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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+17 -15
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@@ -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);