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:
2026-04-13 08:49:19 +02:00
parent 714de067c8
commit c32a880b6a
21 changed files with 319 additions and 362 deletions

View File

@@ -163,9 +163,19 @@ Game::Game(Mode mode)
SceneManager::current = (mode_ == Mode::GAME) ? SceneManager::Scene::GAME : SceneManager::Scene::DEMO;
SceneManager::options = SceneManager::Options::NONE;
// Arranca la música del juego (abans a run())
keepMusicPlaying();
if (!scoreboard_data_->music && mode_ == Mode::GAME) {
Audio::get()->pauseMusic();
}
}
Game::~Game() {
if (mode_ == Mode::GAME) {
Audio::get()->stopMusic();
}
ItemTracker::destroy();
GameControl::change_player_skin = nullptr;
@@ -188,38 +198,35 @@ Game::~Game() {
#endif
}
// Comprueba los eventos de la cola
void Game::handleEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
// Despatx d'un event (SDL3 Callback API)
void Game::handleEvent(const SDL_Event& event) {
GlobalEvents::handle(event);
#ifdef _DEBUG
// En modo editor: click del ratón cierra la consola
if (Console::get()->isActive() && MapEditor::get()->isActive() &&
event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
Console::get()->toggle();
}
if (!Console::get()->isActive()) {
// Tecla 9: toggle editor (funciona tanto dentro como fuera del editor)
if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_9 && static_cast<int>(event.key.repeat) == 0) {
if (MapEditor::get()->isActive()) {
GameControl::exit_editor();
Notifier::get()->show({Locale::get()->get("game.editor_disabled")}); // NOLINT(readability-static-accessed-through-instance)
} else {
GameControl::enter_editor();
Notifier::get()->show({Locale::get()->get("game.editor_enabled")}); // NOLINT(readability-static-accessed-through-instance)
}
} else if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_8 && static_cast<int>(event.key.repeat) == 0 && MapEditor::get()->isActive()) {
MapEditor::get()->showGrid(!MapEditor::get()->isGridEnabled());
} else if (MapEditor::get()->isActive()) {
MapEditor::get()->handleEvent(event);
} else {
handleDebugEvents(event);
}
}
#endif
// En modo editor: click del ratón cierra la consola
if (Console::get()->isActive() && MapEditor::get()->isActive() &&
event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
Console::get()->toggle();
}
if (!Console::get()->isActive()) {
// Tecla 9: toggle editor (funciona tanto dentro como fuera del editor)
if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_9 && static_cast<int>(event.key.repeat) == 0) {
if (MapEditor::get()->isActive()) {
GameControl::exit_editor();
Notifier::get()->show({Locale::get()->get("game.editor_disabled")}); // NOLINT(readability-static-accessed-through-instance)
} else {
GameControl::enter_editor();
Notifier::get()->show({Locale::get()->get("game.editor_enabled")}); // NOLINT(readability-static-accessed-through-instance)
}
} else if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_8 && static_cast<int>(event.key.repeat) == 0 && MapEditor::get()->isActive()) {
MapEditor::get()->showGrid(!MapEditor::get()->isGridEnabled());
} else if (MapEditor::get()->isActive()) {
MapEditor::get()->handleEvent(event);
} else {
handleDebugEvents(event);
}
}
#endif
}
// Comprueba el teclado
@@ -262,29 +269,17 @@ void Game::handleInput() {
GlobalInputs::handle();
}
// Bucle para el juego
void Game::run() {
keepMusicPlaying();
if (!scoreboard_data_->music && mode_ == Mode::GAME) {
Audio::get()->pauseMusic();
}
while (SceneManager::current == SceneManager::Scene::GAME || SceneManager::current == SceneManager::Scene::DEMO) {
update();
render();
}
if (mode_ == Mode::GAME) {
Audio::get()->stopMusic();
}
// Un frame de l'escena (SDL3 Callback API)
void Game::iterate() {
update();
render();
}
// Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update() {
const float DELTA_TIME = delta_timer_.tick();
handleEvents(); // Comprueba los eventos
handleInput(); // Comprueba las entradas
handleInput(); // Comprueba las entradas
#ifdef _DEBUG
Debug::get()->clear();