#include "shape_manager.h" #include // for rand #include "../defines.h" // for constantes #include "../engine.h" // for Engine (callbacks) ShapeManager::ShapeManager() : engine_(nullptr) , current_mode_(SimulationMode::PHYSICS) , current_shape_type_(ShapeType::SPHERE) , last_shape_type_(ShapeType::SPHERE) , active_shape_(nullptr) , shape_scale_factor_(1.0f) , depth_zoom_enabled_(true) { } ShapeManager::~ShapeManager() { } void ShapeManager::initialize(Engine* engine) { engine_ = engine; } // TODO: Implementar métodos completos // Por ahora, stubs vacíos para que compile void ShapeManager::toggleShapeMode(bool force_gravity_on_exit) { // TODO: Migrar toggleShapeModeInternal() } void ShapeManager::activateShape(ShapeType type) { // TODO: Migrar activateShapeInternal() } void ShapeManager::handleShapeScaleChange(bool increase) { // TODO: Migrar handleShapeScaleChange() } void ShapeManager::resetShapeScale() { // TODO: Migrar resetShapeScale() } void ShapeManager::toggleDepthZoom() { depth_zoom_enabled_ = !depth_zoom_enabled_; } void ShapeManager::update(float delta_time) { // TODO: Migrar updateShape() } void ShapeManager::generateShape() { // TODO: Migrar generateShape() } void ShapeManager::activateShapeInternal(ShapeType type) { // TODO: Migrar activateShapeInternal() } void ShapeManager::clampShapeScale() { // TODO: Migrar clampShapeScale() }