step 3: menu_scene substituix doMenu() + fix JI_Update al fiber loop
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@@ -21,6 +21,7 @@
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#include "game/modulesequence.hpp"
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#include "game/options.hpp"
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#include "scenes/banner_scene.hpp"
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#include "scenes/menu_scene.hpp"
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#include "scenes/mort_scene.hpp"
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#include "scenes/scene.hpp"
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#include "scenes/scene_registry.hpp"
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@@ -63,6 +64,7 @@ void gameFiberEntry() {
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scene->onEnter();
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Uint32 last = SDL_GetTicks();
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while (!scene->done() && !JG_Quitting()) {
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JI_Update(); // refresca key_pressed/any_key per a les escenes
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const Uint32 now = SDL_GetTicks();
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scene->tick(static_cast<int>(now - last));
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last = now;
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@@ -102,6 +104,7 @@ void Director::init() {
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// caient, el fallback al switch legacy de gameFiberEntry deixa de
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// rebre aquests states.
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auto& registry = scenes::SceneRegistry::instance();
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registry.registerScene(0, [] { return std::make_unique<scenes::MenuScene>(); });
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registry.registerScene(100, [] { return std::make_unique<scenes::MortScene>(); });
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// BannerScene cobreix les piràmides 2..5 (el vell doBanner decideix
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// pel switch intern llegint info::ctx.num_piramide).
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