tot mes ben estructuraet i ara amb gestió d'events, context i subsystems. arreglos en el main loop

This commit is contained in:
JailDesigner committed 2026-11-06 13:58:59 +01:00
1 parent 1837844b03
commit 4e0b819b96
12 files changed
+94 -49

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+10
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@@ -0,0 +1,10 @@
// context.hpp
#pragma once
enum class Scenes;
struct Context {
Scenes current_scene;
bool want_to_quit{false};
};
+8 -1
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@@ -2,9 +2,16 @@
#pragma once
#include <string_view>
namespace Defaults::Video {
constexpr int ZOOM = 3;
constexpr bool FULLSCREEN = false;
constexpr float WIDTH = 320.0F;
constexpr float HEIGHT = 240.0F;
} // namespace Defaults::Video
constexpr bool VSYNC = true;
} // namespace Defaults::Video
namespace Defaults::App {
constexpr std::string_view NAME = "Spectrum Engine";
} // namespace Defaults::App
+17 -23
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@@ -16,17 +16,23 @@ Director::Director() {
// Inicializa los subsistemas
video_ = std::make_unique<Video>(
Video::Config{
Defaults::Video::FULLSCREEN,
Defaults::Video::ZOOM,
Defaults::Video::WIDTH,
Defaults::Video::HEIGHT});
.fullscreen = Defaults::Video::FULLSCREEN,
.zoom = Defaults::Video::ZOOM,
.width = Defaults::Video::WIDTH,
.height = Defaults::Video::HEIGHT,
.window_caption = Defaults::App::NAME.data(),
.vsync = Defaults::Video::VSYNC});
timer_ = std::make_unique<Timer>();
event_manager_ = std::make_unique<EventManager>();
subsystems_.video = video_.get();
// Inicializa el contexto
context_.video = video_.get();
context_.current_scene = Scenes::TEST;
context_.want_to_quit = false;
// Establece la escena inicial
scene_ = std::make_unique<Test>(context_);
scene_ = std::make_unique<Test>(subsystems_, context_);
}
Director::~Director() {
@@ -36,24 +42,12 @@ Director::~Director() {
}
auto Director::iterate() -> int {
while (scene_) {
while (!context_.want_to_quit) {
scene_->render();
switch (scene_->update(timer_->getDelta())) {
case Scenes::ACTION_CONTINUE:
break;
case Scenes::LOGO:
break;
case Scenes::INTRO:
break;
case Scenes::GAME:
break;
case Scenes::TEST:
scene_ = std::make_unique<Test>(context_);
break;
case Scenes::ACTION_QUIT:
scene_.reset();
break;
}
scene_->update(timer_->getDelta());
event_manager_->update();
context_.want_to_quit = event_manager_->wantToQuit();
}
return 0;
+6 -2
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@@ -6,8 +6,10 @@
#include "core/rendering/video.hpp"
#include "core/timer/timer.hpp"
#include "core/eventmanager.hpp"
#include "game/scenes/scene.hpp"
#include "gamecontext.hpp"
#include "context.hpp"
#include "subsystems.hpp"
class Director {
public:
@@ -17,11 +19,13 @@ class Director {
auto iterate() -> int;
private:
GameContext context_;
Context context_;
Subsystems subsystems_;
// Core
std::unique_ptr<Video> video_;
std::unique_ptr<Timer> timer_;
std::unique_ptr<EventManager> event_manager_;
// Game
std::unique_ptr<Scene> scene_;
+1 -1
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@@ -8,6 +8,6 @@ class Scene {
public:
virtual ~Scene() = default;
virtual auto update(int delta_ms) -> Scenes = 0;
virtual void update(int delta_ms) = 0;
virtual void render() = 0;
};
+1 -3
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@@ -6,7 +6,5 @@ enum class Scenes {
INTRO,
LOGO,
GAME,
TEST,
ACTION_CONTINUE,
ACTION_QUIT
TEST
};
+8 -8
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@@ -5,18 +5,18 @@
#include <iostream>
#include "core/rendering/video.hpp"
#include "game/gamecontext.hpp"
#include "game/context.hpp"
#include "game/subsystems.hpp"
Test::Test(GameContext& context)
: context_(context) {}
Test::Test(Subsystems& subsystems, Context& context)
: subsystems_(subsystems),
context_(context) {}
auto Test::update(int delta_ms) -> Scenes {
void Test::update(int delta_ms) {
time_elapsed_ += delta_ms;
if (time_elapsed_ >= 5000) { return Scenes::ACTION_QUIT; }
return Scenes::ACTION_CONTINUE;
}
void Test::render() {
context_.video->clean(time_elapsed_ / 10);
context_.video->present();
subsystems_.video->clean(time_elapsed_ / 10);
subsystems_.video->present();
}
+6 -4
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@@ -6,16 +6,18 @@
#include "scene.hpp"
struct GameContext;
struct Subsystems;
struct Context;
class Test final : public Scene {
public:
explicit Test(GameContext& context);
auto update(int delta_ms) -> Scenes override;
explicit Test(Subsystems& subsystems, Context& context);
void update(int delta_ms) override;
void render() override;
private:
GameContext& context_;
Subsystems& subsystems_;
Context& context_;
int color_{0};
Uint64 time_elapsed_{0};
};
@@ -1,9 +1,9 @@
// GameContext.h
// subsystems.hpp
#pragma once
class Video;
struct GameContext {
struct Subsystems {
Video* video{nullptr};
};
};