refactor: migració a l'arquitectura SDL3 Callback API
Substitueix el bucle blocant main() → Director::run() → escena::run() per SDL_AppInit/Iterate/Event/Quit. Cada escena implementa ara iterate() (un frame) i handleEvent() (un event) sota una interfície base Scene. - Director gestiona l'escena activa i les transicions via switchToActiveScene() - Setup/cleanup que estava al voltant del while de run() mogut a ctor/dtor (música de Game/Ending/Ending2, volum de LoadingScreen) - GlobalEvents ja no processa SDL_EVENT_QUIT (ho fa Director::handleEvent) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -5,19 +5,22 @@
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#include <memory> // Para shared_ptr
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#include <string> // Para string
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#include <vector> // Para vector
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#include "game/scenes/scene.hpp" // Para Scene
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class AnimatedSprite; // lines 11-11
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class Surface;
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class PixelReveal;
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class DeltaTimer;
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class Credits {
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class Credits : public Scene {
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public:
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// --- Constructor y Destructor ---
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Credits();
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~Credits(); // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
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~Credits() override; // NOLINT(modernize-use-equals-default, performance-trivially-destructible) -- defined in .cpp for unique_ptr with forward declarations
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// --- Bucle principal ---
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void run();
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// --- Bucle principal (SDL3 Callback API) ---
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void iterate() override;
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void handleEvent(const SDL_Event& event) override;
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private:
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// --- Tipos anidados ---
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@@ -55,7 +58,6 @@ class Credits {
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// --- Métodos privados ---
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void update(); // Actualiza las variables
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void render(); // Dibuja en pantalla
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static void handleEvents(); // Comprueba el manejador de eventos
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static void handleInput(); // Comprueba las entradas
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void updateState(float delta_time); // Actualiza la máquina de estados
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void transitionToState(State new_state); // Transición entre estados
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