refactor(log): migra game/scenes i game/ui a Log::
- logo_scene, title_scene, intro_scene, room_fsm: missatges de cicle d'escena com a Log::info amb tag "scene" o "RoomFsm". Eliminats els TODO obsolets sobre el logger pendent. - game_scene (16 logs): events del bus (LEVEL COMPLETE, PLAYER HIT, PLAYER KILLED) com a info; transicions de ROOM com a info; warns als casos d'àudio absent o música no arrencada. - hud (3 logs): init i events com a info. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -4,7 +4,6 @@
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#include <algorithm>
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#include <cstdint>
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#include <iostream>
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#include <utility>
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#include "core/audio/audio.hpp"
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@@ -19,19 +18,17 @@
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#include "game/scenes/placeholder_input.hpp"
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#include "game/scenes/scene_flow.hpp"
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#include "utils/defines.hpp"
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#include "utils/log.hpp"
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namespace {
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// TODO: migrar a un logger unificat quan es decideixi (veure INC-03 a
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// docs/audit-core-rendering.md). De moment std::cout per rastrejar el
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// flux d'escenes als smoke runs.
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const char* const SCENE_NAME = "LOGO";
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} // namespace
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LogoScene::LogoScene(std::shared_ptr<Surface> logo, bool reset)
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: logo_(std::move(logo)) {
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std::cout << "[scene] " << SCENE_NAME << (reset ? " start (reset)\n" : " start\n");
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Log::info("scene", "{} start{}", SCENE_NAME, reset ? " (reset)" : "");
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if (reset) {
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->stopMusic();
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