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