refactor(log): migra els subsistemes restants i elimina iostream
Acaba la migració dels std::cout/cerr a Log::*:
- core/locale, core/ui/ui_config, core/rendering/{screen,text,gif,
surface, sprite/animated_sprite, sdl3gpu/*}.
- game/{options, debug_config, editor/editor_config, levels/level_manager,
map/{map,tilemap,paint_layer}, entities/entity_manager_loadlevel}.
Severitats coherents: warns per a configs absents amb fallback,
errors per a YAML malformat o E/S fallida, infos per a estats.
Resultat:
- 0 occurrences de std::cout/std::cerr a source/.
- Cap #include <iostream> orfà (eliminat de surface.cpp).
- Output funcional idèntic al històric; AEE_LOG filtra (ex.
`AEE_LOG=warn` només mostra warnings, `AEE_LOG=*:warn,Tag:info`
combina globals i overrides).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -6,13 +6,13 @@
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#include <cstddef>
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#include <cstdio>
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#include <cstdlib>
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#include <iostream>
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#include <memory>
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#include <ranges>
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#include "core/rendering/canvas.hpp"
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#include "core/rendering/sdl3gpu/viewport.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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@@ -112,11 +112,11 @@ void Screen::createSdl() {
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backend->setVSync(config_.vsync);
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if (backend->init(window_, canvas_width_, canvas_height_)) {
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gpu_driver_ = backend->getDriverName();
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std::cout << "Screen: path GPU actiu (driver: " << gpu_driver_ << ")\n";
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Log::info("Screen", "path GPU actiu (driver: {})", gpu_driver_);
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shader_backend_ = std::move(backend);
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return;
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}
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std::cerr << "Screen: GPU no disponible, fallback a SDL_Renderer\n";
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Log::warn("Screen", "GPU no disponible, fallback a SDL_Renderer");
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}
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gpu_driver_ = "sdl";
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