From df9b85960191415237287dfc7b702541edd26db3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Phillip=20K=C3=BChne?= Date: Thu, 3 Sep 2026 22:21:51 +0200 Subject: [PATCH] Apply clang-tidy style fixes to audio and input code Use explicit != 0U comparisons for bitmask checks, static_cast instead of C-style casts, / instead of the C headers, and puts() instead of iprintf() for plain strings. --- source/game_audio.cpp | 14 +++++++------- source/game_input.cpp | 32 +++++++++++++++++--------------- 2 files changed, 24 insertions(+), 22 deletions(-) diff --git a/source/game_audio.cpp b/source/game_audio.cpp index 4fb674a..5e88118 100644 --- a/source/game_audio.cpp +++ b/source/game_audio.cpp @@ -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(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(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(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(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(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(1.0F * (1 << 10)), 4, 255, 128, diff --git a/source/game_input.cpp b/source/game_input.cpp index 496770f..07dcfb8 100644 --- a/source/game_input.cpp +++ b/source/game_input.cpp @@ -1,22 +1,24 @@ #include "game_input.h" #include -#include +#include +#include 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);