arreglos en namespaces de defaults

This commit is contained in:
2026-03-23 21:15:01 +01:00
parent 270cd1d487
commit 3c2a5c9b37
3 changed files with 302 additions and 334 deletions

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@@ -4,240 +4,209 @@
#include <array> #include <array>
#include "color.hpp"
#include "ui/notifier.hpp" // Para Notifier::Position #include "ui/notifier.hpp" // Para Notifier::Position
#include "version.h" // Para Version::APP_NAME
// --- Namespace GameDefaults: configuración centralizada con valores por defecto del juego --- namespace Defaults::Game {
namespace GameDefaults { constexpr float WIDTH = 320.0F;
constexpr float HEIGHT = 256.0F;
constexpr int NAME_ENTRY_IDLE_TIME = 10;
constexpr int NAME_ENTRY_TOTAL_TIME = 60;
constexpr bool HIT_STOP = false;
constexpr int HIT_STOP_MS = 500;
constexpr const char* ITEM_TEXT_OUTLINE_COLOR = "FFFFFF00";
// --- GAME --- constexpr float PLAY_AREA_X = 0.0F;
namespace Game { constexpr float PLAY_AREA_Y = 0.0F;
constexpr float WIDTH = 320.0F; constexpr float PLAY_AREA_W = 320.0F;
constexpr float HEIGHT = 256.0F; constexpr float PLAY_AREA_H = 216.0F;
constexpr int NAME_ENTRY_IDLE_TIME = 10; } // namespace Defaults::Game
constexpr int NAME_ENTRY_TOTAL_TIME = 60;
constexpr bool HIT_STOP = false;
constexpr int HIT_STOP_MS = 500;
constexpr const char* ITEM_TEXT_OUTLINE_COLOR = "FFFFFF00"; // 255, 255, 255, 0
// Play area por defecto namespace Defaults::Fade {
constexpr float PLAY_AREA_X = 0.0F; constexpr const char* COLOR = "1F2B30";
constexpr float PLAY_AREA_Y = 0.0F; constexpr float NUM_SQUARES_WIDTH = 160.0F;
constexpr float PLAY_AREA_W = 320.0F; constexpr float NUM_SQUARES_HEIGHT = 128.0F;
constexpr float PLAY_AREA_H = 216.0F; constexpr int RANDOM_SQUARES_DURATION_MS = 1;
} // namespace Game constexpr int POST_DURATION_MS = 80;
constexpr float VENETIAN_SIZE = 12.0F;
} // namespace Defaults::Fade
// --- FADE --- namespace Defaults::Scoreboard {
namespace Fade { constexpr float RECT_X = 0.0F;
constexpr const char* COLOR = "1F2B30"; constexpr float RECT_Y = 216.0F;
constexpr float NUM_SQUARES_WIDTH = 160.0F; constexpr float RECT_W = 320.0F;
constexpr float NUM_SQUARES_HEIGHT = 128.0F; constexpr float RECT_H = 40.0F;
constexpr int RANDOM_SQUARES_DURATION_MS = 1; constexpr bool SEPARATOR_AUTOCOLOR = true;
constexpr int POST_DURATION_MS = 80; constexpr const char* SEPARATOR_COLOR = "0D1A2B";
constexpr float VENETIAN_SIZE = 12.0F; constexpr const char* EASY_COLOR = "4B692F";
} // namespace Fade constexpr const char* NORMAL_COLOR = "2E3F47";
constexpr const char* HARD_COLOR = "76428A";
constexpr bool TEXT_AUTOCOLOR = true;
constexpr const char* TEXT_COLOR1 = "FFFFFF";
constexpr const char* TEXT_COLOR2 = "FFFFFF";
constexpr int SKIP_COUNTDOWN_VALUE = 8;
} // namespace Defaults::Scoreboard
// --- SCOREBOARD --- namespace Defaults::Title {
namespace Scoreboard { constexpr int PRESS_START_POSITION = 180;
constexpr float RECT_X = 0.0F; constexpr float DURATION_S = 14.0F;
constexpr float RECT_Y = 216.0F; constexpr int ARCADE_EDITION_POSITION = 123;
constexpr float RECT_W = 320.0F; constexpr int TITLE_C_C_POSITION = 80;
constexpr float RECT_H = 40.0F; constexpr const char* BG_COLOR = "41526F";
constexpr bool SEPARATOR_AUTOCOLOR = true; } // namespace Defaults::Title
constexpr const char* SEPARATOR_COLOR = "0D1A2B";
constexpr const char* EASY_COLOR = "4B692F";
constexpr const char* NORMAL_COLOR = "2E3F47";
constexpr const char* HARD_COLOR = "76428A";
constexpr bool TEXT_AUTOCOLOR = true;
constexpr const char* TEXT_COLOR1 = "FFFFFF";
constexpr const char* TEXT_COLOR2 = "FFFFFF";
constexpr int SKIP_COUNTDOWN_VALUE = 8;
} // namespace Scoreboard
// --- TITLE --- namespace Defaults::Background {
namespace Title { constexpr const char* ATTENUATE_COLOR = "FFFFFF00";
constexpr int PRESS_START_POSITION = 180; } // namespace Defaults::Background
constexpr float DURATION_S = 14.0F;
constexpr int ARCADE_EDITION_POSITION = 123;
constexpr int TITLE_C_C_POSITION = 80;
constexpr const char* BG_COLOR = "41526F";
} // namespace Title
// --- BACKGROUND --- namespace Defaults::Balloon {
namespace Background { struct BalloonSettings {
constexpr const char* ATTENUATE_COLOR = "FFFFFF00"; float vel;
} float grav;
constexpr BalloonSettings(float v, float g)
: vel(v),
grav(g) {}
};
// --- BALLOONS --- constexpr std::array<BalloonSettings, 4> SETTINGS = {{
namespace Balloon { BalloonSettings(165.0F, 320.0F),
// Configuración de física para cada nivel de globo BalloonSettings(222.0F, 360.0F),
struct BalloonSettings { BalloonSettings(282.0F, 360.0F),
float vel; BalloonSettings(327.0F, 360.0F),
float grav; }};
constexpr BalloonSettings(float v, float g)
: vel(v),
grav(g) {}
};
// Valores para deltaTime en segundos: vel en pixels/s, grav en pixels/s² (aceleración) constexpr std::array<const char*, 4> COLORS = {
constexpr std::array<BalloonSettings, 4> SETTINGS = {{ "blue",
BalloonSettings(165.0F, 320.0F), // Globo 0: vel=165 pixels/s, grav=320 pixels/s² "orange",
BalloonSettings(222.0F, 360.0F), // Globo 1: vel=222 pixels/s, grav=360 pixels/s² "red",
BalloonSettings(282.0F, 360.0F), // Globo 2: vel=282 pixels/s, grav=360 pixels/s² "green"};
BalloonSettings(327.0F, 360.0F) // Globo 3: vel=327 pixels/s, grav=360 pixels/s²
}};
constexpr std::array<const char*, 4> COLORS = { constexpr bool BOUNCING_SOUND = false;
"blue", } // namespace Defaults::Balloon
"orange",
"red",
"green"};
constexpr bool BOUNCING_SOUND = false; namespace Defaults::Notification {
} // namespace Balloon constexpr Notifier::Position POS_V = Notifier::Position::TOP;
constexpr Notifier::Position POS_H = Notifier::Position::LEFT;
constexpr bool SOUND = false;
constexpr const char* COLOR = "303030";
} // namespace Defaults::Notification
// --- NOTIFICATION --- namespace Defaults::ServiceMenu {
namespace Notification { constexpr const char* TITLE_COLOR = "99FF62";
constexpr Notifier::Position POS_V = Notifier::Position::TOP; constexpr const char* TEXT_COLOR = "FFFFFF";
constexpr Notifier::Position POS_H = Notifier::Position::LEFT; constexpr const char* SELECTED_COLOR = "FFDC44";
constexpr bool SOUND = false; constexpr const char* BG_COLOR = "000F00F5";
constexpr const char* COLOR = "303030"; constexpr bool DROP_SHADOW = false;
} // namespace Notification } // namespace Defaults::ServiceMenu
// --- SERVICE MENU --- namespace Defaults::ServiceMenu::WindowMessage {
namespace ServiceMenu { constexpr const char* BG_COLOR = "141E32F0";
constexpr const char* TITLE_COLOR = "99FF62"; constexpr const char* BORDER_COLOR = "6496C8FF";
constexpr const char* TEXT_COLOR = "FFFFFF"; constexpr const char* TITLE_COLOR = "6496C8FF";
constexpr const char* SELECTED_COLOR = "FFDC44"; constexpr const char* TEXT_COLOR = "DCDCDCFF";
constexpr const char* BG_COLOR = "000F00F5"; constexpr float PADDING = 15.0F;
constexpr bool DROP_SHADOW = false; constexpr float LINE_SPACING = 5.0F;
constexpr float TITLE_SEPARATOR_SPACING = 10.0F;
constexpr float MIN_WIDTH = 250.0F;
constexpr float MIN_HEIGHT = 32.0F;
constexpr float MAX_WIDTH_RATIO = 0.8F;
constexpr float MAX_HEIGHT_RATIO = 0.8F;
constexpr float TEXT_SAFETY_MARGIN = 15.0F;
constexpr float ANIMATION_DURATION = 0.3F;
} // namespace Defaults::ServiceMenu::WindowMessage
// WindowMessage defaults namespace Defaults::Intro {
namespace WindowMessage { constexpr const char* BG_COLOR = "4664BD";
constexpr const char* BG_COLOR = "141E32F0"; // Color(20, 30, 50, 240) constexpr const char* CARD_COLOR = "CBDBFC";
constexpr const char* BORDER_COLOR = "6496C8FF"; // Color(100, 150, 200, 255) constexpr const char* SHADOW_COLOR = "00000080";
constexpr const char* TITLE_COLOR = "6496C8FF"; // Color(100, 150, 200, 255) constexpr int TEXT_DISTANCE_FROM_BOTTOM = 48;
constexpr const char* TEXT_COLOR = "DCDCDCFF"; // Color(220, 220, 220, 255) } // namespace Defaults::Intro
constexpr float PADDING = 15.0F;
constexpr float LINE_SPACING = 5.0F;
constexpr float TITLE_SEPARATOR_SPACING = 10.0F; // Cambiado a float
constexpr float MIN_WIDTH = 250.0F;
constexpr float MIN_HEIGHT = 32.0F; // Cambiado a float
constexpr float MAX_WIDTH_RATIO = 0.8F; // Nuevo
constexpr float MAX_HEIGHT_RATIO = 0.8F; // Nuevo
constexpr float TEXT_SAFETY_MARGIN = 15.0F;
constexpr float ANIMATION_DURATION = 0.3F;
} // namespace WindowMessage
} // namespace ServiceMenu
// --- INTRO --- namespace Defaults::Debug {
namespace Intro { constexpr const char* COLOR = "00FFFF";
constexpr const char* BG_COLOR = "4664BD"; } // namespace Defaults::Debug
constexpr const char* CARD_COLOR = "CBDBFC";
constexpr const char* SHADOW_COLOR = "00000080";
constexpr int TEXT_DISTANCE_FROM_BOTTOM = 48;
} // namespace Intro
// --- DEBUG --- namespace Defaults::Resource {
namespace Debug { constexpr const char* COLOR = "FFFFFF";
constexpr const char* COLOR = "00FFFF"; } // namespace Defaults::Resource
}
// --- RESOURCE --- namespace Defaults::Tabe {
namespace Resource { constexpr float MIN_SPAWN_TIME = 2.0F;
constexpr const char* COLOR = "FFFFFF"; constexpr float MAX_SPAWN_TIME = 3.0F;
} } // namespace Defaults::Tabe
// --- TABE --- namespace Defaults::Player::DefaultShirt {
namespace Tabe { constexpr const char* PLAYER0_DARKEST = "028ECFFF";
constexpr float MIN_SPAWN_TIME = 2.0F; constexpr const char* PLAYER0_DARK = "0297DBFF";
constexpr float MAX_SPAWN_TIME = 3.0F; constexpr const char* PLAYER0_BASE = "029FE8FF";
} // namespace Tabe constexpr const char* PLAYER0_LIGHT = "03A9F4FF";
// --- PLAYER --- constexpr const char* PLAYER1_DARKEST = "8E8E8EFF";
namespace Player { constexpr const char* PLAYER1_DARK = "AEADADFF";
namespace DefaultShirt { constexpr const char* PLAYER1_BASE = "E4E4E4FF";
// Player 0 (Jugador 1) constexpr const char* PLAYER1_LIGHT = "F7F1F1FF";
constexpr const char* PLAYER0_DARKEST = "028ECFFF"; // 2, 142, 207, 255 } // namespace Defaults::Player::DefaultShirt
constexpr const char* PLAYER0_DARK = "0297DBFF"; // 2, 151, 219, 255
constexpr const char* PLAYER0_BASE = "029FE8FF"; // 2, 159, 232, 255
constexpr const char* PLAYER0_LIGHT = "03A9F4FF"; // 3, 169, 244, 255
// Player 1 (Jugador 2) namespace Defaults::Player::OneCoffeeShirt {
constexpr const char* PLAYER1_DARKEST = "8E8E8EFF"; // 142, 142, 142, 255 constexpr const char* PLAYER0_DARKEST = "3D9C70FF";
constexpr const char* PLAYER1_DARK = "AEADADFF"; // 174, 173, 173, 255 constexpr const char* PLAYER0_DARK = "4FA370FF";
constexpr const char* PLAYER1_BASE = "E4E4E4FF"; // 228, 228, 228, 255 constexpr const char* PLAYER0_BASE = "5DDE70FF";
constexpr const char* PLAYER1_LIGHT = "F7F1F1FF"; // 247, 241, 241, 255 constexpr const char* PLAYER0_LIGHT = "7DF25CFF";
} // namespace DefaultShirt
namespace OneCoffeeShirt { constexpr const char* PLAYER1_DARKEST = "2E8B57FF";
// Player 0 (Jugador 1) constexpr const char* PLAYER1_DARK = "3CB371FF";
constexpr const char* PLAYER0_DARKEST = "3D9C70FF"; // 61, 156, 112, 255 constexpr const char* PLAYER1_BASE = "48D181FF";
constexpr const char* PLAYER0_DARK = "4FA370FF"; // 79, 163, 112, 255 constexpr const char* PLAYER1_LIGHT = "55EF8DFF";
constexpr const char* PLAYER0_BASE = "5DDE70FF"; // 93, 222, 112, 255 } // namespace Defaults::Player::OneCoffeeShirt
constexpr const char* PLAYER0_LIGHT = "7DF25CFF"; // 125, 242, 92, 255
// Player 1 (Jugador 2) namespace Defaults::Player::TwoCoffeeShirt {
constexpr const char* PLAYER1_DARKEST = "2E8B57FF"; // 46, 139, 87, 255 constexpr const char* PLAYER0_DARKEST = "D6A41AFF";
constexpr const char* PLAYER1_DARK = "3CB371FF"; // 60, 179, 113, 255 constexpr const char* PLAYER0_DARK = "E3AE1BFF";
constexpr const char* PLAYER1_BASE = "48D181FF"; // 72, 209, 129, 255 constexpr const char* PLAYER0_BASE = "EFB71DFF";
constexpr const char* PLAYER1_LIGHT = "55EF8DFF"; // 85, 239, 141, 255 constexpr const char* PLAYER0_LIGHT = "FCC11EFF";
} // namespace OneCoffeeShirt
namespace TwoCoffeeShirt { constexpr const char* PLAYER1_DARKEST = "E08500FF";
// Player 0 (Jugador 1) constexpr const char* PLAYER1_DARK = "FA7D00FF";
constexpr const char* PLAYER0_DARKEST = "D6A41AFF"; // 214, 164, 26, 255 constexpr const char* PLAYER1_BASE = "FAA200FF";
constexpr const char* PLAYER0_DARK = "E3AE1BFF"; // 227, 174, 27, 255 constexpr const char* PLAYER1_LIGHT = "FA8500FF";
constexpr const char* PLAYER0_BASE = "EFB71DFF"; // 239, 183, 29, 255 } // namespace Defaults::Player::TwoCoffeeShirt
constexpr const char* PLAYER0_LIGHT = "FCC11EFF"; // 252, 193, 30, 255
// Player 1 (Jugador 2) namespace Defaults::Player::OutlineColor {
constexpr const char* PLAYER1_DARKEST = "E08500FF"; // 224, 133, 0, 255 constexpr const char* PLAYER0 = "66323FFF";
constexpr const char* PLAYER1_DARK = "FA7D00FF"; // 250, 125, 0, 255 constexpr const char* PLAYER1 = "422028FF";
constexpr const char* PLAYER1_BASE = "FAA200FF"; // 250, 162, 0, 255 } // namespace Defaults::Player::OutlineColor
constexpr const char* PLAYER1_LIGHT = "FA8500FF"; // 250, 133, 0, 255
} // namespace TwoCoffeeShirt
namespace OutlineColor { namespace Defaults::Window {
// Player 0 (Jugador 1) constexpr const char* CAPTION = "© 2025 Coffee Crisis Arcade Edition — JailDesigner";
constexpr const char* PLAYER0 = "66323FFF"; constexpr int ZOOM = 2;
constexpr int MAX_ZOOM = 2;
} // namespace Defaults::Window
// Player 1 (Jugador 2) namespace Defaults::Video {
constexpr const char* PLAYER1 = "422028FF"; constexpr SDL_ScaleMode SCALE_MODE = SDL_ScaleMode::SDL_SCALEMODE_NEAREST;
} // namespace OutlineColor constexpr bool FULLSCREEN = false;
} // namespace Player constexpr bool VSYNC = true;
constexpr bool INTEGER_SCALE = true;
constexpr bool POSTFX = false;
constexpr int SUPERSAMPLING = 1;
} // namespace Defaults::Video
// --- OPTIONS --- namespace Defaults::Music {
namespace Options { constexpr bool ENABLED = true;
// Window constexpr int VOLUME = 100;
constexpr const char* WINDOW_CAPTION = "© 2025 Coffee Crisis Arcade Edition — JailDesigner"; } // namespace Defaults::Music
constexpr int WINDOW_ZOOM = 2;
constexpr int WINDOW_MAX_ZOOM = 2;
// Video namespace Defaults::Sound {
constexpr SDL_ScaleMode VIDEO_SCALE_MODE = SDL_ScaleMode::SDL_SCALEMODE_NEAREST; constexpr bool ENABLED = true;
constexpr bool VIDEO_FULLSCREEN = false; constexpr int VOLUME = 100;
constexpr bool VIDEO_VSYNC = true; } // namespace Defaults::Sound
constexpr bool VIDEO_INTEGER_SCALE = true;
constexpr bool VIDEO_POSTFX = false;
constexpr int VIDEO_SUPERSAMPLING = 1; // 1 = off, 2 = 2×, 3 = 3× SS
// Music namespace Defaults::Audio {
constexpr bool MUSIC_ENABLED = true; constexpr bool ENABLED = true;
constexpr int MUSIC_VOLUME = 100; constexpr int VOLUME = 100;
} // namespace Defaults::Audio
// Sound namespace Defaults::Settings {
constexpr bool SOUND_ENABLED = true; constexpr bool AUTOFIRE = true;
constexpr int SOUND_VOLUME = 100; constexpr bool SHUTDOWN_ENABLED = false;
constexpr const char* PARAMS_FILE = "param_320x256.txt";
// Audio } // namespace Defaults::Settings
constexpr bool AUDIO_ENABLED = true;
constexpr int AUDIO_VOLUME = 100;
// Settings
constexpr bool SETTINGS_AUTOFIRE = true;
constexpr bool SETTINGS_SHUTDOWN_ENABLED = false;
constexpr const char* PARAMS_FILE = "param_320x256.txt";
} // namespace Options
} // namespace GameDefaults

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@@ -13,7 +13,7 @@
#include <utility> // Para move #include <utility> // Para move
#include <vector> // Para vector #include <vector> // Para vector
#include "defaults.hpp" // for AUDIO_ENABLED, AUDIO_VOLUME, MUSIC_ENABLED, MUSIC_VOLUME, PARAMS_FILE, SETTINGS_AUTOFIRE, SETTINGS_SHUTDOWN_ENABLED, SOUND_ENABLED, SOUND_VOLUME, VIDEO_FULLSCREEN, VIDEO_INTEGER_SCALE, VIDEO_SCALE_MODE, VIDEO_VSYNC, WINDOW_CAPTION, WINDOW_MAX_ZOOM, WINDOW_ZOOM #include "defaults.hpp"
#include "difficulty.hpp" // for Code #include "difficulty.hpp" // for Code
#include "input.hpp" // for Input #include "input.hpp" // for Input
#include "lang.hpp" // for Code #include "lang.hpp" // for Code
@@ -37,49 +37,49 @@ namespace Options {
}; };
struct Window { struct Window {
std::string caption = GameDefaults::Options::WINDOW_CAPTION; // Texto que aparece en la barra de título de la ventana std::string caption = Defaults::Window::CAPTION; // Texto que aparece en la barra de título de la ventana
int zoom = GameDefaults::Options::WINDOW_ZOOM; // Valor por el que se multiplica el tamaño de la ventana int zoom = Defaults::Window::ZOOM; // Valor por el que se multiplica el tamaño de la ventana
int max_zoom = GameDefaults::Options::WINDOW_MAX_ZOOM; // Tamaño máximo para que la ventana no sea mayor que la pantalla int max_zoom = Defaults::Window::MAX_ZOOM; // Tamaño máximo para que la ventana no sea mayor que la pantalla
}; };
struct Video { struct Video {
SDL_ScaleMode scale_mode = GameDefaults::Options::VIDEO_SCALE_MODE; // Filtro usado para el escalado de la imagen SDL_ScaleMode scale_mode = Defaults::Video::SCALE_MODE; // Filtro usado para el escalado de la imagen
bool fullscreen = GameDefaults::Options::VIDEO_FULLSCREEN; // Indica si se usa pantalla completa bool fullscreen = Defaults::Video::FULLSCREEN; // Indica si se usa pantalla completa
bool vsync = GameDefaults::Options::VIDEO_VSYNC; // Indica si se usa vsync bool vsync = Defaults::Video::VSYNC; // Indica si se usa vsync
bool integer_scale = GameDefaults::Options::VIDEO_INTEGER_SCALE; // Indica si se usa escalado entero bool integer_scale = Defaults::Video::INTEGER_SCALE; // Indica si se usa escalado entero
bool postfx = GameDefaults::Options::VIDEO_POSTFX; // Indica si se usan efectos PostFX bool postfx = Defaults::Video::POSTFX; // Indica si se usan efectos PostFX
int supersampling = GameDefaults::Options::VIDEO_SUPERSAMPLING; // Factor de supersampling: 1=off, 2=2×, 3=3× int supersampling = Defaults::Video::SUPERSAMPLING; // Factor de supersampling: 1=off, 2=2×, 3=3×
std::string info; // Información sobre el modo de vídeo std::string info; // Información sobre el modo de vídeo
}; };
struct Music { struct Music {
bool enabled = GameDefaults::Options::MUSIC_ENABLED; // Indica si la música suena o no bool enabled = Defaults::Music::ENABLED; // Indica si la música suena o no
int volume = GameDefaults::Options::MUSIC_VOLUME; // Volumen de la música int volume = Defaults::Music::VOLUME; // Volumen de la música
}; };
struct Sound { struct Sound {
bool enabled = GameDefaults::Options::SOUND_ENABLED; // Indica si los sonidos suenan o no bool enabled = Defaults::Sound::ENABLED; // Indica si los sonidos suenan o no
int volume = GameDefaults::Options::SOUND_VOLUME; // Volumen de los sonidos int volume = Defaults::Sound::VOLUME; // Volumen de los sonidos
}; };
struct Audio { struct Audio {
Music music; // Opciones para la música Music music; // Opciones para la música
Sound sound; // Opciones para los efectos de sonido Sound sound; // Opciones para los efectos de sonido
bool enabled = GameDefaults::Options::AUDIO_ENABLED; // Indica si el audio está activo o no bool enabled = Defaults::Audio::ENABLED; // Indica si el audio está activo o no
int volume = GameDefaults::Options::AUDIO_VOLUME; // Volumen general del audio int volume = Defaults::Audio::VOLUME; // Volumen general del audio
}; };
struct Settings { struct Settings {
int config_version = 2; // Versión del archivo de configuración int config_version = 2; // Versión del archivo de configuración
Difficulty::Code difficulty = Difficulty::Code::NORMAL; // Dificultad del juego Difficulty::Code difficulty = Difficulty::Code::NORMAL; // Dificultad del juego
Lang::Code language = Lang::Code::VALENCIAN; // Idioma usado en el juego Lang::Code language = Lang::Code::VALENCIAN; // Idioma usado en el juego
bool autofire = GameDefaults::Options::SETTINGS_AUTOFIRE; // Indicador de autofire bool autofire = Defaults::Settings::AUTOFIRE; // Indicador de autofire
bool shutdown_enabled = GameDefaults::Options::SETTINGS_SHUTDOWN_ENABLED; // Especifica si se puede apagar el sistema bool shutdown_enabled = Defaults::Settings::SHUTDOWN_ENABLED; // Especifica si se puede apagar el sistema
Table hi_score_table; // Tabla de mejores puntuaciones Table hi_score_table; // Tabla de mejores puntuaciones
std::vector<int> glowing_entries = {ManageHiScoreTable::NO_ENTRY, ManageHiScoreTable::NO_ENTRY}; // Últimas posiciones de entrada en la tabla std::vector<int> glowing_entries = {ManageHiScoreTable::NO_ENTRY, ManageHiScoreTable::NO_ENTRY}; // Últimas posiciones de entrada en la tabla
std::string config_file; // Ruta al fichero donde guardar la configuración y las opciones del juego std::string config_file; // Ruta al fichero donde guardar la configuración y las opciones del juego
std::string controllers_file; // Ruta al fichero con las configuraciones de los mandos std::string controllers_file; // Ruta al fichero con las configuraciones de los mandos
std::string params_file = GameDefaults::Options::PARAMS_FILE; // Ruta al fichero de parámetros del juego std::string params_file = Defaults::Settings::PARAMS_FILE; // Ruta al fichero de parámetros del juego
// Reinicia las últimas entradas de puntuación // Reinicia las últimas entradas de puntuación
void clearLastHiScoreEntries() { void clearLastHiScoreEntries() {
@@ -284,13 +284,13 @@ namespace Options {
}; };
// --- Variables --- // --- Variables ---
extern Window window; // Opciones de la ventana extern Window window; // Opciones de la ventana
extern Settings settings; // Opciones del juego extern Settings settings; // Opciones del juego
extern Video video; // Opciones de vídeo extern Video video; // Opciones de vídeo
extern Audio audio; // Opciones de audio extern Audio audio; // Opciones de audio
extern GamepadManager gamepad_manager; // Manager de mandos para cada jugador extern GamepadManager gamepad_manager; // Manager de mandos para cada jugador
extern Keyboard keyboard; // Opciones para el teclado extern Keyboard keyboard; // Opciones para el teclado
extern PendingChanges pending_changes; // Opciones que se aplican al cerrar extern PendingChanges pending_changes; // Opciones que se aplican al cerrar
extern std::vector<PostFXPreset> postfx_presets; // Lista de presets de PostFX extern std::vector<PostFXPreset> postfx_presets; // Lista de presets de PostFX
extern int current_postfx_preset; // Índice del preset PostFX activo extern int current_postfx_preset; // Índice del preset PostFX activo
extern std::string postfx_file_path; // Ruta al fichero de presets PostFX extern std::string postfx_file_path; // Ruta al fichero de presets PostFX

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@@ -12,37 +12,37 @@
// --- Parámetros del juego --- // --- Parámetros del juego ---
struct ParamGame { struct ParamGame {
float width = GameDefaults::Game::WIDTH; float width = Defaults::Game::WIDTH;
float height = GameDefaults::Game::HEIGHT; float height = Defaults::Game::HEIGHT;
Zone play_area{}; // Se inicializa en el constructor de Param Zone play_area{}; // Se inicializa en el constructor de Param
Zone game_area{}; // Se inicializa en el constructor de Param Zone game_area{}; // Se inicializa en el constructor de Param
int name_entry_idle_time = GameDefaults::Game::NAME_ENTRY_IDLE_TIME; int name_entry_idle_time = Defaults::Game::NAME_ENTRY_IDLE_TIME;
int name_entry_total_time = GameDefaults::Game::NAME_ENTRY_TOTAL_TIME; int name_entry_total_time = Defaults::Game::NAME_ENTRY_TOTAL_TIME;
Color item_text_outline_color; Color item_text_outline_color;
}; };
// --- Parámetros del fade --- // --- Parámetros del fade ---
struct ParamFade { struct ParamFade {
Color color = Color::fromHex(GameDefaults::Fade::COLOR); Color color = Color::fromHex(Defaults::Fade::COLOR);
float num_squares_width = GameDefaults::Fade::NUM_SQUARES_WIDTH; float num_squares_width = Defaults::Fade::NUM_SQUARES_WIDTH;
float num_squares_height = GameDefaults::Fade::NUM_SQUARES_HEIGHT; float num_squares_height = Defaults::Fade::NUM_SQUARES_HEIGHT;
int random_squares_duration_ms = GameDefaults::Fade::RANDOM_SQUARES_DURATION_MS; int random_squares_duration_ms = Defaults::Fade::RANDOM_SQUARES_DURATION_MS;
int post_duration_ms = GameDefaults::Fade::POST_DURATION_MS; int post_duration_ms = Defaults::Fade::POST_DURATION_MS;
float venetian_size = GameDefaults::Fade::VENETIAN_SIZE; float venetian_size = Defaults::Fade::VENETIAN_SIZE;
}; };
// --- Parámetros de la pantalla de título --- // --- Parámetros de la pantalla de título ---
struct ParamTitle { struct ParamTitle {
int press_start_position = GameDefaults::Title::PRESS_START_POSITION; int press_start_position = Defaults::Title::PRESS_START_POSITION;
float title_duration = GameDefaults::Title::DURATION_S; float title_duration = Defaults::Title::DURATION_S;
int arcade_edition_position = GameDefaults::Title::ARCADE_EDITION_POSITION; int arcade_edition_position = Defaults::Title::ARCADE_EDITION_POSITION;
int title_c_c_position = GameDefaults::Title::TITLE_C_C_POSITION; int title_c_c_position = Defaults::Title::TITLE_C_C_POSITION;
Color bg_color = Color::fromHex(GameDefaults::Title::BG_COLOR); Color bg_color = Color::fromHex(Defaults::Title::BG_COLOR);
}; };
// --- Parámetros del fondo --- // --- Parámetros del fondo ---
struct ParamBackground { struct ParamBackground {
Color attenuate_color = Color::fromHex(GameDefaults::Background::ATTENUATE_COLOR); Color attenuate_color = Color::fromHex(Defaults::Background::ATTENUATE_COLOR);
}; };
// --- Parámetros de los globos --- // --- Parámetros de los globos ---
@@ -57,94 +57,93 @@ struct ParamBalloon {
vel(vel_val) {} vel(vel_val) {}
}; };
// Inicialización con los valores por defecto desde GameDefaults std::array<Settings, 4> settings = {{Settings(Defaults::Balloon::SETTINGS[0].grav, Defaults::Balloon::SETTINGS[0].vel),
std::array<Settings, 4> settings = {{Settings(GameDefaults::Balloon::SETTINGS[0].grav, GameDefaults::Balloon::SETTINGS[0].vel), Settings(Defaults::Balloon::SETTINGS[1].grav, Defaults::Balloon::SETTINGS[1].vel),
Settings(GameDefaults::Balloon::SETTINGS[1].grav, GameDefaults::Balloon::SETTINGS[1].vel), Settings(Defaults::Balloon::SETTINGS[2].grav, Defaults::Balloon::SETTINGS[2].vel),
Settings(GameDefaults::Balloon::SETTINGS[2].grav, GameDefaults::Balloon::SETTINGS[2].vel), Settings(Defaults::Balloon::SETTINGS[3].grav, Defaults::Balloon::SETTINGS[3].vel)}};
Settings(GameDefaults::Balloon::SETTINGS[3].grav, GameDefaults::Balloon::SETTINGS[3].vel)}};
std::array<std::string, 4> color = {{GameDefaults::Balloon::COLORS[0], std::array<std::string, 4> color = {{Defaults::Balloon::COLORS[0],
GameDefaults::Balloon::COLORS[1], Defaults::Balloon::COLORS[1],
GameDefaults::Balloon::COLORS[2], Defaults::Balloon::COLORS[2],
GameDefaults::Balloon::COLORS[3]}}; Defaults::Balloon::COLORS[3]}};
bool bouncing_sound = GameDefaults::Balloon::BOUNCING_SOUND; bool bouncing_sound = Defaults::Balloon::BOUNCING_SOUND;
}; };
// --- Parámetros de las notificaciones --- // --- Parámetros de las notificaciones ---
struct ParamNotification { struct ParamNotification {
Notifier::Position pos_h = GameDefaults::Notification::POS_H; Notifier::Position pos_h = Defaults::Notification::POS_H;
Notifier::Position pos_v = GameDefaults::Notification::POS_V; Notifier::Position pos_v = Defaults::Notification::POS_V;
bool sound = GameDefaults::Notification::SOUND; bool sound = Defaults::Notification::SOUND;
Color color = Color::fromHex(GameDefaults::Notification::COLOR); Color color = Color::fromHex(Defaults::Notification::COLOR);
}; };
// --- Parámetros del marcador --- // --- Parámetros del marcador ---
struct ParamScoreboard { struct ParamScoreboard {
SDL_FRect rect = { SDL_FRect rect = {
.x = GameDefaults::Scoreboard::RECT_X, .x = Defaults::Scoreboard::RECT_X,
.y = GameDefaults::Scoreboard::RECT_Y, .y = Defaults::Scoreboard::RECT_Y,
.w = GameDefaults::Scoreboard::RECT_W, .w = Defaults::Scoreboard::RECT_W,
.h = GameDefaults::Scoreboard::RECT_H}; .h = Defaults::Scoreboard::RECT_H};
bool separator_autocolor = GameDefaults::Scoreboard::SEPARATOR_AUTOCOLOR; bool separator_autocolor = Defaults::Scoreboard::SEPARATOR_AUTOCOLOR;
Color separator_color = Color::fromHex(GameDefaults::Scoreboard::SEPARATOR_COLOR); Color separator_color = Color::fromHex(Defaults::Scoreboard::SEPARATOR_COLOR);
Color easy_color = Color::fromHex(GameDefaults::Scoreboard::EASY_COLOR); Color easy_color = Color::fromHex(Defaults::Scoreboard::EASY_COLOR);
Color normal_color = Color::fromHex(GameDefaults::Scoreboard::NORMAL_COLOR); Color normal_color = Color::fromHex(Defaults::Scoreboard::NORMAL_COLOR);
Color hard_color = Color::fromHex(GameDefaults::Scoreboard::HARD_COLOR); Color hard_color = Color::fromHex(Defaults::Scoreboard::HARD_COLOR);
bool text_autocolor = GameDefaults::Scoreboard::TEXT_AUTOCOLOR; bool text_autocolor = Defaults::Scoreboard::TEXT_AUTOCOLOR;
Color text_color1 = Color::fromHex(GameDefaults::Scoreboard::TEXT_COLOR1); Color text_color1 = Color::fromHex(Defaults::Scoreboard::TEXT_COLOR1);
Color text_color2 = Color::fromHex(GameDefaults::Scoreboard::TEXT_COLOR2); Color text_color2 = Color::fromHex(Defaults::Scoreboard::TEXT_COLOR2);
int skip_countdown_value = GameDefaults::Scoreboard::SKIP_COUNTDOWN_VALUE; int skip_countdown_value = Defaults::Scoreboard::SKIP_COUNTDOWN_VALUE;
}; };
// --- Parámetros del menú de servicio --- // --- Parámetros del menú de servicio ---
struct ParamServiceMenu { struct ParamServiceMenu {
Color title_color = Color::fromHex(GameDefaults::ServiceMenu::TITLE_COLOR); Color title_color = Color::fromHex(Defaults::ServiceMenu::TITLE_COLOR);
Color text_color = Color::fromHex(GameDefaults::ServiceMenu::TEXT_COLOR); Color text_color = Color::fromHex(Defaults::ServiceMenu::TEXT_COLOR);
Color selected_color = Color::fromHex(GameDefaults::ServiceMenu::SELECTED_COLOR); Color selected_color = Color::fromHex(Defaults::ServiceMenu::SELECTED_COLOR);
Color bg_color = Color::fromHex(GameDefaults::ServiceMenu::BG_COLOR); Color bg_color = Color::fromHex(Defaults::ServiceMenu::BG_COLOR);
bool drop_shadow = GameDefaults::ServiceMenu::DROP_SHADOW; bool drop_shadow = Defaults::ServiceMenu::DROP_SHADOW;
// Configuración para ventanas de mensaje // Configuración para ventanas de mensaje
struct WindowMessage { struct WindowMessage {
Color bg_color = Color::fromHex(GameDefaults::ServiceMenu::WindowMessage::BG_COLOR); Color bg_color = Color::fromHex(Defaults::ServiceMenu::WindowMessage::BG_COLOR);
Color border_color = Color::fromHex(GameDefaults::ServiceMenu::WindowMessage::BORDER_COLOR); Color border_color = Color::fromHex(Defaults::ServiceMenu::WindowMessage::BORDER_COLOR);
Color title_color = Color::fromHex(GameDefaults::ServiceMenu::WindowMessage::TITLE_COLOR); Color title_color = Color::fromHex(Defaults::ServiceMenu::WindowMessage::TITLE_COLOR);
Color text_color = Color::fromHex(GameDefaults::ServiceMenu::WindowMessage::TEXT_COLOR); Color text_color = Color::fromHex(Defaults::ServiceMenu::WindowMessage::TEXT_COLOR);
float padding = GameDefaults::ServiceMenu::WindowMessage::PADDING; float padding = Defaults::ServiceMenu::WindowMessage::PADDING;
float line_spacing = GameDefaults::ServiceMenu::WindowMessage::LINE_SPACING; float line_spacing = Defaults::ServiceMenu::WindowMessage::LINE_SPACING;
float title_separator_spacing = GameDefaults::ServiceMenu::WindowMessage::TITLE_SEPARATOR_SPACING; float title_separator_spacing = Defaults::ServiceMenu::WindowMessage::TITLE_SEPARATOR_SPACING;
float min_width = GameDefaults::ServiceMenu::WindowMessage::MIN_WIDTH; float min_width = Defaults::ServiceMenu::WindowMessage::MIN_WIDTH;
float min_height = GameDefaults::ServiceMenu::WindowMessage::MIN_HEIGHT; float min_height = Defaults::ServiceMenu::WindowMessage::MIN_HEIGHT;
float max_width_ratio = GameDefaults::ServiceMenu::WindowMessage::MAX_WIDTH_RATIO; float max_width_ratio = Defaults::ServiceMenu::WindowMessage::MAX_WIDTH_RATIO;
float max_height_ratio = GameDefaults::ServiceMenu::WindowMessage::MAX_HEIGHT_RATIO; float max_height_ratio = Defaults::ServiceMenu::WindowMessage::MAX_HEIGHT_RATIO;
float text_safety_margin = GameDefaults::ServiceMenu::WindowMessage::TEXT_SAFETY_MARGIN; float text_safety_margin = Defaults::ServiceMenu::WindowMessage::TEXT_SAFETY_MARGIN;
float animation_duration = GameDefaults::ServiceMenu::WindowMessage::ANIMATION_DURATION; float animation_duration = Defaults::ServiceMenu::WindowMessage::ANIMATION_DURATION;
} window_message; } window_message;
}; };
// --- Parámetros de la intro --- // --- Parámetros de la intro ---
struct ParamIntro { struct ParamIntro {
Color bg_color = Color::fromHex(GameDefaults::Intro::BG_COLOR); Color bg_color = Color::fromHex(Defaults::Intro::BG_COLOR);
Color card_color = Color::fromHex(GameDefaults::Intro::CARD_COLOR); Color card_color = Color::fromHex(Defaults::Intro::CARD_COLOR);
Color shadow_color = Color::fromHex(GameDefaults::Intro::SHADOW_COLOR); Color shadow_color = Color::fromHex(Defaults::Intro::SHADOW_COLOR);
int text_distance_from_bottom = GameDefaults::Intro::TEXT_DISTANCE_FROM_BOTTOM; int text_distance_from_bottom = Defaults::Intro::TEXT_DISTANCE_FROM_BOTTOM;
}; };
// --- Parámetros para Debug --- // --- Parámetros para Debug ---
struct ParamDebug { struct ParamDebug {
Color color = Color::fromHex(GameDefaults::Debug::COLOR); Color color = Color::fromHex(Defaults::Debug::COLOR);
}; };
// --- Parámetros para Resource --- // --- Parámetros para Resource ---
struct ParamResource { struct ParamResource {
Color color = Color::fromHex(GameDefaults::Resource::COLOR); Color color = Color::fromHex(Defaults::Resource::COLOR);
}; };
// --- Parámetros para Tabe --- // --- Parámetros para Tabe ---
struct ParamTabe { struct ParamTabe {
float min_spawn_time = GameDefaults::Tabe::MIN_SPAWN_TIME; float min_spawn_time = Defaults::Tabe::MIN_SPAWN_TIME;
float max_spawn_time = GameDefaults::Tabe::MAX_SPAWN_TIME; float max_spawn_time = Defaults::Tabe::MAX_SPAWN_TIME;
}; };
// --- Parámetros del Jugador --- // --- Parámetros del Jugador ---
@@ -169,49 +168,49 @@ struct ParamPlayer {
// Inicialización con valores por defecto // Inicialización con valores por defecto
const Shirt default_player0_shirt = Shirt( const Shirt default_player0_shirt = Shirt(
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_DARKEST), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARKEST),
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_DARK), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_DARK),
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_BASE), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_BASE),
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_LIGHT)); Color::fromHex(Defaults::Player::DefaultShirt::PLAYER0_LIGHT));
const Shirt default_player1_shirt = Shirt( const Shirt default_player1_shirt = Shirt(
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_DARKEST), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARKEST),
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_DARK), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_DARK),
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_BASE), Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_BASE),
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_LIGHT)); Color::fromHex(Defaults::Player::DefaultShirt::PLAYER1_LIGHT));
std::array<Shirt, 2> default_shirt = {default_player0_shirt, default_player1_shirt}; std::array<Shirt, 2> default_shirt = {default_player0_shirt, default_player1_shirt};
const Shirt one_coffee_player0_shirt = Shirt( const Shirt one_coffee_player0_shirt = Shirt(
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_DARKEST), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARKEST),
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_DARK), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_DARK),
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_BASE), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_BASE),
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_LIGHT)); Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER0_LIGHT));
const Shirt one_coffee_player1_shirt = Shirt( const Shirt one_coffee_player1_shirt = Shirt(
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_DARKEST), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARKEST),
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_DARK), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_DARK),
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_BASE), Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_BASE),
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_LIGHT)); Color::fromHex(Defaults::Player::OneCoffeeShirt::PLAYER1_LIGHT));
std::array<Shirt, 2> one_coffee_shirt = {one_coffee_player0_shirt, one_coffee_player1_shirt}; std::array<Shirt, 2> one_coffee_shirt = {one_coffee_player0_shirt, one_coffee_player1_shirt};
const Shirt two_coffee_player0_shirt = Shirt( const Shirt two_coffee_player0_shirt = Shirt(
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST),
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_DARK), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_DARK),
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_BASE), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_BASE),
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT)); Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT));
const Shirt two_coffee_player1_shirt = Shirt( const Shirt two_coffee_player1_shirt = Shirt(
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST),
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_DARK), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_DARK),
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_BASE), Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_BASE),
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT)); Color::fromHex(Defaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT));
std::array<Shirt, 2> two_coffee_shirt = {two_coffee_player0_shirt, two_coffee_player1_shirt}; std::array<Shirt, 2> two_coffee_shirt = {two_coffee_player0_shirt, two_coffee_player1_shirt};
const Color outline_player0_color = Color::fromHex(GameDefaults::Player::OutlineColor::PLAYER0); const Color outline_player0_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER0);
const Color outline_player1_color = Color::fromHex(GameDefaults::Player::OutlineColor::PLAYER1); const Color outline_player1_color = Color::fromHex(Defaults::Player::OutlineColor::PLAYER1);
std::array<Color, 2> outline_color = {outline_player0_color, outline_player1_color}; std::array<Color, 2> outline_color = {outline_player0_color, outline_player1_color};
}; };
@@ -235,10 +234,10 @@ struct Param {
Param() { Param() {
// Inicializar play_area usando los valores por defecto // Inicializar play_area usando los valores por defecto
game.play_area.rect = { game.play_area.rect = {
.x = GameDefaults::Game::PLAY_AREA_X, .x = Defaults::Game::PLAY_AREA_X,
.y = GameDefaults::Game::PLAY_AREA_Y, .y = Defaults::Game::PLAY_AREA_Y,
.w = GameDefaults::Game::PLAY_AREA_W, .w = Defaults::Game::PLAY_AREA_W,
.h = GameDefaults::Game::PLAY_AREA_H}; .h = Defaults::Game::PLAY_AREA_H};
// Las zonas calculadas se inicializarán en precalculateZones() // Las zonas calculadas se inicializarán en precalculateZones()
precalculateZones(); precalculateZones();