refactor(defaults): centralitza init hud, tips, hit timer, line thickness i debug overlay
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@@ -4,21 +4,13 @@
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#include <string>
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#include "core/defaults.hpp"
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#include "core/types.hpp"
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namespace System {
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namespace {
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// Posición y tamaño del overlay en coordenadas lógicas (1280×720).
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constexpr float OVERLAY_X = 12.0F;
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constexpr float OVERLAY_Y_FPS = 12.0F;
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constexpr float OVERLAY_LINE_HEIGHT = 18.0F; // separación entre líneas (scale 0.4 → ~16 px alto)
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constexpr float OVERLAY_SCALE = 0.4F;
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constexpr float OVERLAY_SPACING = 2.0F;
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constexpr float OVERLAY_BRIGHTNESS = 1.0F;
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// Cadencia de actualización del valor de FPS mostrado.
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constexpr float FPS_UPDATE_INTERVAL = 0.5F;
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namespace Cfg = Defaults::Hud::DebugOverlay;
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} // namespace
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DebugOverlay::DebugOverlay(Rendering::Renderer* renderer,
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@@ -30,7 +22,7 @@ namespace System {
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fps_accumulator_ += delta_time;
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fps_frame_count_++;
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if (fps_accumulator_ >= FPS_UPDATE_INTERVAL) {
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if (fps_accumulator_ >= Cfg::FPS_UPDATE_INTERVAL) {
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fps_display_ = static_cast<int>(fps_frame_count_ / fps_accumulator_);
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fps_frame_count_ = 0;
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fps_accumulator_ = 0.0F;
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@@ -47,20 +39,20 @@ namespace System {
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const std::string AA_TEXT = std::string("AA: ") + (rendering_cfg_->antialias == 1 ? "ON" : "OFF");
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text_.render(FPS_TEXT,
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Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS},
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OVERLAY_SCALE,
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OVERLAY_SPACING,
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OVERLAY_BRIGHTNESS);
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Vec2{.x = Cfg::X, .y = Cfg::Y_FPS},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS);
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text_.render(VSYNC_TEXT,
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Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS + OVERLAY_LINE_HEIGHT},
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OVERLAY_SCALE,
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OVERLAY_SPACING,
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OVERLAY_BRIGHTNESS);
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Vec2{.x = Cfg::X, .y = Cfg::Y_FPS + Cfg::LINE_HEIGHT},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS);
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text_.render(AA_TEXT,
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Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS + (2.0F * OVERLAY_LINE_HEIGHT)},
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OVERLAY_SCALE,
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OVERLAY_SPACING,
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OVERLAY_BRIGHTNESS);
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Vec2{.x = Cfg::X, .y = Cfg::Y_FPS + (2.0F * Cfg::LINE_HEIGHT)},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS);
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}
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} // namespace System
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