refactor(#28): DebugOverlay rep Config::RenderingConfig per referència

Pas 2/N del hallazgo #28.

DebugOverlay deixa d'incloure game/options.hpp i passa a rebre un
const Config::RenderingConfig& en el seu constructor. El Director li
passa Options::rendering (que ja és un alias d'engine_config.rendering).

Eliminat: include "game/options.hpp" des de core/system/debug_overlay.cpp.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-20 19:25:01 +02:00
parent 5f6d51b6cb
commit ecb41cbc3a
3 changed files with 52 additions and 44 deletions
+41 -38
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@@ -5,53 +5,56 @@
#include <string>
#include "core/types.hpp"
#include "game/options.hpp"
namespace System {
namespace {
// Posición y tamaño del overlay en coordenadas lógicas (1280×720).
constexpr float OVERLAY_X = 12.0F;
constexpr float OVERLAY_Y_FPS = 12.0F;
constexpr float OVERLAY_LINE_HEIGHT = 18.0F; // separación entre líneas (scale 0.4 → ~16 px alto)
constexpr float OVERLAY_SCALE = 0.4F;
constexpr float OVERLAY_SPACING = 2.0F;
constexpr float OVERLAY_BRIGHTNESS = 1.0F;
namespace {
// Posición y tamaño del overlay en coordenadas lógicas (1280×720).
constexpr float OVERLAY_X = 12.0F;
constexpr float OVERLAY_Y_FPS = 12.0F;
constexpr float OVERLAY_LINE_HEIGHT = 18.0F; // separación entre líneas (scale 0.4 → ~16 px alto)
constexpr float OVERLAY_SCALE = 0.4F;
constexpr float OVERLAY_SPACING = 2.0F;
constexpr float OVERLAY_BRIGHTNESS = 1.0F;
// Cadencia de actualización del valor de FPS mostrado.
constexpr float FPS_UPDATE_INTERVAL = 0.5F;
} // namespace
// Cadencia de actualización del valor de FPS mostrado.
constexpr float FPS_UPDATE_INTERVAL = 0.5F;
} // namespace
DebugOverlay::DebugOverlay(Rendering::Renderer* renderer)
: text_(renderer)
{}
DebugOverlay::DebugOverlay(Rendering::Renderer* renderer,
const Config::RenderingConfig& rendering_cfg)
: text_(renderer),
rendering_cfg_(&rendering_cfg) {}
void DebugOverlay::update(float delta_time) {
fps_accumulator_ += delta_time;
fps_frame_count_++;
void DebugOverlay::update(float delta_time) {
fps_accumulator_ += delta_time;
fps_frame_count_++;
if (fps_accumulator_ >= FPS_UPDATE_INTERVAL) {
fps_display_ = static_cast<int>(fps_frame_count_ / fps_accumulator_);
fps_frame_count_ = 0;
fps_accumulator_ = 0.0F;
}
}
void DebugOverlay::draw() const {
if (!visible_) {
return;
if (fps_accumulator_ >= FPS_UPDATE_INTERVAL) {
fps_display_ = static_cast<int>(fps_frame_count_ / fps_accumulator_);
fps_frame_count_ = 0;
fps_accumulator_ = 0.0F;
}
}
const std::string FPS_TEXT = "FPS: " + std::to_string(fps_display_);
const std::string VSYNC_TEXT = std::string("VSYNC: ")
+ (Options::rendering.vsync == 1 ? "ON" : "OFF");
void DebugOverlay::draw() const {
if (!visible_) {
return;
}
text_.render(FPS_TEXT,
Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS},
OVERLAY_SCALE, OVERLAY_SPACING, OVERLAY_BRIGHTNESS);
text_.render(VSYNC_TEXT,
Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS + OVERLAY_LINE_HEIGHT},
OVERLAY_SCALE, OVERLAY_SPACING, OVERLAY_BRIGHTNESS);
}
const std::string FPS_TEXT = "FPS: " + std::to_string(fps_display_);
const std::string VSYNC_TEXT = std::string("VSYNC: ") + (rendering_cfg_->vsync == 1 ? "ON" : "OFF");
text_.render(FPS_TEXT,
Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS},
OVERLAY_SCALE,
OVERLAY_SPACING,
OVERLAY_BRIGHTNESS);
text_.render(VSYNC_TEXT,
Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS + OVERLAY_LINE_HEIGHT},
OVERLAY_SCALE,
OVERLAY_SPACING,
OVERLAY_BRIGHTNESS);
}
} // namespace System
+10 -5
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@@ -7,14 +7,18 @@
#pragma once
#include "core/config/engine_config.hpp"
#include "core/graphics/vector_text.hpp"
#include "core/rendering/render_context.hpp"
namespace System {
class DebugOverlay {
public:
explicit DebugOverlay(Rendering::Renderer* renderer);
class DebugOverlay {
public:
// El rendering_cfg ha de viure tant com l'overlay (el posseeix
// el Director, que sobreviu a tots els sistemes).
DebugOverlay(Rendering::Renderer* renderer,
const Config::RenderingConfig& rendering_cfg);
// Acumula FPS. Llamar una vez por frame con el delta del Director.
void update(float delta_time);
@@ -25,14 +29,15 @@ class DebugOverlay {
void toggle() { visible_ = !visible_; }
[[nodiscard]] auto isVisible() const -> bool { return visible_; }
private:
private:
Graphics::VectorText text_;
const Config::RenderingConfig* rendering_cfg_;
bool visible_{true};
// FPS counter — se actualiza cada FPS_UPDATE_INTERVAL segundos.
float fps_accumulator_{0.0F};
int fps_frame_count_{0};
int fps_display_{0};
};
};
} // namespace System
+1 -1
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@@ -258,7 +258,7 @@ auto Director::run() -> int {
// Overlay de debug (FPS + VSync). Vive en el Director porque es global
// a todas las escenas. Toggle con F11 (visible por defecto en _DEBUG).
System::DebugOverlay debug_overlay(sdl.getRenderer());
System::DebugOverlay debug_overlay(sdl.getRenderer(), Options::rendering);
// Bucle principal: construir escena → frame loop → destruir → siguiente.
while (context.nextScene() != SceneType::EXIT) {