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refactor: decouple Application singleton by extracting core subsystems and updating interfaces
- Add `audio::AudioCoordinator` interface and implementation - Modify `Application` to reduce singleton usage and move controller responsibilities: - application.hpp - application.cpp - Update UI and audio headers/sources: - game_screen.hpp - game_screen.cpp - ui_manager.hpp - audio_coordinator.hpp - audio_coordinator.cpp - Project config touched: - CMakeLists.txt
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8 changed files with 179 additions and 3 deletions
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@ -2,6 +2,7 @@
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#include "ui/ui_colors.hpp"
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#include "rendering/vk_context.hpp"
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#include "core/application.hpp"
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#include "core/appearance_composer.hpp"
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#include "addons/addon_manager.hpp"
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#include "core/coordinates.hpp"
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#include "core/input.hpp"
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@ -631,7 +632,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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if (inventoryScreen.consumeEquipmentDirty() || gameHandler.consumeOnlineEquipmentDirty()) {
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updateCharacterGeosets(gameHandler.getInventory());
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updateCharacterTextures(gameHandler.getInventory());
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if (auto* ac = core::Application::getInstance().getAppearanceComposer()) ac->loadEquippedWeapons();
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if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
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inventoryScreen.markPreviewDirty();
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// Update renderer weapon type for animation selection
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auto* r = core::Application::getInstance().getRenderer();
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