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>
This commit is contained in:
@@ -7,19 +7,21 @@
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "core/rendering/sprite/dissolve_sprite.hpp" // Para SurfaceDissolveSprite
|
||||
#include "game/scenes/scene.hpp" // Para Scene
|
||||
#include "utils/defines.hpp" // Para GameCanvas::WIDTH, GameCanvas::FIRST_QUAR...
|
||||
|
||||
class MovingSprite;
|
||||
class DeltaTimer;
|
||||
|
||||
class Ending2 {
|
||||
class Ending2 : public Scene {
|
||||
public:
|
||||
// --- Constructor y Destructor ---
|
||||
Ending2();
|
||||
~Ending2() = default;
|
||||
~Ending2() override;
|
||||
|
||||
// --- Bucle principal ---
|
||||
void run();
|
||||
// --- Bucle principal (SDL3 Callback API) ---
|
||||
void iterate() override;
|
||||
void handleEvent(const SDL_Event& event) override;
|
||||
|
||||
private:
|
||||
// --- Enumeraciones ---
|
||||
@@ -58,7 +60,6 @@ class Ending2 {
|
||||
// --- Métodos ---
|
||||
void update(); // Actualiza el objeto
|
||||
void render(); // Dibuja el final en pantalla
|
||||
static void handleEvents(); // Comprueba el manejador de eventos
|
||||
static void handleInput(); // Comprueba las entradas
|
||||
void updateState(float delta_time); // Actualiza el estado
|
||||
void transitionToState(EndingState new_state); // Transición entre estados
|
||||
|
||||
Reference in New Issue
Block a user