#include "ui/service_menu.h" #include // Para max #include "audio.h" // Para Audio #include "define_buttons.h" // Para DefineButtons #include "difficulty.h" // Para getCodeFromName, getNameFromCode #include "input.h" // Para Input #include "lang.h" // Para getText, getCodeFromName, getNameFromCode #include "menu_option.h" // Para MenuOption, ListOption, ActionOption, BoolOption, FolderOption, IntOption #include "menu_renderer.h" // Para MenuRenderer #include "options.h" // Para PendingChanges, pending_changes, checkPendingChanges, GamepadManager, Video, gamepad_manager, video, Audio, Settings, audio, settings, Gamepad, Window, window, Music, Sound #include "param.h" // Para Param, param, ParamGame, ParamServiceMenu #include "player.h" // Para Player #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "section.hpp" // Para Name, name, Options, options #include "ui/ui_message.h" // Para UIMessage #include "utils.h" // Para Zone // Singleton ServiceMenu *ServiceMenu::instance = nullptr; void ServiceMenu::init() { ServiceMenu::instance = new ServiceMenu(); } void ServiceMenu::destroy() { delete ServiceMenu::instance; } auto ServiceMenu::get() -> ServiceMenu * { return ServiceMenu::instance; } // Constructor ServiceMenu::ServiceMenu() : current_settings_group_(SettingsGroup::MAIN), previous_settings_group_(current_settings_group_) { auto element_text = Resource::get()->getText("04b_25_flat"); auto title_text = Resource::get()->getText("04b_25_flat_2x"); renderer_ = std::make_unique(this, element_text, title_text); restart_message_ui_ = std::make_unique(element_text, Lang::getText("[SERVICE_MENU] NEED_RESTART_MESSAGE"), param.service_menu.title_color); define_buttons_ = std::make_unique(); reset(); } void ServiceMenu::toggle() { if (define_buttons_ && define_buttons_->isEnabled()) { return; // No se puede mostrar u ocultar el menu de servicio si se estan definiendo los botones } playBackSound(); enabled_ = !enabled_; if (!enabled_) { reset(); } } void ServiceMenu::render() { if (!enabled_) { return; } renderer_->render(this); // El mensaje de reinicio se dibuja por encima, así que lo gestionamos aquí const float MSG_X = param.game.game_area.center_x; const float MSG_Y = renderer_->getRect().y + 39.0F; restart_message_ui_->setPosition(MSG_X, MSG_Y); restart_message_ui_->render(); // Renderizar DefineButtons si está activo (se dibuja por encima de todo) if (define_buttons_ && define_buttons_->isEnabled()) { define_buttons_->render(); } } void ServiceMenu::update() { if (!enabled_) { return; } renderer_->update(this); bool now_pending = Options::pending_changes.has_pending_changes; if (now_pending != last_pending_changes_) { now_pending ? restart_message_ui_->show() : restart_message_ui_->hide(); last_pending_changes_ = now_pending; } restart_message_ui_->update(); // Actualizar DefineButtons if (define_buttons_) { define_buttons_->update(); // Si DefineButtons ha terminado y está listo para cerrar completamente if (define_buttons_->isEnabled() && define_buttons_->isReadyToClose()) { define_buttons_->disable(); } } } void ServiceMenu::reset() { selected_ = 0; main_menu_selected_ = 0; current_settings_group_ = SettingsGroup::MAIN; previous_settings_group_ = SettingsGroup::MAIN; initializeOptions(); updateMenu(); renderer_->setLayout(this); // Notifica al renderer para que calcule el layout inicial } // --- Lógica de Navegación --- void ServiceMenu::setSelectorUp() { if (display_options_.empty()) { return; } selected_ = (selected_ > 0) ? selected_ - 1 : display_options_.size() - 1; playMoveSound(); } void ServiceMenu::setSelectorDown() { if (display_options_.empty()) { return; } selected_ = (selected_ + 1) % display_options_.size(); playMoveSound(); } void ServiceMenu::adjustOption(bool adjust_up) { if (display_options_.empty()) { return; } auto &selected_option = display_options_.at(selected_); if (selected_option->getBehavior() == MenuOption::Behavior::ADJUST) { selected_option->adjustValue(adjust_up); applySettings(); playAdjustSound(); } } void ServiceMenu::selectOption() { if (display_options_.empty()) { return; } if (current_settings_group_ == SettingsGroup::MAIN) { main_menu_selected_ = selected_; } auto *selected_option = display_options_.at(selected_); if (selected_option == nullptr) { // This shouldn't happen in normal operation, but protects against null pointer return; } if (auto *folder = dynamic_cast(selected_option)) { previous_settings_group_ = current_settings_group_; current_settings_group_ = folder->getTargetGroup(); selected_ = 0; updateMenu(); } else if (selected_option->getBehavior() == MenuOption::Behavior::SELECT or selected_option->getBehavior() == MenuOption::Behavior::BOTH) { selected_option->executeAction(); } playSelectSound(); } void ServiceMenu::moveBack() { playBackSound(); if (current_settings_group_ == SettingsGroup::MAIN) { enabled_ = false; return; } current_settings_group_ = previous_settings_group_; selected_ = (current_settings_group_ == SettingsGroup::MAIN) ? main_menu_selected_ : 0; updateMenu(); } // --- Lógica Interna --- void ServiceMenu::updateDisplayOptions() { display_options_.clear(); for (auto &option : options_) { if (option->getGroup() == current_settings_group_ && !option->isHidden()) { display_options_.push_back(option.get()); } } updateOptionPairs(); } void ServiceMenu::updateOptionPairs() { option_pairs_.clear(); for (const auto &option : display_options_) { option_pairs_.emplace_back(option->getCaption(), option->getValueAsString()); } } void ServiceMenu::updateMenu() { title_ = settingsGroupToString(current_settings_group_); adjustListValues(); // Actualiza las opciones visibles updateDisplayOptions(); // Notifica al renderer del cambio de layout renderer_->onLayoutChanged(this); } void ServiceMenu::applySettings() { if (current_settings_group_ == SettingsGroup::CONTROLS) { applyControlsSettings(); } if (current_settings_group_ == SettingsGroup::VIDEO) { applyVideoSettings(); } if (current_settings_group_ == SettingsGroup::AUDIO) { applyAudioSettings(); } if (current_settings_group_ == SettingsGroup::SETTINGS) { applySettingsSettings(); } // Actualiza los valores de las opciones updateOptionPairs(); } void ServiceMenu::applyControlsSettings() {} void ServiceMenu::applyVideoSettings() { Screen::get()->applySettings(); setHiddenOptions(); } void ServiceMenu::applyAudioSettings() { Audio::get()->applySettings(); } void ServiceMenu::applySettingsSettings() { setHiddenOptions(); } auto ServiceMenu::getOptionByCaption(const std::string &caption) const -> MenuOption * { for (const auto &option : options_) { if (option->getCaption() == caption) { return option.get(); } } return nullptr; } // --- Getters y otros --- auto ServiceMenu::getCurrentGroupAlignment() const -> ServiceMenu::GroupAlignment { switch (current_settings_group_) { case SettingsGroup::CONTROLS: case SettingsGroup::VIDEO: case SettingsGroup::AUDIO: case SettingsGroup::SETTINGS: return GroupAlignment::LEFT; default: return GroupAlignment::CENTERED; } } auto ServiceMenu::countOptionsInGroup(SettingsGroup group) const -> size_t { size_t count = 0; for (const auto &option : options_) { if (option->getGroup() == group && !option->isHidden()) { count++; } } return count; } // Inicializa todas las opciones del menú void ServiceMenu::initializeOptions() { options_.clear(); // CONTROLS - Usando ActionListOption para mandos options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] CONTROLLER1"), SettingsGroup::CONTROLS, Input::get()->getControllerNames(), []() { return Options::gamepad_manager.getGamepad(Player::Id::PLAYER1).name; }, [](const std::string &val) { Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER1, Input::get()->getGamepadByName(val), val); }, [this]() { // Acción: configurar botones del mando del jugador 1 auto *gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER1); if (gamepad && gamepad->instance) { define_buttons_->enable(gamepad); } })); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] CONTROLLER2"), SettingsGroup::CONTROLS, Input::get()->getControllerNames(), []() { return Options::gamepad_manager.getGamepad(Player::Id::PLAYER2).name; }, [](const std::string &val) { Options::gamepad_manager.assignGamepadToPlayer(Player::Id::PLAYER2, Input::get()->getGamepadByName(val), val); }, [this]() { // Acción: configurar botones del mando del jugador 2 auto *gamepad = &Options::gamepad_manager.getGamepad(Player::Id::PLAYER2); if (gamepad && gamepad->instance) { define_buttons_->enable(gamepad); } })); // CONTROLS - Opción para teclado (solo lista, sin acción) options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] KEYBOARD"), SettingsGroup::CONTROLS, std::vector{ Lang::getText("[SERVICE_MENU] PLAYER1"), Lang::getText("[SERVICE_MENU] PLAYER2")}, []() { // Devolver el jugador actual asignado al teclado return Options::playerIdToString(Options::getPlayerWhoUsesKeyboard()); }, [](const std::string &val) { // Asignar el teclado al jugador seleccionado Options::keyboard.assignTo(Options::stringToPlayerId(val)); })); // CONTROLS - Acción para intercambiar mandos options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] SWAP_CONTROLLERS"), SettingsGroup::CONTROLS, []() { Options::gamepad_manager.swapPlayers(); })); // VIDEO options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] FULLSCREEN"), SettingsGroup::VIDEO, &Options::video.fullscreen)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] WINDOW_SIZE"), SettingsGroup::VIDEO, &Options::window.zoom, 1, Options::window.max_zoom, 1)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] SHADERS"), SettingsGroup::VIDEO, &Options::video.shaders)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] VSYNC"), SettingsGroup::VIDEO, &Options::video.vsync)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] INTEGER_SCALE"), SettingsGroup::VIDEO, &Options::video.integer_scale)); // AUDIO options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] AUDIO"), SettingsGroup::AUDIO, &Options::audio.enabled)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] MAIN_VOLUME"), SettingsGroup::AUDIO, &Options::audio.volume, 0, 100, 5)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] MUSIC_VOLUME"), SettingsGroup::AUDIO, &Options::audio.music.volume, 0, 100, 5)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] SFX_VOLUME"), SettingsGroup::AUDIO, &Options::audio.sound.volume, 0, 100, 5)); // SETTINGS options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] AUTOFIRE"), SettingsGroup::SETTINGS, &Options::settings.autofire)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] LANGUAGE"), SettingsGroup::SETTINGS, std::vector{ Lang::getText("[SERVICE_MENU] LANG_ES"), Lang::getText("[SERVICE_MENU] LANG_BA"), Lang::getText("[SERVICE_MENU] LANG_EN")}, []() { return Lang::getNameFromCode(Options::pending_changes.new_language); }, [](const std::string &val) { Options::pending_changes.new_language = Lang::getCodeFromName(val); Options::checkPendingChanges(); })); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] DIFFICULTY"), SettingsGroup::SETTINGS, std::vector{ Lang::getText("[SERVICE_MENU] EASY"), Lang::getText("[SERVICE_MENU] NORMAL"), Lang::getText("[SERVICE_MENU] HARD")}, []() { return Difficulty::getNameFromCode(Options::pending_changes.new_difficulty); }, [](const std::string &val) { Options::pending_changes.new_difficulty = Difficulty::getCodeFromName(val); Options::checkPendingChanges(); })); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"), SettingsGroup::SETTINGS, &Options::settings.shutdown_enabled)); // SYSTEM options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] RESET"), SettingsGroup::SYSTEM, [this]() { Section::name = Section::Name::RESET; toggle(); })); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] QUIT"), SettingsGroup::SYSTEM, []() { Section::name = Section::Name::QUIT; Section::options = Section::Options::NONE; })); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] SHUTDOWN"), SettingsGroup::SYSTEM, []() { Section::name = Section::Name::QUIT; Section::options = Section::Options::SHUTDOWN; }, !Options::settings.shutdown_enabled)); // MAIN MENU options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] CONTROLS"), SettingsGroup::MAIN, SettingsGroup::CONTROLS)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] VIDEO"), SettingsGroup::MAIN, SettingsGroup::VIDEO)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] AUDIO"), SettingsGroup::MAIN, SettingsGroup::AUDIO)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] SETTINGS"), SettingsGroup::MAIN, SettingsGroup::SETTINGS)); options_.push_back(std::make_unique( Lang::getText("[SERVICE_MENU] SYSTEM"), SettingsGroup::MAIN, SettingsGroup::SYSTEM)); // Oculta opciones según configuración setHiddenOptions(); } // Sincroniza los valores de las opciones tipo lista void ServiceMenu::adjustListValues() { for (auto &option : options_) { if (auto *list_option = dynamic_cast(option.get())) { list_option->sync(); } } } // Reproduce el sonido de navegación del menú void ServiceMenu::playAdjustSound() { Audio::get()->playSound("service_menu_adjust.wav", Audio::Group::INTERFACE); } void ServiceMenu::playMoveSound() { Audio::get()->playSound("service_menu_move.wav", Audio::Group::INTERFACE); } void ServiceMenu::playSelectSound() { Audio::get()->playSound("service_menu_select.wav", Audio::Group::INTERFACE); } void ServiceMenu::playBackSound() { Audio::get()->playSound("service_menu_select.wav", Audio::Group::INTERFACE); } // Devuelve el nombre del grupo como string para el título auto ServiceMenu::settingsGroupToString(SettingsGroup group) -> std::string { switch (group) { case SettingsGroup::MAIN: return Lang::getText("[SERVICE_MENU] TITLE"); case SettingsGroup::CONTROLS: return Lang::getText("[SERVICE_MENU] CONTROLS"); case SettingsGroup::VIDEO: return Lang::getText("[SERVICE_MENU] VIDEO"); case SettingsGroup::AUDIO: return Lang::getText("[SERVICE_MENU] AUDIO"); case SettingsGroup::SETTINGS: return Lang::getText("[SERVICE_MENU] SETTINGS"); case SettingsGroup::SYSTEM: return Lang::getText("[SERVICE_MENU] SYSTEM"); default: return Lang::getText("[SERVICE_MENU] TITLE"); } } // Establece el estado de oculto de ciertas opciones void ServiceMenu::setHiddenOptions() { { auto *option = getOptionByCaption(Lang::getText("[SERVICE_MENU] WINDOW_SIZE")); if (option != nullptr) { option->setHidden(Options::video.fullscreen); } } { auto *option = getOptionByCaption(Lang::getText("[SERVICE_MENU] SHUTDOWN")); if (option != nullptr) { option->setHidden(!Options::settings.shutdown_enabled); } } updateMenu(); // El menú debe refrescarse si algo se oculta } void ServiceMenu::handleEvent(const SDL_Event &event) { if (!enabled_) { return; } // Si DefineButtons está activo, que maneje todos los eventos if (define_buttons_ && define_buttons_->isEnabled()) { define_buttons_->checkEvents(event); return; // No procesar otros eventos mientras DefineButtons está activo } } bool ServiceMenu::checkInput() { if (!enabled_) { return false; } if (define_buttons_ && define_buttons_->isEnabled()) { return true; } static auto input = Input::get(); // --- Teclado --- // Arriba if (input->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) { setSelectorUp(); return true; } // Abajo if (input->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) { setSelectorDown(); return true; } // Derecha if (input->checkAction(Input::Action::RIGHT, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) { adjustOption(true); return true; } // Izquierda if (input->checkAction(Input::Action::LEFT, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) { adjustOption(false); return true; } // Aceptar if (input->checkAction(Input::Action::SM_SELECT, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) { selectOption(); return true; } // Atras if (input->checkAction(Input::Action::SM_BACK, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) { moveBack(); return true; } // --- Mandos --- auto gamepads = input->getGamepads(); for (auto gamepad : gamepads) { // Arriba if (input->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) { setSelectorUp(); return true; } // Abajo if (input->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) { setSelectorDown(); return true; } // Derecha if (input->checkAction(Input::Action::RIGHT, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) { adjustOption(true); return true; } // Izquierda if (input->checkAction(Input::Action::LEFT, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) { adjustOption(false); return true; } // Aceptar if (input->checkAction(Input::Action::SM_SELECT, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) { selectOption(); return true; } // Atras if (input->checkAction(Input::Action::SM_BACK, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) { moveBack(); return true; } } return false; }