afegits metodes per a poder ciclar presets i altres opcions
esc en el joc + menu ja no tanca la app
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@@ -64,63 +64,46 @@ namespace Menu {
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items_.clear();
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// ZOOM
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items_.push_back({"ZOOM", ItemKind::IntRange,
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[] {
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items_.push_back({"ZOOM", ItemKind::IntRange, [] {
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char buf[16];
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std::snprintf(buf, sizeof(buf), "%dX", Screen::get()->getZoom());
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return std::string(buf);
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},
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[](int dir) {
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return std::string(buf); }, [](int dir) {
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if (dir < 0) Screen::get()->decZoom();
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else if (dir > 0) Screen::get()->incZoom();
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}});
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else if (dir > 0) Screen::get()->incZoom(); }});
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// PANTALLA (fullscreen)
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items_.push_back({"PANTALLA", ItemKind::Toggle,
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[] { return std::string(Screen::get()->isFullscreen() ? "COMPLETA" : "FINESTRA"); },
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[](int) { Screen::get()->toggleFullscreen(); }});
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items_.push_back({"PANTALLA", ItemKind::Toggle, [] { return std::string(Screen::get()->isFullscreen() ? "COMPLETA" : "FINESTRA"); }, [](int) { Screen::get()->toggleFullscreen(); }});
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// SHADER
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items_.push_back({"SHADER", ItemKind::Toggle,
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[] { return onOff(Options::video.shader_enabled); },
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[](int) { Screen::get()->toggleShaders(); }});
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items_.push_back({"SHADER", ItemKind::Toggle, [] { return onOff(Options::video.shader_enabled); }, [](int) { Screen::get()->toggleShaders(); }});
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// ASPECTE 4:3
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items_.push_back({"ASPECTE 4:3", ItemKind::Toggle,
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[] { return yesNo(Options::video.aspect_ratio_4_3); },
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[](int) { Screen::get()->toggleAspectRatio(); }});
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items_.push_back({"ASPECTE 4:3", ItemKind::Toggle, [] { return yesNo(Options::video.aspect_ratio_4_3); }, [](int) { Screen::get()->toggleAspectRatio(); }});
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// SUPERSAMPLING
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items_.push_back({"SUPERSAMPLING", ItemKind::Toggle,
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[] { return onOff(Options::video.supersampling); },
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[](int) { Screen::get()->toggleSupersampling(); }});
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items_.push_back({"SUPERSAMPLING", ItemKind::Toggle, [] { return onOff(Options::video.supersampling); }, [](int) { Screen::get()->toggleSupersampling(); }});
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// TIPUS SHADER
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items_.push_back({"TIPUS SHADER", ItemKind::Cycle,
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[] { return std::string(Screen::get()->getActiveShaderName()); },
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[](int) { Screen::get()->nextShaderType(); }});
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items_.push_back({"TIPUS SHADER", ItemKind::Cycle, [] { return std::string(Screen::get()->getActiveShaderName()); }, [](int dir) {
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if (dir < 0) Screen::get()->prevShaderType();
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else Screen::get()->nextShaderType(); }});
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// PRESET
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items_.push_back({"PRESET", ItemKind::Cycle,
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[] { return std::string(Screen::get()->getCurrentPresetName()); },
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[](int) { Screen::get()->nextPreset(); }});
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items_.push_back({"PRESET", ItemKind::Cycle, [] { return std::string(Screen::get()->getCurrentPresetName()); }, [](int dir) {
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if (dir < 0) Screen::get()->prevPreset();
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else Screen::get()->nextPreset(); }});
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// FILTRE 4:3
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items_.push_back({"FILTRE 4:3", ItemKind::Toggle,
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[] { return std::string(Options::video.stretch_filter_linear ? "LINEAR" : "NEAREST"); },
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[](int) { Screen::get()->toggleStretchFilter(); }});
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items_.push_back({"FILTRE 4:3", ItemKind::Toggle, [] { return std::string(Options::video.stretch_filter_linear ? "LINEAR" : "NEAREST"); }, [](int) { Screen::get()->toggleStretchFilter(); }});
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// RENDER INFO
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items_.push_back({"RENDER INFO", ItemKind::Cycle,
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[] {
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items_.push_back({"RENDER INFO", ItemKind::Cycle, [] {
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switch (Options::render_info.position) {
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case Options::RenderInfoPosition::OFF: return std::string("OFF");
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case Options::RenderInfoPosition::TOP: return std::string("TOP");
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case Options::RenderInfoPosition::BOTTOM: return std::string("BOTTOM");
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}
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return std::string("OFF");
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},
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[](int) { Overlay::toggleRenderInfo(); }});
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return std::string("OFF"); }, [](int dir) { Overlay::cycleRenderInfo(dir); }});
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}
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// --- Dibuix ---
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@@ -170,19 +170,13 @@ namespace Overlay {
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notifications_.push_back(notif);
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}
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void toggleRenderInfo() {
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// Cicla: OFF → TOP → BOTTOM → OFF
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switch (Options::render_info.position) {
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case Options::RenderInfoPosition::OFF:
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Options::render_info.position = Options::RenderInfoPosition::TOP;
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break;
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case Options::RenderInfoPosition::TOP:
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Options::render_info.position = Options::RenderInfoPosition::BOTTOM;
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break;
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case Options::RenderInfoPosition::BOTTOM:
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Options::render_info.position = Options::RenderInfoPosition::OFF;
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break;
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}
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void toggleRenderInfo() { cycleRenderInfo(+1); }
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void cycleRenderInfo(int dir) {
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// Seqüència: OFF → TOP → BOTTOM → OFF
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int pos = static_cast<int>(Options::render_info.position);
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pos = (pos + (dir >= 0 ? 1 : -1) + 3) % 3;
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Options::render_info.position = static_cast<Options::RenderInfoPosition>(pos);
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}
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void setRenderInfoText(const char* text) {
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@@ -14,6 +14,7 @@ namespace Overlay {
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// Activa/desactiva la info de renderitzat (FPS, driver, shader, preset)
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void toggleRenderInfo();
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void cycleRenderInfo(int dir); // dir=+1 avant, -1 endarrere
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void setRenderInfoText(const char* text);
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// Gestió d'eixida amb doble ESC
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@@ -240,6 +240,29 @@ void Screen::nextPreset() {
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}
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}
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void Screen::prevShaderType() {
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// Només dues opcions — prev == next
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nextShaderType();
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}
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void Screen::prevPreset() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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if (Options::postfx_presets.empty()) return;
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int n = static_cast<int>(Options::postfx_presets.size());
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Options::current_postfx_preset = (Options::current_postfx_preset - 1 + n) % n;
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Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
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applyCurrentPostFXPreset();
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} else {
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if (Options::crtpi_presets.empty()) return;
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int n = static_cast<int>(Options::crtpi_presets.size());
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Options::current_crtpi_preset = (Options::current_crtpi_preset - 1 + n) % n;
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Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
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applyCurrentCrtPiPreset();
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}
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}
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auto Screen::getCurrentPresetName() const -> const char* {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "---";
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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@@ -29,7 +29,9 @@ class Screen {
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void toggleIntegerScale();
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void toggleStretchFilter();
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void nextShaderType(); // Cicla PostFX ↔ CrtPi (F7)
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void prevShaderType(); // Cicla al revés
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void nextPreset(); // Cicla presets del shader actiu (F8)
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void prevPreset(); // Cicla presets al revés
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[[nodiscard]] auto getCurrentPresetName() const -> const char*;
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void setActiveShader(Rendering::ShaderType type);
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void applyCurrentPostFXPreset();
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@@ -120,6 +120,8 @@ void Director::handleEvents() {
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if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
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Menu::close();
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JI_SetInputBlocked(false);
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// Empassa l'ESC fins al release perquè el joc no la veja per polling
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esc_swallow_until_release_ = true;
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} else {
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Menu::handleKey(event.key.scancode);
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}
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@@ -128,6 +130,11 @@ void Director::handleEvents() {
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if (Menu::isOpen() && event.type == SDL_EVENT_KEY_UP) {
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continue; // no deixem passar KEY_UP al joc tampoc
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}
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// Allibera el bloqueig d'ESC quan l'usuari la deixa anar
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if (event.type == SDL_EVENT_KEY_UP && event.key.scancode == SDL_SCANCODE_ESCAPE && esc_swallow_until_release_) {
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esc_swallow_until_release_ = false;
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continue;
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}
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// ESC: interceptem KEY_DOWN per bloquejar-la ABANS que el joc la veja per polling
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE && !event.key.repeat) {
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esc_blocked_ = true; // Bloqueja ESC per polling immediatament
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@@ -32,7 +32,7 @@ class Director {
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auto consumeKeyPressed() -> bool;
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// Indica si ESC està bloquejada (el joc no l'ha de veure)
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auto isEscBlocked() const -> bool { return esc_blocked_; }
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auto isEscBlocked() const -> bool { return esc_blocked_ || esc_swallow_until_release_; }
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private:
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Director() = default;
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@@ -56,4 +56,7 @@ class Director {
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std::atomic<bool> game_thread_done_{false};
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std::atomic<bool> key_pressed_{false};
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std::atomic<bool> esc_blocked_{false};
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// Quan el menú tanca amb ESC, empassem-nos l'ESC fins que l'usuari la deixe anar,
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// per no fer eixir el joc al proper poll de JI_KeyPressed.
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std::atomic<bool> esc_swallow_until_release_{false};
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};
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