Lint: rename públicos al inglés + refactor cognitive-complexity + unused-includes
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).
Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.
use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.
readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.
readability-convert-member-functions-to-static: ResourcePack::decryptData.
unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).
Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -362,7 +362,7 @@ void GpuFrameRenderer::compositePass() {
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ubo.flicker_amplitude = FLICKER_AMPLITUDE;
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ubo.flicker_frequency_hz = postfx_params_.flicker_frequency_hz;
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ubo.background_pulse_freq_hz = postfx_params_.background_pulse_freq_hz;
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ubo.pad_a_ = 0.0F;
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ubo.pad_a = 0.0F;
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ubo.background_min_r = BG_MIN_R;
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ubo.background_min_g = BG_MIN_G;
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ubo.background_min_b = BG_MIN_B;
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@@ -373,8 +373,8 @@ void GpuFrameRenderer::compositePass() {
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ubo.background_max_a = 1.0F;
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ubo.texel_size_x = 1.0F / logical_w_;
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ubo.texel_size_y = 1.0F / logical_h_;
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ubo.pad_b_ = 0.0F;
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ubo.pad_c_ = 0.0F;
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ubo.pad_b = 0.0F;
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ubo.pad_c = 0.0F;
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SDL_PushGPUFragmentUniformData(cmd_buffer_, 0, &ubo, sizeof(ubo));
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@@ -9,8 +9,6 @@
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#include <SDL3/SDL_gpu.h>
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#include <cstdint>
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namespace Rendering::GPU {
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class GpuDevice;
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@@ -29,7 +29,7 @@ struct PostFxUniforms {
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float flicker_amplitude; // Profundidad del flicker (0..1)
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float flicker_frequency_hz; // Hz
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float background_pulse_freq_hz; // Hz
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float pad_a_;
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float pad_a;
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float background_min_r; // Color min RGB en [0..1], A=1
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float background_min_g;
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@@ -43,8 +43,8 @@ struct PostFxUniforms {
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float texel_size_x; // 1.0 / texture_width
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float texel_size_y;
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float pad_b_;
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float pad_c_;
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float pad_b;
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float pad_c;
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};
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class GpuPostFxPipeline {
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