feat(grid): graella verda fosca de fons al playfield (16x8)
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// playfield_grid.cpp - Implementació de la grilla de fons
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// © 2026 JailDesigner
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#include "core/graphics/playfield_grid.hpp"
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#include "core/defaults.hpp"
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#include "core/rendering/line_renderer.hpp"
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namespace Graphics {
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PlayfieldGrid::PlayfieldGrid(Rendering::Renderer* renderer)
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: renderer_(renderer) {}
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void PlayfieldGrid::draw() const {
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const SDL_FRect& zona = Defaults::Zones::PLAYAREA;
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const float CELL_W = zona.w / static_cast<float>(Defaults::Grid::COLUMNS);
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const float CELL_H = zona.h / static_cast<float>(Defaults::Grid::ROWS);
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const int X1 = static_cast<int>(zona.x);
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const int Y1 = static_cast<int>(zona.y);
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const int X2 = static_cast<int>(zona.x + zona.w);
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const int Y2 = static_cast<int>(zona.y + zona.h);
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// Línies verticals interiors (i=1..COLUMNS-1: no repetim el border)
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for (int i = 1; i < Defaults::Grid::COLUMNS; i++) {
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const int X = static_cast<int>(zona.x + (static_cast<float>(i) * CELL_W));
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Rendering::linea(renderer_, X, Y1, X, Y2, Defaults::Grid::BRIGHTNESS);
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}
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// Línies horitzontals interiors (j=1..ROWS-1: no repetim el border)
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for (int j = 1; j < Defaults::Grid::ROWS; j++) {
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const int Y = static_cast<int>(zona.y + (static_cast<float>(j) * CELL_H));
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Rendering::linea(renderer_, X1, Y, X2, Y, Defaults::Grid::BRIGHTNESS);
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}
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}
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} // namespace Graphics
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