afegit pause_manager
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@@ -30,6 +30,7 @@
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#include "manage_hiscore_table.h" // Para HiScoreEntry, ManageHiScoreTable
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#include "param.h" // Para Param, param, ParamGame, ParamScoreboard, ParamFade, ParamBalloon
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#include "path_sprite.h" // Para Path, PathSprite, createPath, PathType
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#include "pause_manager.h" // Para PauseManager
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#include "player.h" // Para Player
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#include "resource.h" // Para Resource
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#include "scoreboard.h" // Para Scoreboard
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@@ -50,6 +51,7 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
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input_(Input::get()),
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background_(std::make_unique<Background>()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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pause_manager_(std::make_unique<PauseManager>([this](bool isPaused) { onPauseStateChanged(isPaused); })),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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balloon_manager_(std::make_unique<BalloonManager>()),
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@@ -914,7 +916,7 @@ void Game::render() {
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// Actualiza los estados del juego
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void Game::updateGameStates() {
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if (!paused_) {
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if (!pause_manager_->isPaused()) {
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switch (state_) {
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case State::FADE_IN:
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updateGameStateFadeIn();
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@@ -1121,11 +1123,11 @@ void Game::checkEvents() {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_WINDOW_FOCUS_LOST: {
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pause(!demo_.enabled);
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pause_manager_->setFocusLossPause(!demo_.enabled);
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break;
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}
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case SDL_EVENT_WINDOW_FOCUS_GAINED: {
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pause(false);
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pause_manager_->setFocusLossPause(false);
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break;
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}
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default:
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@@ -1156,13 +1158,6 @@ void Game::updateScoreboard() {
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scoreboard_->update();
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}
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// Pausa el juego
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void Game::pause(bool value) {
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paused_ = value;
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screen_->attenuate(paused_);
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tabe_->pauseTimer(paused_);
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}
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// Añade una puntuación a la tabla de records
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void Game::addScoreToScoreBoard(const std::shared_ptr<Player> &player) {
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const auto ENTRY = HiScoreEntry(trim(player->getLastEnterName()), player->getScore(), player->get1CC());
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@@ -1242,17 +1237,16 @@ void Game::checkInput() {
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// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
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void Game::checkPauseInput() {
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// Comprueba los mandos
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auto gamepads = input_->getGamepads();
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for (auto gamepad : gamepads) {
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for (auto gamepad : input_->getGamepads()) {
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if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
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pause(!paused_);
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pause_manager_->togglePlayerPause();
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return;
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}
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}
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// Comprueba el teclado
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if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
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pause(!paused_);
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pause_manager_->togglePlayerPause();
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return;
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}
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}
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@@ -1872,21 +1866,11 @@ void Game::checkServiceMenu() {
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return;
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}
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static bool was_paused_before_service_menu_ = false;
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static bool service_menu_was_active_ = false;
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bool service_menu_is_active = ServiceMenu::get()->isEnabled();
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if (service_menu_is_active && !service_menu_was_active_) {
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// El menú acaba de abrirse
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was_paused_before_service_menu_ = paused_;
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pause(true);
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} else if (!service_menu_is_active && service_menu_was_active_) {
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// El menú acaba de cerrarse
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pause(was_paused_before_service_menu_);
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if (ServiceMenu::get()->isEnabled()) {
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pause_manager_->setServiceMenuPause(true);
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} else {
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pause_manager_->setServiceMenuPause(false);
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}
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service_menu_was_active_ = service_menu_is_active;
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}
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// Mueve el jugador para pintarlo al fondo de la lista de jugadores
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@@ -1899,6 +1883,11 @@ void Game::sendPlayerToTheFront(const std::shared_ptr<Player> &player) {
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players_to_put_at_front_.push_back(player);
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}
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void Game::onPauseStateChanged(bool isPaused) {
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screen_->attenuate(isPaused);
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tabe_->pauseTimer(isPaused);
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}
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#ifdef _DEBUG
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// Comprueba los eventos en el modo DEBUG
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void Game::checkDebugEvents(const SDL_Event &event) {
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