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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 03:59:19 +02:00

Fix/sonar maintainability rebased (#209)

* refactor(sonar): use override instead of redundant virtual (cpp:S3471)

* refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659)

* refactor(sonar): drop redundant lambda return types (cpp:S3574)

* refactor(sonar): prefer using over typedef (cpp:S5416)

* refactor(sonar): use =default for trivial special members (cpp:S3490)

* refactor(sonar): use nullptr literal (cpp:S4962)

* refactor(sonar): remove redundant access specifiers (cpp:S3539)

* refactor(sonar): remove redundant casts (cpp:S1905)

* refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997)

* refactor(sonar): construct elements in place with emplace_back (cpp:S6003)

* refactor(sonar): make narrowing conversions explicit (cpp:S5276)

* refactor(sonar): mark unused parameters (cpp:S1172)

Unused names are commented out; parameters used only on some platforms
are marked [[maybe_unused]].

* refactor(sonar): declare non-mutating member functions const (cpp:S5817)

Virtual functions are left untouched so overrides keep matching.

* refactor(sonar): merge collapsible nested if statements (cpp:S1066)

Comments that preceded the inner if are kept above the merged statement.

* refactor(sonar): scope single-use variables in if init-statements (cpp:S6004)

* fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235)

* refactor(sonar): use try_emplace for map insertion (cpp:S6030)

* refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827)

* refactor(sonar): remove redundant parentheses (cpp:S1110)

* refactor(sonar): document intentionally empty functions (cpp:S1186)

* refactor(sonar): remove dead stores (cpp:S1854)

Side effects (e.g. LISTLINE++) are kept.

* refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068)

* refactor(sonar): use structured bindings for pair access (cpp:S6005)

* refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566)

* refactor(sonar): split chained assignments (cpp:S1121)

* refactor(sonar): add default cases to switch statements (cpp:S3562)

* refactor(sonar): use std::size for array lengths (cpp:S7127)

* refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197)

* refactor(sonar): access static members through the class (cpp:S2209)

* refactor(sonar): add braces around nested if-else (cpp:S5261)

* refactor(sonar): avoid side effects inside typeid operands (cpp:S5279)

* refactor(sonar): drop top-level const from by-value return types (cpp:S5951)

* refactor(sonar): declare variables separately from their type definitions (cpp:S3646)

* refactor(sonar): declare loop counters in the for statement (cpp:S5955)

* refactor(sonar): rely on class template argument deduction (cpp:S6012)

* refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952)

* refactor(sonar): rename locals that shadow outer declarations (cpp:S1117)

Only local variables and definition parameters are renamed; shadowing
struct fields and enumerators in headers are left for a separate change.

* refactor(sonar): reduce enum qualification with using enum (cpp:S6177)

Applied only where no unqualified name in the block could be captured by
the introduced enumerators.

* refactor(sonar): mark converting constructors explicit (cpp:S1709)

sound_source and the gl::object conversion operators stay implicit; they
are relied upon by copy-list-initialisation and GL calls.

* refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230)

* refactor(sonar): make read-only local references and pointers const (cpp:S5350)

* refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995)

TTrain command handlers keep their signature, it is fixed by the handler table.

* refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238)

Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and
virtual overrides are left unchanged.

* refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045)

std::unordered_map instances and map types exposed in headers used by
other modules are left as they are.

* fix(sonar): do not use UI text as a printf format string (cpp:S5281)

Text lines containing '%' would otherwise be interpreted as format
specifiers by ImGui::TextColored.

* refactor(sonar): use std::bind_front for callbacks (cpp:S5995)

* refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859)

* refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009)

The Windows messaging helpers keep std::string, they need c_str().

* refactor(sonar): make read-only global tables const (cpp:S5421)

Mutable global state (flags, timers, singletons) is left as is.

* refactor(sonar): replace single-case switch statements with if (cpp:S1301)

* refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945)

* refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945)

Arrays that are class members or part of headers are left unchanged.

* fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872)

'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)',
i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag.

* refactor(sonar): assorted small fixes

- empty() instead of size() comparisons (cpp:S1155)
- member initialisers in declaration order (cpp:S3229)
- no redundant c_str() when a std::string is accepted (cpp:S7121)
- contains() on associative containers (cpp:S6171)
- const reference instead of a copying range-for (cpp:S6032)
- starts_with() for prefix checks (cpp:S6178)
- no std::move on temporaries (cpp:S5274)
- has_value() on std::optional (cpp:S7172)
- bool literals for bool members (cpp:S5820)
- inline only on the definition (cpp:S3548)
- explicit base access specifier (cpp:S5965)
- explicit element access instead of dereferencing an array (cpp:S7116)
- rely on the C++20 rewritten operator!= (cpp:S6186)

* refactor(sonar): more small fixes

- std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495);
  output verified identical, negative hex values keep the unsigned form
- remove an empty compound statement (cpp:S108)
- drop an always-false unsigned < 0 branch (cpp:S1768)
- explicit lambda capture (cpp:S3608)
- std::make_unique (cpp:S5950)

* chore: strip stray carriage returns left in TTrain constructor comments

* fix: keep quantize() in its own value type

The S5276 change cast the result of the generic quantize<Type_>() to
unsigned int, which truncated float/double callers (shadow angle slider,
editor rotation snapping, AI speed control steps) and broke negative values.

* fix(sonar): use integer loop counters in segment sampling (cpp:S2193)

* refactor(sonar): clean up issues reported on PR 209

- remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854)
- unnamed unused parameter (cpp:S1172)
- single-use declarations moved into if init-statements (cpp:S6004)
- auto for casted initialisers (cpp:S5827)
- const references and pointers where nothing is modified (cpp:S5350)
- rename structured bindings shadowed by inner declarations (cpp:S1117)
This commit is contained in:
jerrrrycho
2026-10-11 13:22:33 +02:00
committed by GitHub
parent c26041f2e7
commit 6263fe539b
162 changed files with 4220 additions and 4598 deletions

View File

@@ -51,8 +51,7 @@ gamepad_input::init() {
m_inputbuttons.clear();
// NOTE: we're only checking for joystick_1 and rely for it to stay connected throughout.
// not exactly flexible, but for quick hack it'll do
auto const name = glfwGetJoystickName( GLFW_JOYSTICK_1 );
if( name != nullptr ) {
if( auto const name = glfwGetJoystickName( GLFW_JOYSTICK_1 ); name != nullptr ) {
WriteLog( "Connected gamepad: " + std::string( name ) );
m_deviceid = GLFW_JOYSTICK_1;
}
@@ -94,7 +93,7 @@ gamepad_input::poll() {
if( button.state != buttons[ idx ] ) {
// button pressed or released, both are important
on_button(
idx,
static_cast<int>(idx),
buttons[idx] == 1 ? GLFW_PRESS : GLFW_RELEASE);
}
else {
@@ -102,7 +101,7 @@ gamepad_input::poll() {
if( button.state == GLFW_PRESS ) {
on_button(
idx,
static_cast<int>(idx),
GLFW_REPEAT );
}
}
@@ -125,9 +124,9 @@ gamepad_input::poll() {
}
void
gamepad_input::bind( std::vector< std::reference_wrapper<user_command> > &Targets, cParser &Input, std::unordered_map<std::string, user_command> const &Translator, std::string const Point ) {
gamepad_input::bind( std::vector< std::reference_wrapper<user_command> > const &Targets, cParser &Input, std::unordered_map<std::string, user_command> const &Translator, std::string const &Point ) const {
for( auto &bindingtarget : Targets ) {
for( auto const &bindingtarget : Targets ) {
// grab command(s) associated with the input pin
auto const bindingcommandname{ Input.getToken<std::string>() };
if( true == bindingcommandname.empty() ) {
@@ -154,12 +153,11 @@ bool
gamepad_input::recall_bindings() {
std::string filePath = "eu07_input-gamepad.ini";
fs::path appPath = user_config_path("eu07_input-gamepad.ini");
if (!appPath.empty() && fs::exists(appPath))
if (fs::path appPath = user_config_path("eu07_input-gamepad.ini"); !appPath.empty() && fs::exists(appPath))
filePath = appPath.string();
// bindingparser tworzony zawsze, z wybran<61> <20>cie<69>k<EFBFBD>
cParser bindingparser(filePath.c_str(), cParser::buffer_FILE);
cParser bindingparser(filePath, cParser::buffer_FILE);
if( false == bindingparser.ok() ) {
return false;
@@ -169,7 +167,7 @@ gamepad_input::recall_bindings() {
std::unordered_map<std::string, user_command> nametocommandmap;
std::size_t commandid = 0;
for( auto const &description : simulation::Commands_descriptions ) {
nametocommandmap.emplace(
nametocommandmap.try_emplace(
description.name,
static_cast<user_command>( commandid ) );
++commandid;
@@ -191,16 +189,16 @@ gamepad_input::recall_bindings() {
std::string bindingpoint {};
entryparser >> bindingpoint;
auto const splitbindingpoint { split_string_and_number( bindingpoint ) };
auto const [pointtype, pointindex]{ split_string_and_number( bindingpoint ) };
if( splitbindingpoint.first == "axis" ) {
if( pointtype == "axis" ) {
// one or more sets of: [modeIDX] input type, parameters
// [optional] modeIDX associates the set with control mode IDX
// input types:
// -- range commandname IDX; axis value is passed as paramIDX of commandname
// -- 3state commandname commandname; positive axis value issues first commandname, negative value issues second commandname
auto const axisindex { splitbindingpoint.second };
auto const axisindex { pointindex };
// sanity check, connected gamepad isn't guaranteed to have that many axes
if( axisindex >= m_inputaxes.size() ) { continue; }
@@ -211,8 +209,7 @@ gamepad_input::recall_bindings() {
std::string key {};
entryparser >> key;
// check for potential mode indicator
auto const splitkey { split_string_and_number( key ) };
if( splitkey.first == "mode" ) {
if( auto const splitkey { split_string_and_number( key ) }; splitkey.first == "mode" ) {
// indicate we'll be processing specified mode
controlmode = splitkey.second;
continue;
@@ -231,12 +228,13 @@ gamepad_input::recall_bindings() {
std::get<0>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) = bindingtype;
// retrieve regular commands associated with the axis and mode
switch( bindingtype ) {
case input_type::value:
case input_type::value_invert: {
using enum gamepad_input::input_type;
case value:
case value_invert: {
bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
break;
}
case input_type::threestate: {
case threestate: {
bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
bindingtargets.emplace_back( std::ref( std::get<2>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
break;
@@ -267,9 +265,9 @@ gamepad_input::recall_bindings() {
}
}
}
else if( splitbindingpoint.first == "button" ) {
else if( pointtype == "button" ) {
auto const buttonindex { splitbindingpoint.second };
auto const buttonindex { pointindex };
// sanity check, connected gamepad isn't guaranteed to have that many buttons
if( buttonindex >= m_inputbuttons.size() ) { continue; }
@@ -345,7 +343,8 @@ void
gamepad_input::process_axes() {
input_type inputtype;
user_command boundcommand1, boundcommand2;
user_command boundcommand1;
user_command boundcommand2;
auto binding { std::tie( inputtype, boundcommand1, boundcommand2 ) };
// since some commands can potentially collect values from two different axes we can't post them directly
@@ -369,20 +368,18 @@ gamepad_input::process_axes() {
auto const deltatime { Timer::GetDeltaTime() * 15.0 };
if( axis.state >= 0.0f ) {
// first bound command selected
if( axis.accumulator < 0.0f ) {
// we were issuing the other command, post notification that's no longer the case
if( boundcommand2 != user_command::none ) {
m_relay.post(
boundcommand2,
0, 0,
GLFW_RELEASE,
0 );
axis.accumulator = 0.0f;
}
// we were issuing the other command, post notification that's no longer the case
if (axis.accumulator < 0.0f && boundcommand2 != user_command::none) {
m_relay.post(
boundcommand2,
0, 0,
GLFW_RELEASE,
0 );
axis.accumulator = 0.0f;
}
if( boundcommand1 != user_command::none ) {
if( axis.state > m_deadzone ) {
axis.accumulator += ( axis.state - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime;
axis.accumulator += static_cast<float>(( axis.state - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime);
// we're making sure there's always a positive charge left in the accumulator,
// to more reliably decect when the stick goes from active to dead zone, below
while( axis.accumulator > 1.0f ) {
@@ -409,20 +406,18 @@ gamepad_input::process_axes() {
}
else {
// second bound command selected
if( axis.accumulator > 0.0f ) {
// we were issuing the other command, post notification that's no longer the case
if( boundcommand1 != user_command::none ) {
m_relay.post(
boundcommand1,
0, 0,
GLFW_RELEASE,
0 );
axis.accumulator = 0.0f;
}
// we were issuing the other command, post notification that's no longer the case
if (axis.accumulator > 0.0f && boundcommand1 != user_command::none) {
m_relay.post(
boundcommand1,
0, 0,
GLFW_RELEASE,
0 );
axis.accumulator = 0.0f;
}
if( boundcommand1 != user_command::none ) {
if( axis.state < -m_deadzone ) {
axis.accumulator += ( axis.state + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime;
axis.accumulator += static_cast<float>(( axis.state + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime);
// we're making sure there's always a positive charge left in the accumulator,
// to more reliably decect when the stick goes from active to dead zone, below
while( axis.accumulator < -1.0f ) {
@@ -464,19 +459,18 @@ gamepad_input::process_axes() {
else {
param = param > 0.0 ? (param - m_deadzone) / (1.0 - m_deadzone) : (param + m_deadzone) / (1.0 - m_deadzone);
}
if( param != 0.0 ) {
if( inputtype == input_type::value_invert ) {
param *= -1.0;
}
if (param != 0.0 && inputtype == input_type::value_invert) {
param *= -1.0;
}
// scale passed value according to command type
switch( boundcommand1 ) {
case user_command::viewturn: {
using enum user_command;
case viewturn: {
param *= 10.0 * ( Timer::GetDeltaRenderTime() * 60.0 );
break;
}
case user_command::movehorizontal:
case user_command::movehorizontalfast: {
case movehorizontal:
case movehorizontalfast: {
// these expect value in -1:1 range
break;
}
@@ -494,17 +488,17 @@ gamepad_input::process_axes() {
}
}
// issue remaining, assembled commands
for( auto const &command : commands ) {
auto const param1 { std::get<0>( command.second ) };
auto const param2 { std::get<1>( command.second ) };
auto &lastparams { m_lastcommandparams[ command.first ] };
for( auto const &[commandid, commandparams] : commands ) {
auto const param1 { std::get<0>( commandparams ) };
auto const param2 { std::get<1>( commandparams ) };
auto &lastparams { m_lastcommandparams[ commandid ] };
if( param1 != 0.0 || std::get<0>(lastparams) != 0.0
|| param2 != 0.0 || std::get<1>(lastparams) != 0.0 ) {
m_relay.post(
command.first,
commandid,
param1,
param2,
std::get<2>( command.second ),
std::get<2>( commandparams ),
// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
// TODO: pass correct entity id once the missing systems are in place
0 );