afegit debug.yaml
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@@ -6,6 +6,7 @@
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#include <cstdlib> // Para srand, exit, rand, EXIT_FAILURE
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#include <ctime> // Para time
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#include <filesystem> // Para path, absolute
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#include <fstream> // Para ifstream, ofstream
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#include <iostream> // Para basic_ostream, operator<<, cerr
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#include <memory> // Para make_unique, unique_ptr
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#include <span> // Para span
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@@ -14,6 +15,7 @@
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#include "asset.hpp" // Para Asset
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#include "audio.hpp" // Para Audio
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#include "external/fkyaml_node.hpp" // Para fkyaml::node
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#include "input.hpp" // Para Input
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#include "lang.hpp" // Para setLanguage
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#include "manage_hiscore_table.hpp" // Para ManageHiScoreTable
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@@ -40,16 +42,6 @@
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// Constructor
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Director::Director(int argc, std::span<char*> argv) {
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#ifdef RECORDING
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#elif _DEBUG
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#else // NORMAL GAME
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Section::name = Section::Name::LOGO;
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Section::options = Section::Options::NONE;
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#endif
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
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// Establece el nivel de prioridad de la categoría de registro
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@@ -68,6 +60,17 @@ Director::Director(int argc, std::span<char*> argv) {
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createSystemFolder("jailgames");
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createSystemFolder("jailgames/coffee_crisis_arcade_edition");
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// Establecer sección inicial según modo de compilación
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#ifdef RECORDING
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#elif _DEBUG
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loadDebugConfig();
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#else
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Section::name = Section::Name::LOGO;
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Section::options = Section::Options::NONE;
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#endif
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init();
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}
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@@ -124,9 +127,9 @@ void Director::init() {
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Logger::section("INIT RESOURCES");
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#ifdef _DEBUG
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Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
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Resource::init(debug_config.resource_loading == "lazy" ? Resource::LoadingMode::LAZY_LOAD : Resource::LoadingMode::PRELOAD);
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#else
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Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
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Resource::init(Resource::LoadingMode::PRELOAD);
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#endif
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ServiceMenu::init(); // Inicializa el menú de servicio
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Notifier::init(std::string(), Resource::get()->getText("8bithud")); // Inicialización del sistema de notificaciones
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@@ -224,6 +227,103 @@ void Director::checkProgramArguments(int argc, std::span<char*> argv) {
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}
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}
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// Carga debug.yaml desde la carpeta del sistema (solo en _DEBUG)
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void Director::loadDebugConfig() {
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const std::string DEBUG_FILE = system_folder_ + "/debug.yaml";
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std::ifstream file(DEBUG_FILE);
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if (!file.good()) {
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// Crear fichero por defecto
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std::ofstream out(DEBUG_FILE);
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if (out.is_open()) {
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out << "# Coffee Crisis Arcade Edition - Debug Configuration\n";
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out << "# This file is only read in DEBUG builds.\n";
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out << "#\n";
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out << "# initial_section: logo, intro, title, game, credits, instructions, hiscore\n";
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out << "# initial_options: none, 1p, 2p, both\n";
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out << "# initial_stage: 0-based stage index (only when section is game)\n";
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out << "# show_render_info: show FPS/driver/preset overlay\n";
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out << "# resource_loading: preload, lazy\n";
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out << "\n";
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out << "initial_section: game\n";
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out << "initial_options: 1p\n";
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out << "initial_stage: 0\n";
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out << "show_render_info: true\n";
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out << "resource_loading: preload\n";
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out.close();
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Debug config created: %s", DEBUG_FILE.c_str());
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}
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// Usar defaults de DebugConfig
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} else {
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std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
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file.close();
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try {
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auto yaml = fkyaml::node::deserialize(content);
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if (yaml.contains("initial_section")) {
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try {
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debug_config.initial_section = yaml["initial_section"].get_value<std::string>();
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} catch (...) {}
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}
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if (yaml.contains("initial_options")) {
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try {
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debug_config.initial_options = yaml["initial_options"].get_value<std::string>();
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} catch (...) {}
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}
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if (yaml.contains("initial_stage")) {
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try {
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debug_config.initial_stage = yaml["initial_stage"].get_value<int>();
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} catch (...) {}
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}
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if (yaml.contains("show_render_info")) {
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try {
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debug_config.show_render_info = yaml["show_render_info"].get_value<bool>();
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} catch (...) {}
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}
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if (yaml.contains("resource_loading")) {
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try {
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debug_config.resource_loading = yaml["resource_loading"].get_value<std::string>();
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} catch (...) {}
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Debug config loaded: section=%s options=%s stage=%d", debug_config.initial_section.c_str(), debug_config.initial_options.c_str(), debug_config.initial_stage);
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} catch (...) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing debug.yaml, using defaults");
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}
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}
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// Mapear strings a enums
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const auto& sec = debug_config.initial_section;
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if (sec == "logo") {
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Section::name = Section::Name::LOGO;
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} else if (sec == "intro") {
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Section::name = Section::Name::INTRO;
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} else if (sec == "title") {
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Section::name = Section::Name::TITLE;
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} else if (sec == "game") {
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Section::name = Section::Name::GAME;
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} else if (sec == "credits") {
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Section::name = Section::Name::CREDITS;
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} else if (sec == "instructions") {
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Section::name = Section::Name::INSTRUCTIONS;
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} else if (sec == "hiscore") {
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Section::name = Section::Name::HI_SCORE_TABLE;
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} else {
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Section::name = Section::Name::GAME;
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}
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const auto& opt = debug_config.initial_options;
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if (opt == "none") {
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Section::options = Section::Options::NONE;
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} else if (opt == "1p") {
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Section::options = Section::Options::GAME_PLAY_1P;
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} else if (opt == "2p") {
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Section::options = Section::Options::GAME_PLAY_2P;
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} else if (opt == "both") {
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Section::options = Section::Options::GAME_PLAY_BOTH;
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} else {
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Section::options = Section::Options::GAME_PLAY_1P;
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}
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}
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// Crea la carpeta del sistema donde guardar datos
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void Director::createSystemFolder(const std::string& folder) {
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auto result = SystemUtils::createApplicationFolder(folder, system_folder_);
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@@ -272,7 +372,7 @@ void Director::runGame() {
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}
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#ifdef _DEBUG
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constexpr int CURRENT_STAGE = 0;
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const int CURRENT_STAGE = debug_config.initial_stage;
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#else
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constexpr int CURRENT_STAGE = 0;
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#endif
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