Apply clang-tidy style fixes to audio and input code

Use explicit != 0U comparisons for bitmask checks, static_cast instead
of C-style casts, <cstdint>/<cstdio> instead of the C headers, and
puts() instead of iprintf() for plain strings.
This commit is contained in:
phillip committed 2026-09-03 22:21:51 +02:00
1 parent fca0c19207
commit df9b859601
2 files changed
+24 -22

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+7 -7
View File
@@ -4,7 +4,7 @@
#include "soundbank_bin.h"
void audio_setup(AudioContext &audio) {
mmInitDefaultMem((mm_addr)soundbank_bin);
mmInitDefaultMem((mm_addr)(soundbank_bin));
mmLoad(MOD_0RIGIN);
@@ -17,7 +17,7 @@ void audio_setup(AudioContext &audio) {
audio.sfx_pickup = {
{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP },
(int)(1.0f * (1 << 10)),
static_cast<int>(1.0F * (1 << 10)),
0,
255,
128,
@@ -25,7 +25,7 @@ void audio_setup(AudioContext &audio) {
audio.sfx_boom = {
{ SFX_BOOM },
(int)(1.0f * (1 << 10)),
static_cast<int>(1.0F * (1 << 10)),
1,
255,
128,
@@ -33,7 +33,7 @@ void audio_setup(AudioContext &audio) {
audio.sfx_pause = {
{ SFX_167127__CRISSTANZA__PAUSE },
(int)(1.0f * (1 << 10)),
static_cast<int>(1.0F * (1 << 10)),
2,
255,
128,
@@ -41,7 +41,7 @@ void audio_setup(AudioContext &audio) {
audio.sfx_unpause = {
{ SFX_167126__CRISSTANZA__UNPAUSE },
(int)(1.0f * (1 << 10)),
static_cast<int>(1.0F * (1 << 10)),
3,
255,
128,
@@ -49,7 +49,7 @@ void audio_setup(AudioContext &audio) {
audio.sfx_plop = {
{ SFX_273792__PACOMAV__PLOP },
(int)(1.0f * (1 << 10)),
static_cast<int>(1.0F * (1 << 10)),
4,
128,
128,
@@ -57,7 +57,7 @@ void audio_setup(AudioContext &audio) {
audio.sfx_fail = {
{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED },
(int)(1.0f * (1 << 10)),
static_cast<int>(1.0F * (1 << 10)),
4,
255,
128,
+17 -15
View File
@@ -1,22 +1,24 @@
#include "game_input.h"
#include <bitset>
#include <stdio.h>
#include <cstdint>
#include <cstdio>
bool handle_input_frame(InputContext &ctx) {
scanKeys();
const int keys = keysDown();
const uint32_t keys = keysDown();
if (keys && *ctx.internals) {
if ((keys != 0U) && *ctx.internals) {
consoleSelect(ctx.topScreen);
iprintf("\x1b[6;0Hkeys = %s", std::bitset<16>(keys).to_string().c_str());
std::string key_str = "\x1b[6;0Hkeys = " + std::bitset<16>(keys).to_string();
puts(key_str.c_str());
}
if ((keys & KEY_START) && (keys & KEY_L)) {
if (((keys & KEY_START) != 0U) && ((keys & KEY_L) != 0U)) {
return false;
}
if (keys & KEY_SELECT) {
if ((keys != 0U) && ((keys & KEY_SELECT) != 0U)) {
*ctx.internals = !(*ctx.internals);
if (*ctx.internals) {
setBackdropColor(RGB15(0, 0, 7));
@@ -28,44 +30,44 @@ bool handle_input_frame(InputContext &ctx) {
}
if (!ctx.state->paused && !ctx.state->gameOver) {
if (keys & KEY_UP) {
if ((keys != 0U) && ((keys & KEY_UP) != 0U)) {
ctx.state->snakeDirection = 0;
draw_game(*ctx.state, *ctx.renderAssets);
}
if (keys & KEY_RIGHT) {
if ((keys != 0U) && ((keys & KEY_RIGHT) != 0U)) {
ctx.state->snakeDirection = 1;
draw_game(*ctx.state, *ctx.renderAssets);
}
if (keys & KEY_DOWN) {
if ((keys != 0U) && ((keys & KEY_DOWN) != 0U)) {
ctx.state->snakeDirection = 2;
draw_game(*ctx.state, *ctx.renderAssets);
}
if (keys & KEY_LEFT) {
if ((keys != 0U) && ((keys & KEY_LEFT) != 0U)) {
ctx.state->snakeDirection = 3;
draw_game(*ctx.state, *ctx.renderAssets);
}
}
if (ctx.state->paused) {
if (keys & KEY_X) {
if ((keys != 0U) && ((keys & KEY_X) != 0U)) {
audio_toggle_music(*ctx.audio);
}
if (keys & KEY_Y) {
if ((keys != 0U) && ((keys & KEY_Y) != 0U)) {
ctx.state->hardMode = !ctx.state->hardMode;
ctx.init_game();
draw_game(*ctx.state, *ctx.renderAssets);
}
}
if (keys & KEY_R) {
if ((keys != 0U) && ((keys & KEY_R) != 0U)) {
lcdSwap();
}
if (keys & KEY_START) {
if ((keys != 0U) && ((keys & KEY_START) != 0U)) {
if (!ctx.state->gameOver) {
ctx.state->paused = !ctx.state->paused;
@@ -73,7 +75,7 @@ bool handle_input_frame(InputContext &ctx) {
consoleSelect(ctx.topScreen);
audio_play_pause(*ctx.audio);
audio_pause_music_if_enabled(*ctx.audio);
iprintf("\x1b[11;12HPaused");
puts("\x1b[11;12HPaused");
} else {
audio_resume_music_if_enabled(*ctx.audio);
audio_play_unpause(*ctx.audio);