refactor: fase 5 — singletons a std::unique_ptr (elimina new/delete manual)

5 singletons afectats: Audio, Screen, Director, Resource::Cache, Resource::List.

- static T* instance → static std::unique_ptr<T> instance
- init(): new T() adoptat immediatament per unique_ptr (ownership RAII)
- destroy(): instance.reset() (sense delete manual)
- get(): retorna instance.get()
- Destructors moguts a public perquè std::default_delete hi pugui accedir
  (ctors privats + copy/move deleted → encapsulació efectiva mantinguda)

Ordre de destrucció preservat: SDL_AppQuit segueix cridant destroy() en
l'ordre invers a init() — la RAII automàtica no s'activa fins al final
del programa (LIFO de variables static).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-18 14:02:01 +02:00
parent 5e57034a38
commit c6e37af7d1
10 changed files with 37 additions and 42 deletions

View File

@@ -24,19 +24,16 @@
#include "game/options.hpp" // Para Options::audio
// Singleton
Audio* Audio::instance = nullptr;
std::unique_ptr<Audio> Audio::instance;
// Inicializa la instancia única del singleton
void Audio::init() { Audio::instance = new Audio(); }
void Audio::init() { Audio::instance = std::unique_ptr<Audio>(new Audio()); }
// Libera la instancia
void Audio::destroy() {
delete Audio::instance;
Audio::instance = nullptr;
}
void Audio::destroy() { Audio::instance.reset(); }
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance; }
auto Audio::get() -> Audio* { return Audio::instance.get(); }
// Constructor
Audio::Audio() { initSDLAudio(); }