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
+11 -8
View File
@@ -5,7 +5,6 @@
#include <string> #include <string>
#include "core/types.hpp" #include "core/types.hpp"
#include "game/options.hpp"
namespace System { namespace System {
@@ -22,9 +21,10 @@ constexpr float OVERLAY_BRIGHTNESS = 1.0F;
constexpr float FPS_UPDATE_INTERVAL = 0.5F; constexpr float FPS_UPDATE_INTERVAL = 0.5F;
} // namespace } // namespace
DebugOverlay::DebugOverlay(Rendering::Renderer* renderer) DebugOverlay::DebugOverlay(Rendering::Renderer* renderer,
: text_(renderer) const Config::RenderingConfig& rendering_cfg)
{} : text_(renderer),
rendering_cfg_(&rendering_cfg) {}
void DebugOverlay::update(float delta_time) { void DebugOverlay::update(float delta_time) {
fps_accumulator_ += delta_time; fps_accumulator_ += delta_time;
@@ -43,15 +43,18 @@ void DebugOverlay::draw() const {
} }
const std::string FPS_TEXT = "FPS: " + std::to_string(fps_display_); const std::string FPS_TEXT = "FPS: " + std::to_string(fps_display_);
const std::string VSYNC_TEXT = std::string("VSYNC: ") const std::string VSYNC_TEXT = std::string("VSYNC: ") + (rendering_cfg_->vsync == 1 ? "ON" : "OFF");
+ (Options::rendering.vsync == 1 ? "ON" : "OFF");
text_.render(FPS_TEXT, text_.render(FPS_TEXT,
Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS}, Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS},
OVERLAY_SCALE, OVERLAY_SPACING, OVERLAY_BRIGHTNESS); OVERLAY_SCALE,
OVERLAY_SPACING,
OVERLAY_BRIGHTNESS);
text_.render(VSYNC_TEXT, text_.render(VSYNC_TEXT,
Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS + OVERLAY_LINE_HEIGHT}, Vec2{.x = OVERLAY_X, .y = OVERLAY_Y_FPS + OVERLAY_LINE_HEIGHT},
OVERLAY_SCALE, OVERLAY_SPACING, OVERLAY_BRIGHTNESS); OVERLAY_SCALE,
OVERLAY_SPACING,
OVERLAY_BRIGHTNESS);
} }
} // namespace System } // namespace System
+6 -1
View File
@@ -7,6 +7,7 @@
#pragma once #pragma once
#include "core/config/engine_config.hpp"
#include "core/graphics/vector_text.hpp" #include "core/graphics/vector_text.hpp"
#include "core/rendering/render_context.hpp" #include "core/rendering/render_context.hpp"
@@ -14,7 +15,10 @@ namespace System {
class DebugOverlay { class DebugOverlay {
public: public:
explicit DebugOverlay(Rendering::Renderer* renderer); // 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. // Acumula FPS. Llamar una vez por frame con el delta del Director.
void update(float delta_time); void update(float delta_time);
@@ -27,6 +31,7 @@ class DebugOverlay {
private: private:
Graphics::VectorText text_; Graphics::VectorText text_;
const Config::RenderingConfig* rendering_cfg_;
bool visible_{true}; bool visible_{true};
// FPS counter — se actualiza cada FPS_UPDATE_INTERVAL segundos. // FPS counter — se actualiza cada FPS_UPDATE_INTERVAL segundos.
+1 -1
View File
@@ -258,7 +258,7 @@ auto Director::run() -> int {
// Overlay de debug (FPS + VSync). Vive en el Director porque es global // Overlay de debug (FPS + VSync). Vive en el Director porque es global
// a todas las escenas. Toggle con F11 (visible por defecto en _DEBUG). // 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. // Bucle principal: construir escena → frame loop → destruir → siguiente.
while (context.nextScene() != SceneType::EXIT) { while (context.nextScene() != SceneType::EXIT) {