5871d29d48
Tots els tipus, fitxers, namespace, enums i metodes relacionats amb
les escenes passen del catala a l'angles seguint el .clang-tidy:
Fitxers (renames git):
- source/game/escenes/escena_joc.{hpp,cpp} -> game/scenes/game_scene.{hpp,cpp}
- source/game/escenes/escena_titol.{hpp,cpp} -> game/scenes/title_scene.{hpp,cpp}
- source/game/escenes/escena_logo.{hpp,cpp} -> game/scenes/logo_scene.{hpp,cpp}
- source/core/system/context_escenes.hpp -> core/system/scene_context.hpp
- Carpeta game/escenes/ -> game/scenes/
Tipus (CamelCase):
- EscenaJoc -> GameScene
- EscenaTitol -> TitleScene
- EscenaLogo -> LogoScene
- ContextEscenes -> SceneContext
- Escena (enum class) -> SceneType
- Opcio -> Option
- EstatGameOver -> GameOverState
- EstatTitol -> TitleState
- EstatAnimacio -> AnimationState
- ConfigPartida -> MatchConfig
Namespace:
- GestorEscenes -> SceneManager
Valors d'enum SceneType:
- TITOL -> TITLE
- JOC -> GAME
- EIXIR -> EXIT
(LOGO mantingut)
Metodes (camelBack):
- executar -> run
- canviar_escena -> setNextScene
- escena_desti -> nextScene
- opcio (getter) -> option
- consumir_opcio -> consumeOption
- reset_opcio -> resetOption
- set_config_partida -> setMatchConfig
- get_config_partida -> getMatchConfig
Camps privats (lower_case_):
- escena_desti_ -> next_scene_
- opcio_ -> option_
- config_partida_ -> match_config_
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
71 lines
2.0 KiB
C++
71 lines
2.0 KiB
C++
// global_events.cpp - Implementació dels events globals
|
|
// © 2025 Port a C++20
|
|
|
|
#include "global_events.hpp"
|
|
|
|
#include <iostream>
|
|
|
|
#include "scene_context.hpp"
|
|
#include "core/input/input.hpp"
|
|
#include "core/input/mouse.hpp"
|
|
#include "core/rendering/sdl_manager.hpp"
|
|
|
|
// Using declarations per simplificar el codi
|
|
using SceneManager::SceneContext;
|
|
using SceneType = SceneContext::SceneType;
|
|
|
|
namespace GlobalEvents {
|
|
|
|
bool handle(const SDL_Event& event, SDLManager& sdl, SceneContext& context) {
|
|
// 1. Permitir que Input procese el evento (para hotplug de gamepads)
|
|
auto event_msg = Input::get()->handleEvent(event);
|
|
if (!event_msg.empty()) {
|
|
std::cout << "[Input] " << event_msg << '\n';
|
|
}
|
|
|
|
// 2. Procesar SDL_EVENT_QUIT directamente (no es input de juego)
|
|
if (event.type == SDL_EVENT_QUIT) {
|
|
context.setNextScene(SceneType::EXIT);
|
|
SceneManager::actual = SceneType::EXIT;
|
|
return true;
|
|
}
|
|
|
|
// 3. Gestió del ratolí (auto-ocultar)
|
|
Mouse::handleEvent(event);
|
|
|
|
// 4. Procesar acciones globales directamente desde eventos SDL
|
|
// (NO usar Input::checkAction() para evitar desfase de timing)
|
|
if (event.type == SDL_EVENT_KEY_DOWN) {
|
|
switch (event.key.scancode) {
|
|
case SDL_SCANCODE_F1:
|
|
sdl.decreaseWindowSize();
|
|
return true;
|
|
|
|
case SDL_SCANCODE_F2:
|
|
sdl.increaseWindowSize();
|
|
return true;
|
|
|
|
case SDL_SCANCODE_F3:
|
|
sdl.toggleFullscreen();
|
|
return true;
|
|
|
|
case SDL_SCANCODE_F4:
|
|
sdl.toggleVSync();
|
|
return true;
|
|
|
|
case SDL_SCANCODE_ESCAPE:
|
|
context.setNextScene(SceneType::EXIT);
|
|
SceneManager::actual = SceneType::EXIT;
|
|
return true;
|
|
|
|
default:
|
|
// Tecla no global
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false; // Event no processat
|
|
}
|
|
|
|
} // namespace GlobalEvents
|