Esquelet inicial: finestra negra i primera escena
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#include "core/system/director.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdio>
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#include <memory>
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#include <utility>
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#include "core/rendering/screen.hpp"
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#include "core/scene/scene.hpp"
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#include "core/system/event_buffer.hpp"
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#include "game/scenes/black_scene.hpp"
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Director::Director() {
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if (!SDL_Init(0)) {
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std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
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}
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Screen::init();
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current_scene_ = std::make_unique<BlackScene>();
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last_ticks_ms_ = SDL_GetTicks();
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}
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Director::~Director() {
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current_scene_.reset();
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Screen::destroy();
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SDL_Quit();
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}
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void Director::processEvents() {
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const bool QUIT_REQUESTED = std::ranges::any_of(
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EventBuffer::events,
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[](const SDL_Event& event) { return event.type == SDL_EVENT_QUIT; });
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if (QUIT_REQUESTED) { current_scene_.reset(); }
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}
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void Director::switchSceneIfRequested() {
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if (!current_scene_) { return; }
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if (auto next = current_scene_->nextScene()) {
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current_scene_ = std::move(next);
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}
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}
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auto Director::iterate() -> SDL_AppResult {
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processEvents();
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if (!current_scene_) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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const std::uint64_t NOW_MS = SDL_GetTicks();
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int delta_ms = static_cast<int>(NOW_MS - last_ticks_ms_);
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delta_ms = std::max(delta_ms, 0);
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last_ticks_ms_ = NOW_MS;
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current_scene_->update(delta_ms);
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current_scene_->render();
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if (current_scene_->wantsQuit()) {
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EventBuffer::events.clear();
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return SDL_APP_SUCCESS;
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}
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switchSceneIfRequested();
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EventBuffer::events.clear();
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return SDL_APP_CONTINUE;
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}
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