adecentat el codi. lo proxim fa falta mirar i pollar events

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JailDesigner committed 2026-11-06 10:31:07 +01:00
1 parent ffc2dee311
commit 1837844b03
7 files changed
+49 -15

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+25
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@@ -0,0 +1,25 @@
// timer.hpp
#pragma once
#include <SDL3/SDL.h>
#include <algorithm>
class Timer {
public:
void start() {
last_ticks_ms_ = SDL_GetTicks();
}
auto getDelta() -> int {
const Uint64 NOW_MS = SDL_GetTicks();
int delta_ms = static_cast<int>(NOW_MS - last_ticks_ms_);
delta_ms = std::max(delta_ms, 0);
last_ticks_ms_ = NOW_MS;
return delta_ms;
}
private:
Uint64 last_ticks_ms_{0};
};
+6 -3
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@@ -2,6 +2,8 @@
#include "director.hpp" #include "director.hpp"
#include <cstdint>
#include "core/rendering/video.hpp" #include "core/rendering/video.hpp"
#include "defaults.hpp" #include "defaults.hpp"
#include "game/scenes/scenes.hpp" #include "game/scenes/scenes.hpp"
@@ -18,6 +20,7 @@ Director::Director() {
Defaults::Video::ZOOM, Defaults::Video::ZOOM,
Defaults::Video::WIDTH, Defaults::Video::WIDTH,
Defaults::Video::HEIGHT}); Defaults::Video::HEIGHT});
timer_ = std::make_unique<Timer>();
// Inicializa el contexto // Inicializa el contexto
context_.video = video_.get(); context_.video = video_.get();
@@ -35,8 +38,8 @@ Director::~Director() {
auto Director::iterate() -> int { auto Director::iterate() -> int {
while (scene_) { while (scene_) {
scene_->render(); scene_->render();
switch (scene_->update()) { switch (scene_->update(timer_->getDelta())) {
case Scenes::CONTINUE: case Scenes::ACTION_CONTINUE:
break; break;
case Scenes::LOGO: case Scenes::LOGO:
break; break;
@@ -47,7 +50,7 @@ auto Director::iterate() -> int {
case Scenes::TEST: case Scenes::TEST:
scene_ = std::make_unique<Test>(context_); scene_ = std::make_unique<Test>(context_);
break; break;
case Scenes::QUIT: case Scenes::ACTION_QUIT:
scene_.reset(); scene_.reset();
break; break;
} }
+2
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@@ -5,6 +5,7 @@
#include <memory> #include <memory>
#include "core/rendering/video.hpp" #include "core/rendering/video.hpp"
#include "core/timer/timer.hpp"
#include "game/scenes/scene.hpp" #include "game/scenes/scene.hpp"
#include "gamecontext.hpp" #include "gamecontext.hpp"
@@ -20,6 +21,7 @@ class Director {
// Core // Core
std::unique_ptr<Video> video_; std::unique_ptr<Video> video_;
std::unique_ptr<Timer> timer_;
// Game // Game
std::unique_ptr<Scene> scene_; std::unique_ptr<Scene> scene_;
+1 -1
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@@ -8,6 +8,6 @@ class Scene {
public: public:
virtual ~Scene() = default; virtual ~Scene() = default;
virtual auto update() -> Scenes = 0; virtual auto update(int delta_ms) -> Scenes = 0;
virtual void render() = 0; virtual void render() = 0;
}; };
+2 -2
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@@ -7,6 +7,6 @@ enum class Scenes {
LOGO, LOGO,
GAME, GAME,
TEST, TEST,
CONTINUE, ACTION_CONTINUE,
QUIT ACTION_QUIT
}; };
+8 -8
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@@ -1,22 +1,22 @@
// test.cpp // test.cpp
#include "test.hpp" #include "test.hpp"
#include "core/rendering/video.hpp"
#include "game/gamecontext.hpp"
#include <iostream> #include <iostream>
#include "core/rendering/video.hpp"
#include "game/gamecontext.hpp"
Test::Test(GameContext& context) Test::Test(GameContext& context)
: context_(context) {} : context_(context) {}
auto Test::update() -> Scenes { auto Test::update(int delta_ms) -> Scenes {
static int count = 0; time_elapsed_ += delta_ms;
std::cout << count++ << "\n"; if (time_elapsed_ >= 5000) { return Scenes::ACTION_QUIT; }
if (count == 500) { return Scenes::QUIT; } return Scenes::ACTION_CONTINUE;
return Scenes::CONTINUE;
} }
void Test::render() { void Test::render() {
context_.video->clean(0xAA0000); context_.video->clean(time_elapsed_ / 10);
context_.video->present(); context_.video->present();
} }
+5 -1
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@@ -2,6 +2,8 @@
#pragma once #pragma once
#include <SDL3/SDL.h>
#include "scene.hpp" #include "scene.hpp"
struct GameContext; struct GameContext;
@@ -9,9 +11,11 @@ struct GameContext;
class Test final : public Scene { class Test final : public Scene {
public: public:
explicit Test(GameContext& context); explicit Test(GameContext& context);
auto update() -> Scenes override; auto update(int delta_ms) -> Scenes override;
void render() override; void render() override;
private: private:
GameContext& context_; GameContext& context_;
int color_{0};
Uint64 time_elapsed_{0};
}; };