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