Reestructurar código moviendo utilidades a source/external/

- Crear directorio source/external/ para componentes externos
- Mover sprite.h/.cpp, texture.h/.cpp, dbgtxt.h, stb_image.h a external/
- Actualizar includes en main.cpp y ball.h para nueva estructura
- Modificar CMakeLists.txt y Makefile para incluir external/*.cpp
- Mantener lógica del juego (ball.h/.cpp, main.cpp) en source/
- Mejorar organización y separación de responsabilidades

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
JailDesignerandClaude committed 2025-09-15 08:31:52 +02:00
1 parent bd40109f57
commit b3c70449dd
9 files changed
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@@ -17,7 +17,7 @@ if (NOT SDL3_FOUND)
endif() endif()
# Archivos fuente # Archivos fuente
file(GLOB SOURCE_FILES source/*.cpp) file(GLOB SOURCE_FILES source/*.cpp source/external/*.cpp)
# Comprobar si se encontraron archivos fuente # Comprobar si se encontraron archivos fuente
if(NOT SOURCE_FILES) if(NOT SOURCE_FILES)
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@@ -3,7 +3,7 @@
#include <SDL3/SDL_rect.h> // for SDL_FRect #include <SDL3/SDL_rect.h> // for SDL_FRect
#include <memory> // for shared_ptr, unique_ptr #include <memory> // for shared_ptr, unique_ptr
#include "defines.h" // for Color #include "defines.h" // for Color
#include "sprite.h" // for Sprite #include "external/sprite.h" // for Sprite
class Texture; class Texture;
class Ball class Ball
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@@ -14,9 +14,9 @@
#include <string> // for operator+, string, to_string #include <string> // for operator+, string, to_string
#include <vector> // for vector #include <vector> // for vector
#include "ball.h" // for Ball #include "ball.h" // for Ball
#include "dbgtxt.h" // for dbg_init, dbg_print #include "external/dbgtxt.h" // for dbg_init, dbg_print
#include "defines.h" // for SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SIZE #include "defines.h" // for SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SIZE
#include "texture.h" // for Texture #include "external/texture.h" // for Texture
// Variables globales // Variables globales
SDL_Window *window = nullptr; SDL_Window *window = nullptr;