11e9d6569b
Aquestes tres seccions s'estaven carregant del YAML, parsejant, validant i escrivint, però cap d'elles tenia consumidor en runtime: - Options::physics: l'únic call-site era un std::cout informatiu a director.cpp:109. Ship/Enemy/Bullet llegeixen Defaults::Physics directament. - Options::audio: explícitament desacoblat (audio.hpp:22-25) — la font de configuració era Defaults::Audio via Audio::Config. - Options::gameplay: zero readers. Els arrays són compile-time. Esborrats: - Structs Physics/Gameplay/Music/Sound/Audio i les globals. - Defaults a init(), helpers loadXxxConfigFromYaml, secció escrita a saveToFile, crides al loadFromFile. - La línia "Física: rotation=..." del console output del Director. Es manté Options::window i Options::rendering (sí utilitzats). Hallazgo #21 de CODE_REVIEW.md (opció a: borrar). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
338 lines
11 KiB
C++
338 lines
11 KiB
C++
#include "director.hpp"
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#include <SDL3/SDL.h>
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#include <sys/stat.h>
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#include <algorithm>
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#include <cerrno>
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#include <cstdlib>
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#include <iostream>
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#include <memory>
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#include "core/audio/audio.hpp"
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#include "core/audio/audio_adapter.hpp"
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#include "core/defaults.hpp"
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#include "core/input/input.hpp"
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#include "core/input/mouse.hpp"
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#include "core/rendering/sdl_manager.hpp"
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#include "core/resources/resource_helper.hpp"
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#include "core/resources/resource_loader.hpp"
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#include "core/utils/path_utils.hpp"
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#include "debug_overlay.hpp"
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#include "game/options.hpp"
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#include "game/scenes/game_scene.hpp"
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#include "game/scenes/logo_scene.hpp"
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#include "game/scenes/title_scene.hpp"
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#include "global_events.hpp"
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#include "project.h"
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#include "scene.hpp"
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#include "scene_context.hpp"
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#ifndef _WIN32
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#include <pwd.h>
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#include <unistd.h>
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#endif
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// Using declarations per simplificar el codi
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using SceneManager::SceneContext;
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using SceneType = SceneContext::SceneType;
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// Constructor
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Director::Director(std::vector<std::string> const& args) {
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std::cout << "Orni Attack - Inici\n";
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// Inicialitzar opciones con valors per defecte
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Options::init();
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// Comprovar arguments del programa
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executable_path_ = checkProgramArguments(args);
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// Inicialitzar sistema de rutes
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Utils::initializePathSystem(args[0].c_str());
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// Obtenir ruta base dels recursos
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std::string resource_base = Utils::getResourceBasePath();
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// Inicialitzar sistema de recursos
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#ifdef RELEASE_BUILD
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// Mode release: paquet obligatori, sin fallback
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std::string pack_path = resource_base + "/resources.pack";
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if (!Resource::Helper::initializeResourceSystem(pack_path, false)) {
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std::cerr << "ERROR FATAL: No es pot load " << pack_path << "\n";
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std::cerr << "El juego no pot continuar sin los recursos.\n";
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std::exit(1);
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}
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// Validar integritat del paquet
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if (!Resource::Loader::get().validatePack()) {
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std::cerr << "ERROR FATAL: El paquet de recursos está corromput\n";
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std::exit(1);
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}
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std::cout << "Sistema de recursos inicialitzat (mode release)\n";
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#else
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// Mode desenvolupament: intentar paquet con fallback a data/
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std::string pack_path = resource_base + "/resources.pack";
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Resource::Helper::initializeResourceSystem(pack_path, true);
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if (Resource::Helper::isPackLoaded()) {
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std::cout << "Sistema de recursos inicialitzat (mode dev con paquet)\n";
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} else {
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std::cout << "Sistema de recursos inicialitzat (mode dev, fallback a data/)\n";
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}
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// Establir ruta base per al fallback
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Resource::Loader::get().setBasePath(resource_base);
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#endif
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// Crear carpetes del sistema
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createSystemFolder("jailgames");
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createSystemFolder(std::string("jailgames/") + Project::NAME);
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// Establir ruta del file de configuración
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Options::setConfigFile(system_folder_ + "/config.yaml");
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// Carregar o crear configuración
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Options::loadFromFile();
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// Inicialitzar sistema de input
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Input::init("data/gamecontrollerdb.txt");
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// Aplicar configuración de controls dels jugadors
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Input::get()->applyPlayer1BindingsFromOptions();
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Input::get()->applyPlayer2BindingsFromOptions();
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if (Options::console) {
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std::cout << "Configuración carregada\n";
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std::cout << " Finestra: " << Options::window.width << "×"
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<< Options::window.height << '\n';
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std::cout << " Input: " << Input::get()->getNumGamepads()
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<< " gamepad(s) detectat(s)\n";
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}
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std::cout << '\n';
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}
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Director::~Director() {
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// Guardar opciones
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Options::saveToFile();
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// Cleanup input
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Input::destroy();
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// Cleanup audio
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Audio::destroy();
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// Cleanup SDL
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SDL_Quit();
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std::cout << "\nAdéu!\n";
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}
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// Comprovar arguments del programa
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auto Director::checkProgramArguments(std::vector<std::string> const& args)
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-> std::string {
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for (std::size_t i = 1; i < args.size(); ++i) {
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const std::string& argument = args[i];
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if (argument == "--console") {
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Options::console = true;
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std::cout << "Mode consola activat\n";
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} else if (argument == "--reset-config") {
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Options::init();
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Options::saveToFile();
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std::cout << "Configuración restablida als valors per defecte\n";
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}
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}
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return args[0]; // Retornar ruta de l'executable
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}
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// Crear carpeta del sistema (específic per plataforma)
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void Director::createSystemFolder(const std::string& folder) {
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#ifdef _WIN32
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system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
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#elif __APPLE__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ =
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std::string(homedir) + "/Library/Application Support/" + folder;
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#elif __linux__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/.config/" + folder;
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// CRÍTIC: Crear ~/.config si no existeix
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{
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std::string config_base_folder = std::string(homedir) + "/.config";
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int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
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if (ret == -1 && errno != EEXIST) {
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printf("ERROR: No es pot crear la carpeta ~/.config\n");
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exit(EXIT_FAILURE);
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}
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}
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#endif
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// Comprovar si la carpeta existeix. Zero-init de toda la struct stat
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// para evitar -Wmissing-field-initializers (struct con muchos campos
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// específicos del SO que no queremos enumerar manualmente).
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struct stat st{};
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if (stat(system_folder_.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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int ret = mkdir(system_folder_.c_str());
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#else
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int ret = mkdir(system_folder_.c_str(), S_IRWXU);
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#endif
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if (ret == -1) {
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switch (errno) {
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case EACCES:
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printf("ERROR: Permisos denegats creant %s\n", system_folder_.c_str());
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exit(EXIT_FAILURE);
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case EEXIST:
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// La carpeta ya existeix (race condition), continuar
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break;
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case ENAMETOOLONG:
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printf("ERROR: Ruta massa llarga: %s\n", system_folder_.c_str());
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exit(EXIT_FAILURE);
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default:
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perror("mkdir");
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exit(EXIT_FAILURE);
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}
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}
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}
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if (Options::console) {
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std::cout << "Carpeta del sistema: " << system_folder_ << '\n';
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}
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}
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// Bucle principal del juego
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auto Director::run() -> int {
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// Calculate initial size from saved zoom_factor
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int initial_width = static_cast<int>(std::round(
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Defaults::Window::WIDTH * Options::window.zoom_factor));
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int initial_height = static_cast<int>(std::round(
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Defaults::Window::HEIGHT * Options::window.zoom_factor));
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// Crear gestor SDL con configuración de Options
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SDLManager sdl(initial_width, initial_height, Options::window.fullscreen);
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// CRÍTIC: Forçar ocultació del cursor DESPRÉS de toda la inicialización SDL
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// Això evita que SDL mostre el cursor automàticament durante la creació de la finestra
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if (!Options::window.fullscreen) {
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Mouse::forceHide();
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}
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// Inicializar sistema de audio (config inyectada desde Defaults)
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const Audio::Config AUDIO_CONFIG{
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.enabled = Defaults::Audio::ENABLED,
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.volume = Defaults::Audio::VOLUME,
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.music_enabled = Defaults::Audio::MUSIC_ENABLED,
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.music_volume = Defaults::Audio::MUSIC_VOLUME,
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.sound_enabled = Defaults::Audio::SOUND_ENABLED,
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.sound_volume = Defaults::Audio::SOUND_VOLUME,
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};
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Audio::init(AUDIO_CONFIG);
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Audio::get()->applySettings(AUDIO_CONFIG); // Aplicar volúmenes iniciales al motor
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// Precachear música para evitar lag al empezar
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AudioResource::getMusic("title.ogg");
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AudioResource::getMusic("game.ogg");
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if (Options::console) {
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std::cout << "Música precacheada\n";
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}
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// Crear context de escenes
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SceneContext context;
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#ifdef _DEBUG
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context.setNextScene(SceneType::TITLE);
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#else
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context.setNextScene(SceneType::LOGO);
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#endif
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// Overlay de debug (FPS + VSync). Vive en el Director porque es global
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// a todas las escenas. Toggle con F11 (visible por defecto en _DEBUG).
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System::DebugOverlay debug_overlay(sdl.getRenderer());
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// Bucle principal: construir escena → frame loop → destruir → siguiente.
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while (context.nextScene() != SceneType::EXIT) {
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SceneManager::actual = context.nextScene();
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std::unique_ptr<Scene> scene = buildScene(context.nextScene(), sdl, context);
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if (!scene) {
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break;
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}
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runFrameLoop(*scene, sdl, context, debug_overlay);
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}
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SceneManager::actual = SceneType::EXIT;
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return 0;
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}
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auto Director::buildScene(SceneType type, SDLManager& sdl, SceneContext& context)
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-> std::unique_ptr<Scene> {
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switch (type) {
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case SceneType::LOGO:
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return std::make_unique<LogoScene>(sdl, context);
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case SceneType::TITLE:
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return std::make_unique<TitleScene>(sdl, context);
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case SceneType::GAME:
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return std::make_unique<GameScene>(sdl, context);
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case SceneType::EXIT:
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default:
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return nullptr;
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}
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}
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void Director::runFrameLoop(Scene& scene, SDLManager& sdl, SceneContext& context, System::DebugOverlay& debug_overlay) {
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SDL_Event event;
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Uint64 last_time = SDL_GetTicks();
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while (!scene.isFinished()) {
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// Delta time real, capeado a 50ms para evitar grandes saltos.
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const Uint64 NOW = SDL_GetTicks();
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float delta_time = static_cast<float>(NOW - last_time) / 1000.0F;
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last_time = NOW;
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delta_time = std::min(delta_time, 0.05F);
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Mouse::updateCursorVisibility();
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Input::get()->update();
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// Event loop: primero ventana, después globales, después F11
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// (toggle del overlay), después escena.
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while (SDL_PollEvent(&event)) {
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if (sdl.handleWindowEvent(event)) {
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continue;
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}
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if (GlobalEvents::handle(event, sdl, context)) {
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continue;
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}
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_F11) {
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debug_overlay.toggle();
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continue;
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}
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scene.handleEvent(event);
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}
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scene.update(delta_time);
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debug_overlay.update(delta_time);
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Audio::update();
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// Si la swapchain no está disponible (ventana minimizada, etc.),
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// saltarse draw+present ese frame: dibujar dejaría vértices
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// colgando en el batch interno sin nadie que los presente.
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if (!sdl.clear(0, 0, 0)) {
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continue;
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}
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sdl.updateRenderingContext();
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scene.draw();
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debug_overlay.draw(); // siempre on top de la escena
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sdl.present();
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}
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}
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