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