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coffee_crisis/source/game/options.hpp
2026-04-17 19:56:43 +02:00

154 lines
5.1 KiB
C++

#pragma once
#include <SDL3/SDL.h>
#include <string>
#include <vector>
#include "core/rendering/shader_backend.hpp" // for Rendering::ShaderType
#include "game/defaults.hpp"
#include "utils/utils.h" // for input_t, palette_e
// =============================================================================
// Opciones del programa, alineades amb coffee_crisis_arcade_edition.
// L'estat viu en globals dins el namespace Options:: (window, video, audio,
// loading, settings, inputs). La persistència usa fkyaml i es guarda a
// config.yaml dins la carpeta de configuració del sistema.
// =============================================================================
namespace Options {
struct Window {
std::string caption = Defaults::Window::CAPTION;
int zoom = Defaults::Window::ZOOM;
int max_zoom = Defaults::Window::MAX_ZOOM;
};
struct GPU {
bool acceleration = Defaults::Video::GPU_ACCELERATION;
std::string preferred_driver = Defaults::Video::GPU_PREFERRED_DRIVER;
};
struct Supersampling {
bool enabled = Defaults::Video::SUPERSAMPLING;
bool linear_upscale = Defaults::Video::LINEAR_UPSCALE;
int downscale_algo = Defaults::Video::DOWNSCALE_ALGO;
};
struct ShaderConfig {
bool enabled = Defaults::Video::SHADER_ENABLED;
Rendering::ShaderType current_shader = Rendering::ShaderType::POSTFX;
std::string current_postfx_preset_name = "CRT";
std::string current_crtpi_preset_name = "Default";
int current_postfx_preset = 0;
int current_crtpi_preset = 0;
};
struct Video {
SDL_ScaleMode scale_mode = Defaults::Video::SCALE_MODE;
bool fullscreen = Defaults::Video::FULLSCREEN;
bool vsync = Defaults::Video::VSYNC;
bool integer_scale = Defaults::Video::INTEGER_SCALE;
GPU gpu;
Supersampling supersampling;
ShaderConfig shader;
};
struct Music {
bool enabled = Defaults::Music::ENABLED;
int volume = Defaults::Music::VOLUME;
};
struct Sound {
bool enabled = Defaults::Sound::ENABLED;
int volume = Defaults::Sound::VOLUME;
};
struct Audio {
bool enabled = Defaults::Audio::ENABLED;
int volume = Defaults::Audio::VOLUME;
Music music;
Sound sound;
};
struct Loading {
bool show = Defaults::Loading::SHOW;
bool show_resource_name = Defaults::Loading::SHOW_RESOURCE_NAME;
bool wait_for_input = Defaults::Loading::WAIT_FOR_INPUT;
};
struct Settings {
static constexpr int CURRENT_CONFIG_VERSION = 1;
int config_version = CURRENT_CONFIG_VERSION;
int difficulty = Defaults::Settings::DIFFICULTY;
int language = Defaults::Settings::LANGUAGE;
palette_e palette = Defaults::Settings::PALETTE;
bool console = false;
int player_selected = 0;
std::string config_file;
};
// Preset PostFX
struct PostFXPreset {
std::string name;
float vignette{0.0F};
float scanlines{0.0F};
float chroma{0.0F};
float mask{0.0F};
float gamma{0.0F};
float curvature{0.0F};
float bleeding{0.0F};
float flicker{0.0F};
};
// Preset CrtPi
struct CrtPiPreset {
std::string name;
float scanline_weight{6.0F};
float scanline_gap_brightness{0.12F};
float bloom_factor{3.5F};
float input_gamma{2.4F};
float output_gamma{2.2F};
float mask_brightness{0.80F};
float curvature_x{0.05F};
float curvature_y{0.10F};
int mask_type{2};
bool enable_scanlines{true};
bool enable_multisample{true};
bool enable_gamma{true};
bool enable_curvature{false};
bool enable_sharper{false};
};
// --- Variables globales ---
extern Window window;
extern Video video;
extern Audio audio;
extern Loading loading;
extern Settings settings;
extern std::vector<input_t> inputs; // [0]=KEYBOARD, [1]=GAMECONTROLLER per defecte
// Presets de shaders (carregats de postfx.yaml / crtpi.yaml al config folder)
extern std::vector<PostFXPreset> postfx_presets;
extern std::string postfx_file_path;
extern int current_postfx_preset; // Índex dins `postfx_presets`
extern std::vector<CrtPiPreset> crtpi_presets;
extern std::string crtpi_file_path;
extern int current_crtpi_preset; // Índex dins `crtpi_presets`
// --- Funciones ---
void init(); // Reinicia a defaults i omple `inputs`
void setConfigFile(const std::string &file_path); // Ruta del config.yaml
auto loadFromFile() -> bool; // Carrega el YAML; si no existeix, crea'l amb defaults
auto saveToFile() -> bool; // Guarda el YAML
// Presets de shaders. Si el fitxer no existeix, l'escriu amb els defaults
// i deixa els presets carregats en memòria.
void setPostFXFile(const std::string &path);
auto loadPostFXFromFile() -> bool;
void setCrtPiFile(const std::string &path);
auto loadCrtPiFromFile() -> bool;
} // namespace Options