Implementa patrón facade/delegation para gestión de estado de aplicación. Engine ahora consulta estado a través de StateManager en lugar de acceso directo. ## Cambios **source/engine.cpp:** - Reemplazar `current_app_mode_` con `state_manager_->getCurrentMode()` (18 ocurrencias) - setState() delega a StateManager pero mantiene setup en Engine (temporal) - toggleDemoMode/Lite/Logo() usan getCurrentMode() de StateManager - updateDemoMode() consulta modo actual mediante StateManager **source/state/state_manager.cpp:** - setState() implementado con lógica básica de cambio de estado - Maneja transiciones LOGO ↔ otros modos correctamente - Reset de demo_timer_ al cambiar estado ## Patrón Facade Aplicado **Justificación:** Token budget limitado requiere enfoque pragmático - StateManager = Interfaz pública para consultas de estado - Engine = Mantiene implementación compleja temporalmente - Refactorización incremental sin reescribir 600+ líneas **Próximo paso (Fase 4c):** - Eliminar duplicación de miembros entre Engine y StateManager - Migrar lógica compleja gradualmente ## Verificación ✅ Compilación exitosa ✅ Sin errores de asignación a lvalue ✅ Todas las consultas de estado delegadas correctamente 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
114 lines
3.6 KiB
C++
114 lines
3.6 KiB
C++
#include "state_manager.h"
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#include <cstdlib> // for rand
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#include "../defines.h" // for constantes DEMO/LOGO
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#include "../engine.h" // for Engine (callbacks)
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#include "../shapes/png_shape.h" // for PNGShape flip detection
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StateManager::StateManager()
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: engine_(nullptr)
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, current_app_mode_(AppMode::SANDBOX)
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, previous_app_mode_(AppMode::SANDBOX)
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, demo_timer_(0.0f)
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, demo_next_action_time_(0.0f)
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, logo_convergence_threshold_(0.90f)
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, logo_min_time_(3.0f)
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, logo_max_time_(5.0f)
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, logo_waiting_for_flip_(false)
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, logo_target_flip_number_(0)
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, logo_target_flip_percentage_(0.0f)
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, logo_current_flip_count_(0)
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, logo_entered_manually_(false)
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, logo_previous_theme_(0)
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, logo_previous_texture_index_(0)
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, logo_previous_shape_scale_(1.0f) {
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}
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StateManager::~StateManager() {
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}
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void StateManager::initialize(Engine* engine) {
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engine_ = engine;
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}
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void StateManager::setLogoPreviousState(int theme, size_t texture_index, float shape_scale) {
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logo_previous_theme_ = theme;
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logo_previous_texture_index_ = texture_index;
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logo_previous_shape_scale_ = shape_scale;
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}
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// TODO: Implementar métodos completos
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// Por ahora, stubs vacíos para que compile
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void StateManager::update(float delta_time, float shape_convergence, Shape* active_shape) {
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// Delegar a Engine temporalmente - La lógica compleja queda en Engine por ahora
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// Este es un wrapper que permite refactorizar gradualmente
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if (engine_) {
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// Engine mantiene la implementación de updateDemoMode()
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// StateManager solo coordina el estado
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}
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}
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void StateManager::setState(AppMode new_mode, int current_screen_width, int current_screen_height) {
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if (current_app_mode_ == new_mode) return;
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if (current_app_mode_ == AppMode::LOGO && new_mode != AppMode::LOGO) {
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previous_app_mode_ = new_mode;
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}
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if (new_mode == AppMode::LOGO) {
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previous_app_mode_ = current_app_mode_;
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}
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current_app_mode_ = new_mode;
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// Resetear timer al cambiar modo
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demo_timer_ = 0.0f;
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}
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void StateManager::toggleDemoMode(int current_screen_width, int current_screen_height) {
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if (current_app_mode_ == AppMode::DEMO) {
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setState(AppMode::SANDBOX, current_screen_width, current_screen_height);
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} else {
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setState(AppMode::DEMO, current_screen_width, current_screen_height);
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}
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}
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void StateManager::toggleDemoLiteMode(int current_screen_width, int current_screen_height) {
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if (current_app_mode_ == AppMode::DEMO_LITE) {
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setState(AppMode::SANDBOX, current_screen_width, current_screen_height);
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} else {
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setState(AppMode::DEMO_LITE, current_screen_width, current_screen_height);
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}
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}
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void StateManager::toggleLogoMode(int current_screen_width, int current_screen_height, size_t ball_count) {
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if (current_app_mode_ == AppMode::LOGO) {
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setState(AppMode::SANDBOX, current_screen_width, current_screen_height);
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} else {
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setState(AppMode::LOGO, current_screen_width, current_screen_height);
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logo_entered_manually_ = true;
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}
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}
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void StateManager::performDemoAction(bool is_lite) {
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// TODO: Migrar performDemoAction()
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}
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void StateManager::randomizeOnDemoStart(bool is_lite) {
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// TODO: Migrar randomizeOnDemoStart()
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}
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void StateManager::toggleGravityOnOff() {
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// TODO: Migrar toggleGravityOnOff()
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}
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void StateManager::enterLogoMode(bool from_demo, int current_screen_width, int current_screen_height, size_t ball_count) {
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// TODO: Migrar enterLogoMode()
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}
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void StateManager::exitLogoMode(bool return_to_demo) {
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// TODO: Migrar exitLogoMode()
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}
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