refactor(core/rendering): desacoplar RenderInfo d'Options i UiColor (COUP-01b)
core/rendering/render_info ja no inclou game/options.hpp ni
game/ui/ui_palette.hpp. S'introdueix RenderInfo::Frame amb tot l'estat
extern (posició, show_time, shader_enabled, shader_name, shader_preset,
colors) que el caller injecta a cada init()/update(). La lògica de
persistència (cyclePosition/toggleShowTime) surt de RenderInfo i passa
a global_inputs.cpp, que muta Options i crida saveToFile() directament.
Options::buildRenderInfoFrame(text_color, shadow_color) centralitza la
construcció del Frame seguint el mateix patró que buildScreenConfig /
buildPostFXParams. Director i GameScene criden aquest builder quan
necessiten un Frame (amb UiColor::RENDER_INFO_{TEXT,SHADOW} com a
colors actius).
Amb aquest canvi queda tancada COUP-01: core/rendering/ no té cap
include de game/*.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -553,6 +553,21 @@ namespace Options {
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return Rendering::ShaderType::POSTFX;
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}
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auto buildRenderInfoFrame(Uint8 text_color, Uint8 shadow_color) -> RenderInfo::Frame {
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const std::string& active_preset = (video.shader.current_shader == "crtpi")
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? video.shader.current_crtpi_preset
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: video.shader.current_postfx_preset;
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return {
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.target_position = video.render_info_position,
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.show_time = video.render_info_show_time,
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.shader_enabled = video.shader.enabled,
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.shader_name = video.shader.current_shader,
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.shader_preset = active_preset,
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.text_color = text_color,
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.shadow_color = shadow_color,
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};
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}
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auto buildCrtPiParams() -> Rendering::CrtPiParams {
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// Si el shader està deshabilitat, retornem defaults (el dispatch anirà per
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// PostFX passthrough, però sent nets per si algú consulta aquests params).
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@@ -4,6 +4,7 @@
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#include <vector>
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#include "core/audio/audio.hpp"
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#include "core/rendering/render_info.hpp"
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#include "core/rendering/screen.hpp"
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#include "core/rendering/shader_backend.hpp"
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#include "utils/defaults.hpp"
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@@ -121,6 +122,9 @@ namespace Options {
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[[nodiscard]] auto buildPostFXParams() -> Rendering::PostFXParams;
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[[nodiscard]] auto buildCrtPiParams() -> Rendering::CrtPiParams;
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[[nodiscard]] auto buildActiveShader() -> Rendering::ShaderType;
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// Els colors de text/ombra els decideix la UI del joc (no Options), per
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// això es passen com a paràmetres.
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[[nodiscard]] auto buildRenderInfoFrame(Uint8 text_color, Uint8 shadow_color) -> RenderInfo::Frame;
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// `::Audio` és la classe global d'àudio (no `Options::Audio`, que és la
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// struct serialitzable). Retornem la seua Config per passar-la a init().
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[[nodiscard]] auto buildAudioConfig() -> ::Audio::Config;
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@@ -15,6 +15,7 @@
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#include "core/resources/resource_cache.hpp"
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#include "game/entities/player.hpp"
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#include "game/map/map.hpp"
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#include "game/options.hpp"
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#include "game/ui/ui_palette.hpp"
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#include "utils/defaults.hpp"
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#include "utils/defines.hpp"
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@@ -60,7 +61,7 @@ void GameScene::update(int delta_ms) {
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const float DT = static_cast<float>(delta_ms) / 1000.0F;
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for (auto& player : players_) { player->update(DT); }
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RenderInfo::get().update(delta_ms);
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RenderInfo::get().update(delta_ms, Options::buildRenderInfoFrame(UiColor::RENDER_INFO_TEXT, UiColor::RENDER_INFO_SHADOW));
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Notifier::get().update(delta_ms);
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}
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