitar el seu `std::vector<Uint8>`
@@ -287,13 +287,13 @@ inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
// Overload amb filename — els callers l'usen per poder comparar la música
// en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa.
inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) {
inline auto JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) -> JA_Music_t* {
JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), length);
if (music && filename) music->filename = filename;
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) {
inline auto JA_LoadMusic(const char* filename) -> JA_Music_t* {
// Carreguem primer el arxiu en memòria i després el descomprimim.
FILE* f = fopen(filename, "rb");
if (!f) return nullptr;
@@ -351,7 +351,7 @@ inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
}
}
inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
inline auto JA_GetMusicFilename(const JA_Music_t* music = nullptr) -> const char* {
if (!music) music = current_music;
if (!music || music->filename.empty()) return nullptr;
return music->filename.c_str();
@@ -455,15 +455,15 @@ inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const i
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
SDL_SetAudioStreamGain(current_music->stream, 0.0F);
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
// Configurar fade-in
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0F};
}
inline JA_Music_state JA_GetMusicState() {
inline auto JA_GetMusicState() -> JA_Music_state {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (!current_music) return JA_MUSIC_INVALID;
@@ -483,8 +483,8 @@ inline void JA_DeleteMusic(JA_Music_t* music) {
delete music;
}
inline float JA_SetMusicVolume(float volume) {
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
inline auto JA_SetMusicVolume(float volume) -> float {
JA_musicVolume = SDL_clamp(volume, 0.0F, 1.0F);
if (current_music && current_music->stream) {
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
}
@@ -495,8 +495,8 @@ inline void JA_SetMusicPosition(float /*value*/) {
// No implementat amb el backend de streaming.
}
inline float JA_GetMusicPosition() {
return 0.0f;
inline auto JA_GetMusicPosition() -> float {
return 0.0F;
}
inline void JA_EnableMusic(const bool value) {
@@ -506,7 +506,7 @@ inline void JA_EnableMusic(const bool value) {
// --- Sound Functions ---
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
inline auto JA_LoadSound(uint8_t* buffer, uint32_t size) -> JA_Sound_t* {
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) {
@@ -517,7 +517,7 @@ inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
return sound.release();
}
inline JA_Sound_t* JA_LoadSound(const char* filename) {
inline auto JA_LoadSound(const char* filename) -> JA_Sound_t* {
auto sound = std::make_unique<JA_Sound_t>();
Uint8* raw = nullptr;
if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) {
@@ -528,7 +528,7 @@ inline JA_Sound_t* JA_LoadSound(const char* filename) {
return sound.release();
}
inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
inline auto JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) -> int {
if (!JA_soundEnabled || !sound) return -1;
int channel = 0;
@@ -541,7 +541,7 @@ inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group =
return JA_PlaySoundOnChannel(sound, channel, loop, group);
}
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) {
inline auto JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) -> int {
if (!JA_soundEnabled || !sound) return -1;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
@@ -632,15 +632,15 @@ inline void JA_StopChannel(const int channel) {
}
}
inline JA_Channel_state JA_GetChannelState(const int channel) {
inline auto JA_GetChannelState(const int channel) -> JA_Channel_state {
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
inline float JA_SetSoundVolume(float volume, const int group = -1) {
const float v = SDL_clamp(volume, 0.0f, 1.0f);
inline auto JA_SetSoundVolume(float volume, const int group = -1) -> float {
const float v = SDL_clamp(volume, 0.0F, 1.0F);
if (group == -1) {
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
@@ -672,7 +672,7 @@ inline void JA_EnableSound(const bool value) {
JA_soundEnabled = value;
}
inline float JA_SetVolume(float volume) {
inline auto JA_SetVolume(float volume) -> float {
float v = JA_SetMusicVolume(volume);
JA_SetSoundVolume(v, -1);
return v;

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@@ -379,7 +379,7 @@ namespace Resource {
std::string text_file; // Nombre del archivo de texto
};
const std::vector<TextObjectInfo>& getTextObjectInfos() {
auto getTextObjectInfos() -> const std::vector<TextObjectInfo>& {
static const std::vector<TextObjectInfo> info = {
{.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.fnt"},
{.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.fnt"},

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@@ -75,7 +75,7 @@ void Notifier::render() {
// Actualiza el estado de las notificaiones
void Notifier::update(float delta_time) {
// Base Y leída cada frame: cada notificación se dibuja en rect.y (relativo a BASE) + BASE
const float BASE = static_cast<float>(getStackBaseY());
const auto BASE = static_cast<float>(getStackBaseY());
for (auto& notification : notifications_) {
// Si la notificación anterior está "entrando", no hagas nada (stall del resto)
@@ -88,7 +88,7 @@ void Notifier::update(float delta_time) {
switch (notification.state) {
case Status::RISING: {
const float TARGET = static_cast<float>(notification.y);
const auto TARGET = static_cast<float>(notification.y);
notification.rect.y += SLIDE_SPEED * delta_time;
if (notification.rect.y >= TARGET) {
notification.rect.y = TARGET;
@@ -107,7 +107,7 @@ void Notifier::update(float delta_time) {
}
case Status::VANISHING: {
const float TARGET_Y = static_cast<float>(notification.y - notification.travel_dist);
const auto TARGET_Y = static_cast<float>(notification.y - notification.travel_dist);
notification.rect.y -= SLIDE_SPEED * delta_time;
if (notification.rect.y <= TARGET_Y) {
notification.rect.y = TARGET_Y;

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@@ -10,16 +10,16 @@ Empezado en Castalla el 01/07/2022.
#include "core/system/director.hpp"
SDL_AppResult SDL_AppInit(void** appstate, int /*argc*/, char* /*argv*/[]) {
auto SDL_AppInit(void** appstate, int /*argc*/, char* /*argv*/[]) -> SDL_AppResult {
*appstate = new Director();
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
auto SDL_AppIterate(void* appstate) -> SDL_AppResult {
return static_cast<Director*>(appstate)->iterate();
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
auto SDL_AppEvent(void* appstate, SDL_Event* event) -> SDL_AppResult {
return static_cast<Director*>(appstate)->handleEvent(*event);
}