Files
coffee_crisis_arcade_edition/source/options.cpp

890 lines
38 KiB
C++

#include "options.hpp"
#include <SDL3/SDL.h> // Para SDL_ScaleMode, SDL_LogCategory, SDL_LogError, SDL_LogInfo, SDL_LogWarn
#include <algorithm> // Para clamp
#include <cstddef> // Para size_t
#include <fstream> // Para ifstream, ofstream
#include <string> // Para string
#include <vector> // Para vector
#include "difficulty.hpp" // Para Code, init
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "input.hpp" // Para Input
#include "lang.hpp" // Para getText, Code
#include "ui/logger.hpp" // Para info
#include "utils.hpp" // Para boolToString, getFileName
namespace Options {
// --- Variables globales ---
Window window; // Opciones de la ventana
Settings settings; // Opciones del juego
Video video; // Opciones de vídeo
Audio audio; // Opciones de audio
GamepadManager gamepad_manager; // Opciones de mando para cada jugador
Keyboard keyboard; // Opciones para el teclado
PendingChanges pending_changes; // Opciones que se aplican al cerrar
std::vector<PostFXPreset> postfx_presets = {
{"CRT", 0.6F, 0.7F, 0.15F, 0.5F, 0.5F, 0.0F, 0.0F, 0.0F},
{"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F},
{"CURVED", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F},
{"SCANLINES", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F},
{"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F},
{"CRT LIVE", 0.5F, 0.6F, 0.3F, 0.3F, 0.4F, 0.3F, 0.4F, 0.8F},
};
std::string postfx_file_path;
std::vector<CrtPiPreset> crtpi_presets;
std::string crtpi_file_path;
// Establece el fichero de configuración
void setConfigFile(const std::string& file_path) { settings.config_file = file_path; }
// Establece el fichero de configuración de mandos
void setControllersFile(const std::string& file_path) { settings.controllers_file = file_path; }
// Establece la ruta del fichero de PostFX
void setPostFXFile(const std::string& path) { postfx_file_path = path; }
// Establece la ruta del fichero de CrtPi
void setCrtPiFile(const std::string& path) { crtpi_file_path = path; }
// Helper: extrae un campo float de un nodo YAML si existe, ignorando errores de conversión
static void parseFloatField(const fkyaml::node& node, const std::string& key, float& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<float>();
} catch (...) {}
}
}
// Carga los presets de PostFX desde el fichero
auto loadPostFXFromFile() -> bool {
postfx_presets.clear();
std::ifstream file(postfx_file_path);
if (!file.good()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "PostFX file not found, creating default: %s", postfx_file_path.c_str());
return savePostFXToFile();
}
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("presets")) {
const auto& presets = yaml["presets"];
for (const auto& p : presets) {
PostFXPreset preset;
if (p.contains("name")) {
preset.name = p["name"].get_value<std::string>();
}
parseFloatField(p, "vignette", preset.vignette);
parseFloatField(p, "scanlines", preset.scanlines);
parseFloatField(p, "chroma", preset.chroma);
parseFloatField(p, "mask", preset.mask);
parseFloatField(p, "gamma", preset.gamma);
parseFloatField(p, "curvature", preset.curvature);
parseFloatField(p, "bleeding", preset.bleeding);
parseFloatField(p, "flicker", preset.flicker);
postfx_presets.push_back(preset);
}
}
if (!postfx_presets.empty()) {
// Resolver nombre → índice
if (!video.shader.current_postfx_preset_name.empty()) {
for (int i = 0; i < static_cast<int>(postfx_presets.size()); ++i) {
if (postfx_presets[static_cast<size_t>(i)].name == video.shader.current_postfx_preset_name) {
video.shader.current_postfx_preset = i;
break;
}
}
}
video.shader.current_postfx_preset = std::clamp(
video.shader.current_postfx_preset,
0,
static_cast<int>(postfx_presets.size()) - 1);
} else {
video.shader.current_postfx_preset = 0;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "PostFX file loaded: %zu preset(s)", postfx_presets.size());
return true;
} catch (const fkyaml::exception& e) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing PostFX YAML: %s. Recreating defaults.", e.what());
return savePostFXToFile();
}
}
// Guarda los presets de PostFX por defecto al fichero
auto savePostFXToFile() -> bool {
if (postfx_file_path.empty()) {
return false;
}
std::ofstream file(postfx_file_path);
if (!file.is_open()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s can't be opened for writing", postfx_file_path.c_str());
return false;
}
file << "# Coffee Crisis Arcade Edition - PostFX Presets\n";
file << "# Each preset defines the intensity of post-processing effects (0.0 to 1.0).\n";
file << "# vignette: screen darkening at the edges\n";
file << "# scanlines: horizontal scanline effect\n";
file << "# chroma: chromatic aberration (RGB color fringing)\n";
file << "# mask: phosphor dot mask (RGB subpixel pattern)\n";
file << "# gamma: gamma correction input 2.4 / output 2.2\n";
file << "# curvature: CRT barrel distortion\n";
file << "# bleeding: NTSC horizontal colour bleeding\n";
file << "# flicker: phosphor CRT flicker ~50 Hz (0.0 = off, 1.0 = max)\n";
file << "\n";
file << "presets:\n";
file << " - name: \"CRT\"\n";
file << " vignette: 0.6\n";
file << " scanlines: 0.7\n";
file << " chroma: 0.15\n";
file << " mask: 0.5\n";
file << " gamma: 0.5\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"NTSC\"\n";
file << " vignette: 0.4\n";
file << " scanlines: 0.5\n";
file << " chroma: 0.2\n";
file << " mask: 0.3\n";
file << " gamma: 0.3\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.6\n";
file << " flicker: 0.0\n";
file << " - name: \"CURVED\"\n";
file << " vignette: 0.5\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.1\n";
file << " mask: 0.4\n";
file << " gamma: 0.4\n";
file << " curvature: 0.8\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"SCANLINES\"\n";
file << " vignette: 0.0\n";
file << " scanlines: 0.8\n";
file << " chroma: 0.0\n";
file << " mask: 0.0\n";
file << " gamma: 0.0\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"SUBTLE\"\n";
file << " vignette: 0.3\n";
file << " scanlines: 0.4\n";
file << " chroma: 0.05\n";
file << " mask: 0.0\n";
file << " gamma: 0.2\n";
file << " curvature: 0.0\n";
file << " bleeding: 0.0\n";
file << " flicker: 0.0\n";
file << " - name: \"CRT LIVE\"\n";
file << " vignette: 0.5\n";
file << " scanlines: 0.6\n";
file << " chroma: 0.3\n";
file << " mask: 0.3\n";
file << " gamma: 0.4\n";
file << " curvature: 0.3\n";
file << " bleeding: 0.4\n";
file << " flicker: 0.8\n";
file.close();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "PostFX file created with defaults: %s", postfx_file_path.c_str());
// Cargar los presets recién escritos
postfx_presets.clear();
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F, 0.5F, 0.5F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.3F, 0.3F, 0.0F, 0.6F, 0.0F});
postfx_presets.push_back({"CURVED", 0.5F, 0.6F, 0.1F, 0.4F, 0.4F, 0.8F, 0.0F, 0.0F});
postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.2F, 0.0F, 0.0F, 0.0F});
postfx_presets.push_back({"CRT LIVE", 0.5F, 0.6F, 0.3F, 0.3F, 0.4F, 0.3F, 0.4F, 0.8F});
video.shader.current_postfx_preset = 0;
return true;
}
// Helper: extrae un campo bool de un nodo YAML si existe, ignorando errores
static void parseBoolField(const fkyaml::node& node, const std::string& key, bool& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<bool>();
} catch (...) {}
}
}
// Helper: extrae un campo int de un nodo YAML si existe, ignorando errores
static void parseIntField(const fkyaml::node& node, const std::string& key, int& target) {
if (node.contains(key)) {
try {
target = node[key].get_value<int>();
} catch (...) {}
}
}
// Rellena los presets CrtPi por defecto
static void populateDefaultCrtPiPresets() {
crtpi_presets.clear();
crtpi_presets.push_back({"DEFAULT", 6.0F, 0.12F, 3.5F, 2.4F, 2.2F, 0.80F, 0.05F, 0.10F, 2, true, true, true, false, false});
crtpi_presets.push_back({"CURVED", 6.0F, 0.12F, 3.5F, 2.4F, 2.2F, 0.80F, 0.05F, 0.10F, 2, true, true, true, true, false});
crtpi_presets.push_back({"SHARP", 6.0F, 0.12F, 3.5F, 2.4F, 2.2F, 0.80F, 0.05F, 0.10F, 2, true, false, true, false, true});
crtpi_presets.push_back({"MINIMAL", 8.0F, 0.05F, 2.0F, 2.4F, 2.2F, 1.00F, 0.0F, 0.0F, 0, true, false, false, false, false});
}
// Escribe los presets CrtPi por defecto al fichero
static auto saveCrtPiDefaults() -> bool {
if (crtpi_file_path.empty()) { return false; }
std::ofstream file(crtpi_file_path);
if (!file.is_open()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s can't be opened for writing", crtpi_file_path.c_str());
return false;
}
file << "# Coffee Crisis Arcade Edition - CrtPi Shader Presets\n";
file << "# scanline_weight: gaussian adjustment (higher = narrower scanlines, default 6.0)\n";
file << "# scanline_gap_brightness: min brightness between scanlines (0.0-1.0, default 0.12)\n";
file << "# bloom_factor: brightness for bright areas (default 3.5)\n";
file << "# input_gamma: input gamma - linearization (default 2.4)\n";
file << "# output_gamma: output gamma - encoding (default 2.2)\n";
file << "# mask_brightness: sub-pixel brightness (default 0.80)\n";
file << "# curvature_x/y: barrel CRT distortion (0.0 = flat)\n";
file << "# mask_type: 0=none, 1=green/magenta, 2=RGB phosphor\n";
file << "# enable_scanlines/multisample/gamma/curvature/sharper: true/false\n";
file << "\npresets:\n";
file << " - name: \"DEFAULT\"\n scanline_weight: 6.0\n scanline_gap_brightness: 0.12\n bloom_factor: 3.5\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 0.80\n curvature_x: 0.05\n curvature_y: 0.10\n mask_type: 2\n enable_scanlines: true\n enable_multisample: true\n enable_gamma: true\n enable_curvature: false\n enable_sharper: false\n";
file << " - name: \"CURVED\"\n scanline_weight: 6.0\n scanline_gap_brightness: 0.12\n bloom_factor: 3.5\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 0.80\n curvature_x: 0.05\n curvature_y: 0.10\n mask_type: 2\n enable_scanlines: true\n enable_multisample: true\n enable_gamma: true\n enable_curvature: true\n enable_sharper: false\n";
file << " - name: \"SHARP\"\n scanline_weight: 6.0\n scanline_gap_brightness: 0.12\n bloom_factor: 3.5\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 0.80\n curvature_x: 0.05\n curvature_y: 0.10\n mask_type: 2\n enable_scanlines: true\n enable_multisample: false\n enable_gamma: true\n enable_curvature: false\n enable_sharper: true\n";
file << " - name: \"MINIMAL\"\n scanline_weight: 8.0\n scanline_gap_brightness: 0.05\n bloom_factor: 2.0\n input_gamma: 2.4\n output_gamma: 2.2\n mask_brightness: 1.00\n curvature_x: 0.0\n curvature_y: 0.0\n mask_type: 0\n enable_scanlines: true\n enable_multisample: false\n enable_gamma: false\n enable_curvature: false\n enable_sharper: false\n";
file.close();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "CrtPi file created with defaults: %s", crtpi_file_path.c_str());
populateDefaultCrtPiPresets();
return true;
}
// Carga los presets de CrtPi desde el fichero
auto loadCrtPiFromFile() -> bool {
crtpi_presets.clear();
std::ifstream file(crtpi_file_path);
if (!file.good()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "CrtPi file not found, creating default: %s", crtpi_file_path.c_str());
return saveCrtPiDefaults();
}
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
if (yaml.contains("presets")) {
const auto& presets = yaml["presets"];
for (const auto& p : presets) {
CrtPiPreset preset;
if (p.contains("name")) {
preset.name = p["name"].get_value<std::string>();
}
parseFloatField(p, "scanline_weight", preset.scanline_weight);
parseFloatField(p, "scanline_gap_brightness", preset.scanline_gap_brightness);
parseFloatField(p, "bloom_factor", preset.bloom_factor);
parseFloatField(p, "input_gamma", preset.input_gamma);
parseFloatField(p, "output_gamma", preset.output_gamma);
parseFloatField(p, "mask_brightness", preset.mask_brightness);
parseFloatField(p, "curvature_x", preset.curvature_x);
parseFloatField(p, "curvature_y", preset.curvature_y);
parseIntField(p, "mask_type", preset.mask_type);
parseBoolField(p, "enable_scanlines", preset.enable_scanlines);
parseBoolField(p, "enable_multisample", preset.enable_multisample);
parseBoolField(p, "enable_gamma", preset.enable_gamma);
parseBoolField(p, "enable_curvature", preset.enable_curvature);
parseBoolField(p, "enable_sharper", preset.enable_sharper);
crtpi_presets.push_back(preset);
}
}
if (!crtpi_presets.empty()) {
// Resolver nombre → índice
if (!video.shader.current_crtpi_preset_name.empty()) {
for (int i = 0; i < static_cast<int>(crtpi_presets.size()); ++i) {
if (crtpi_presets[static_cast<size_t>(i)].name == video.shader.current_crtpi_preset_name) {
video.shader.current_crtpi_preset = i;
break;
}
}
}
video.shader.current_crtpi_preset = std::clamp(
video.shader.current_crtpi_preset,
0,
static_cast<int>(crtpi_presets.size()) - 1);
} else {
video.shader.current_crtpi_preset = 0;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "CrtPi file loaded: %zu preset(s)", crtpi_presets.size());
return true;
} catch (const fkyaml::exception& e) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing CrtPi YAML: %s. Recreating defaults.", e.what());
return saveCrtPiDefaults();
}
}
// Inicializa las opciones del programa
void init() {
// Dificultades
Difficulty::init();
// Opciones de control
gamepad_manager.init();
setKeyboardToPlayer(Player::Id::PLAYER1);
// Opciones de cambios pendientes
pending_changes.new_language = settings.language;
pending_changes.new_difficulty = settings.difficulty;
pending_changes.has_pending_changes = false;
}
// --- Funciones helper de carga desde YAML ---
void loadWindowFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("window")) { return; }
const auto& win = yaml["window"];
if (win.contains("zoom")) {
try {
int val = win["zoom"].get_value<int>();
window.zoom = (val > 0) ? val : window.zoom;
} catch (...) {}
}
}
void loadVideoFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("video")) { return; }
const auto& vid = yaml["video"];
if (vid.contains("fullscreen")) {
try {
video.fullscreen = vid["fullscreen"].get_value<bool>();
} catch (...) {}
}
if (vid.contains("scale_mode")) {
try {
video.scale_mode = static_cast<SDL_ScaleMode>(vid["scale_mode"].get_value<int>());
} catch (...) {}
}
if (vid.contains("vsync")) {
try {
video.vsync = vid["vsync"].get_value<bool>();
} catch (...) {}
}
if (vid.contains("integer_scale")) {
try {
video.integer_scale = vid["integer_scale"].get_value<bool>();
} catch (...) {}
}
// --- GPU ---
if (vid.contains("gpu")) {
const auto& gpu_node = vid["gpu"];
if (gpu_node.contains("acceleration")) {
try {
video.gpu.acceleration = gpu_node["acceleration"].get_value<bool>();
} catch (...) {}
}
if (gpu_node.contains("preferred_driver")) {
try {
video.gpu.preferred_driver = gpu_node["preferred_driver"].get_value<std::string>();
} catch (...) {}
}
}
// --- Shader config ---
if (vid.contains("shader")) {
const auto& sh = vid["shader"];
if (sh.contains("enabled")) {
try {
video.shader.enabled = sh["enabled"].get_value<bool>();
} catch (...) {}
}
if (sh.contains("current_shader")) {
try {
auto s = sh["current_shader"].get_value<std::string>();
video.shader.current_shader = (s == "crtpi") ? Rendering::ShaderType::CRTPI : Rendering::ShaderType::POSTFX;
} catch (...) {}
}
if (sh.contains("postfx_preset")) {
try {
video.shader.current_postfx_preset_name = sh["postfx_preset"].get_value<std::string>();
} catch (...) {}
}
if (sh.contains("crtpi_preset")) {
try {
video.shader.current_crtpi_preset_name = sh["crtpi_preset"].get_value<std::string>();
} catch (...) {}
}
} else if (vid.contains("postfx")) {
// Backward compat: formato antiguo plano
try {
video.shader.enabled = vid["postfx"].get_value<bool>();
} catch (...) {}
if (vid.contains("postfx_preset")) {
try {
int preset = vid["postfx_preset"].get_value<int>();
if (preset >= 0) { video.shader.current_postfx_preset = preset; }
} catch (...) {}
}
}
// --- Supersampling ---
if (vid.contains("supersampling")) {
const auto& ss_node = vid["supersampling"];
if (ss_node.is_mapping()) {
// Nuevo formato anidado
if (ss_node.contains("enabled")) {
try {
video.supersampling.enabled = ss_node["enabled"].get_value<bool>();
} catch (...) {}
}
if (ss_node.contains("linear_upscale")) {
try {
video.supersampling.linear_upscale = ss_node["linear_upscale"].get_value<bool>();
} catch (...) {}
}
if (ss_node.contains("downscale_algo")) {
try {
video.supersampling.downscale_algo = ss_node["downscale_algo"].get_value<int>();
} catch (...) {}
}
} else {
// Backward compat: bool o int
try {
if (ss_node.is_boolean()) {
video.supersampling.enabled = ss_node.get_value<bool>();
} else {
int factor = ss_node.get_value<int>();
video.supersampling.enabled = factor >= 2;
}
} catch (...) {}
}
}
}
void loadAudioFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("audio")) { return; }
const auto& aud = yaml["audio"];
if (aud.contains("enabled")) {
try {
audio.enabled = aud["enabled"].get_value<bool>();
} catch (...) {}
}
if (aud.contains("volume")) {
try {
audio.volume = std::clamp(aud["volume"].get_value<int>(), 0, 100);
} catch (...) {}
}
if (aud.contains("music")) {
const auto& mus = aud["music"];
if (mus.contains("enabled")) {
try {
audio.music.enabled = mus["enabled"].get_value<bool>();
} catch (...) {}
}
if (mus.contains("volume")) {
try {
audio.music.volume = std::clamp(mus["volume"].get_value<int>(), 0, 100);
} catch (...) {}
}
}
if (aud.contains("sound")) {
const auto& snd = aud["sound"];
if (snd.contains("enabled")) {
try {
audio.sound.enabled = snd["enabled"].get_value<bool>();
} catch (...) {}
}
if (snd.contains("volume")) {
try {
audio.sound.volume = std::clamp(snd["volume"].get_value<int>(), 0, 100);
} catch (...) {}
}
}
}
void loadGameFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("game")) { return; }
const auto& game = yaml["game"];
if (game.contains("language")) {
try {
auto lang = static_cast<Lang::Code>(game["language"].get_value<int>());
if (lang == Lang::Code::ENGLISH || lang == Lang::Code::VALENCIAN || lang == Lang::Code::SPANISH) {
settings.language = lang;
} else {
settings.language = Lang::Code::ENGLISH;
}
pending_changes.new_language = settings.language;
} catch (...) {}
}
if (game.contains("difficulty")) {
try {
settings.difficulty = static_cast<Difficulty::Code>(game["difficulty"].get_value<int>());
pending_changes.new_difficulty = settings.difficulty;
} catch (...) {}
}
if (game.contains("autofire")) {
try {
settings.autofire = game["autofire"].get_value<bool>();
} catch (...) {}
}
if (game.contains("shutdown_enabled")) {
try {
settings.shutdown_enabled = game["shutdown_enabled"].get_value<bool>();
} catch (...) {}
}
if (game.contains("params_file")) {
try {
settings.params_file = game["params_file"].get_value<std::string>();
} catch (...) {}
}
}
void loadControllersFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("controllers")) { return; }
const auto& controllers = yaml["controllers"];
size_t i = 0;
for (const auto& ctrl : controllers) {
if (i >= GamepadManager::size()) { break; }
if (ctrl.contains("name")) {
try {
gamepad_manager[i].name = ctrl["name"].get_value<std::string>();
} catch (...) {}
}
if (ctrl.contains("path")) {
try {
gamepad_manager[i].path = ctrl["path"].get_value<std::string>();
} catch (...) {}
}
if (ctrl.contains("player")) {
try {
int player_int = ctrl["player"].get_value<int>();
if (player_int == 1) {
gamepad_manager[i].player_id = Player::Id::PLAYER1;
} else if (player_int == 2) {
gamepad_manager[i].player_id = Player::Id::PLAYER2;
}
} catch (...) {}
}
++i;
}
}
void loadKeyboardFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("keyboard")) { return; }
const auto& kb = yaml["keyboard"];
if (kb.contains("player")) {
try {
keyboard.player_id = static_cast<Player::Id>(kb["player"].get_value<int>());
} catch (...) {}
}
}
// Carga el fichero de configuración
auto loadFromFile() -> bool {
init();
std::ifstream file(settings.config_file);
if (!file.is_open()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Config file not found. Creating default settings.");
saveToFile();
return true;
}
Logger::info("Reading file: " + getFileName(settings.config_file));
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
loadWindowFromYaml(yaml);
loadVideoFromYaml(yaml);
loadAudioFromYaml(yaml);
loadGameFromYaml(yaml);
loadControllersFromYaml(yaml);
loadKeyboardFromYaml(yaml);
} catch (const fkyaml::exception& e) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing YAML config: %s. Using defaults.", e.what());
init();
saveToFile();
return true;
}
gamepad_manager.assignAndLinkGamepads();
return true;
}
// Guarda el fichero de configuración
auto saveToFile() -> bool {
std::ofstream file(settings.config_file);
if (!file.good()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s can't be opened", getFileName(settings.config_file).c_str());
return false;
}
Logger::info("Writing file: " + getFileName(settings.config_file));
applyPendingChanges();
file << "# Coffee Crisis Arcade Edition - Configuration File\n";
file << "# This file is automatically generated and managed by the game.\n";
file << "\n";
file << "version: " << settings.config_version << "\n";
file << "\n";
// WINDOW
file << "# WINDOW\n";
file << "window:\n";
file << " zoom: " << window.zoom << "\n";
file << "\n";
// VIDEO
file << "# VIDEO\n";
file << "video:\n";
file << " fullscreen: " << boolToString(video.fullscreen) << "\n";
file << " scale_mode: " << static_cast<int>(video.scale_mode) << " # " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_NEAREST) << ": nearest, " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_LINEAR) << ": linear\n";
file << " vsync: " << boolToString(video.vsync) << "\n";
file << " integer_scale: " << boolToString(video.integer_scale) << "\n";
file << " gpu:\n";
file << " acceleration: " << boolToString(video.gpu.acceleration) << "\n";
file << " preferred_driver: \"" << video.gpu.preferred_driver << "\"\n";
file << " shader:\n";
file << " enabled: " << boolToString(video.shader.enabled) << "\n";
file << " current_shader: " << (video.shader.current_shader == Rendering::ShaderType::CRTPI ? "crtpi" : "postfx") << "\n";
{
std::string postfx_name = (!postfx_presets.empty() && video.shader.current_postfx_preset < static_cast<int>(postfx_presets.size()))
? postfx_presets[static_cast<size_t>(video.shader.current_postfx_preset)].name
: "";
std::string crtpi_name = (!crtpi_presets.empty() && video.shader.current_crtpi_preset < static_cast<int>(crtpi_presets.size()))
? crtpi_presets[static_cast<size_t>(video.shader.current_crtpi_preset)].name
: "";
file << " postfx_preset: \"" << postfx_name << "\"\n";
file << " crtpi_preset: \"" << crtpi_name << "\"\n";
}
file << " supersampling:\n";
file << " enabled: " << boolToString(video.supersampling.enabled) << "\n";
file << " linear_upscale: " << boolToString(video.supersampling.linear_upscale) << "\n";
file << " downscale_algo: " << video.supersampling.downscale_algo << "\n";
file << "\n";
// AUDIO
file << "# AUDIO (volume range: 0..100)\n";
file << "audio:\n";
file << " enabled: " << boolToString(audio.enabled) << "\n";
file << " volume: " << audio.volume << "\n";
file << " music:\n";
file << " enabled: " << boolToString(audio.music.enabled) << "\n";
file << " volume: " << audio.music.volume << "\n";
file << " sound:\n";
file << " enabled: " << boolToString(audio.sound.enabled) << "\n";
file << " volume: " << audio.sound.volume << "\n";
file << "\n";
// GAME
file << "# GAME\n";
file << "game:\n";
file << " language: " << static_cast<int>(settings.language) << " # 0: spanish, 1: valencian, 2: english\n";
file << " difficulty: " << static_cast<int>(settings.difficulty) << " # " << static_cast<int>(Difficulty::Code::EASY) << ": easy, " << static_cast<int>(Difficulty::Code::NORMAL) << ": normal, " << static_cast<int>(Difficulty::Code::HARD) << ": hard\n";
file << " autofire: " << boolToString(settings.autofire) << "\n";
file << " shutdown_enabled: " << boolToString(settings.shutdown_enabled) << "\n";
file << " params_file: " << settings.params_file << "\n";
file << "\n";
// CONTROLLERS
file << "# CONTROLLERS\n";
file << "controllers:\n";
gamepad_manager.saveToFile(file);
file << "\n";
// KEYBOARD
file << "# KEYBOARD\n";
file << "keyboard:\n";
file << " player: " << static_cast<int>(keyboard.player_id) << "\n";
file.close();
return true;
}
// Asigna el teclado al jugador
void setKeyboardToPlayer(Player::Id player_id) {
keyboard.player_id = player_id;
}
// Intercambia el teclado de jugador
void swapKeyboard() {
keyboard.player_id = keyboard.player_id == Player::Id::PLAYER1 ? Player::Id::PLAYER2 : Player::Id::PLAYER1;
}
// Intercambia los jugadores asignados a los dos primeros mandos
void swapControllers() {
gamepad_manager.swapPlayers();
}
// Averigua quien está usando el teclado
auto getPlayerWhoUsesKeyboard() -> Player::Id {
return keyboard.player_id;
}
// Aplica los cambios pendientes copiando los valores a sus variables
void applyPendingChanges() {
if (pending_changes.has_pending_changes) {
settings.language = pending_changes.new_language;
settings.difficulty = pending_changes.new_difficulty;
pending_changes.has_pending_changes = false;
}
}
void checkPendingChanges() {
pending_changes.has_pending_changes = settings.language != pending_changes.new_language ||
settings.difficulty != pending_changes.new_difficulty;
}
// Buscar y asignar un mando disponible por nombre
auto assignGamepadByName(const std::string& gamepad_name_to_find, Player::Id player_id) -> bool {
auto found_gamepad = Input::get()->findAvailableGamepadByName(gamepad_name_to_find);
if (found_gamepad) {
return gamepad_manager.assignGamepadToPlayer(player_id, found_gamepad, found_gamepad->name);
}
return false;
}
// Obtener información de un gamepad específico
auto getGamepadInfo(Player::Id player_id) -> std::string {
try {
const auto& gamepad = gamepad_manager.getGamepad(player_id);
return "Player " + std::to_string(static_cast<int>(player_id)) +
": " + (gamepad.name.empty() ? "No gamepad" : gamepad.name);
} catch (const std::exception&) {
return "Invalid player";
}
}
// Asigna los mandos físicos basándose en la configuración actual.
void GamepadManager::assignAndLinkGamepads() {
auto physical_gamepads = Input::get()->getGamepads();
std::array<std::string, MAX_PLAYERS> desired_paths;
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
desired_paths[i] = gamepads_[i].path;
gamepads_[i].instance = nullptr;
}
std::vector<std::shared_ptr<Input::Gamepad>> assigned_instances;
assignGamepadsByPath(desired_paths, physical_gamepads, assigned_instances);
assignRemainingGamepads(physical_gamepads, assigned_instances);
clearUnassignedGamepadSlots();
}
// --- PRIMERA PASADA: Intenta asignar mandos basándose en la ruta guardada ---
void GamepadManager::assignGamepadsByPath(
const std::array<std::string, MAX_PLAYERS>& desired_paths,
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
const std::string& desired_path = desired_paths[i];
if (desired_path.empty()) {
continue;
}
for (const auto& physical_gamepad : physical_gamepads) {
if (physical_gamepad->path == desired_path && !isGamepadAssigned(physical_gamepad, assigned_instances)) {
gamepads_[i].instance = physical_gamepad;
gamepads_[i].name = physical_gamepad->name;
assigned_instances.push_back(physical_gamepad);
break;
}
}
}
}
// --- SEGUNDA PASADA: Asigna los mandos físicos restantes a los jugadores libres ---
void GamepadManager::assignRemainingGamepads(
const std::vector<std::shared_ptr<Input::Gamepad>>& physical_gamepads, // NOLINT(readability-named-parameter)
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
if (gamepads_[i].instance != nullptr) {
continue;
}
for (const auto& physical_gamepad : physical_gamepads) {
if (!isGamepadAssigned(physical_gamepad, assigned_instances)) {
gamepads_[i].instance = physical_gamepad;
gamepads_[i].name = physical_gamepad->name;
gamepads_[i].path = physical_gamepad->path;
assigned_instances.push_back(physical_gamepad);
break;
}
}
}
}
// --- TERCERA PASADA: Limpia la información "fantasma" de los slots no asignados ---
void GamepadManager::clearUnassignedGamepadSlots() {
for (auto& gamepad_config : gamepads_) {
if (gamepad_config.instance == nullptr) {
gamepad_config.name = Lang::getText("[SERVICE_MENU] NO_CONTROLLER");
gamepad_config.path = "";
}
}
}
auto GamepadManager::isGamepadAssigned(
const std::shared_ptr<Input::Gamepad>& physical_gamepad,
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool { // NOLINT(readability-named-parameter)
return std::ranges::any_of(assigned_instances,
[&physical_gamepad](const auto& assigned) -> auto {
return assigned == physical_gamepad;
});
}
// Convierte un player id a texto segun Lang
auto playerIdToString(Player::Id player_id) -> std::string {
switch (player_id) {
case Player::Id::PLAYER1:
return Lang::getText("[SERVICE_MENU] PLAYER1");
case Player::Id::PLAYER2:
return Lang::getText("[SERVICE_MENU] PLAYER2");
default:
return "";
}
}
// Convierte un texto a player id segun Lang
auto stringToPlayerId(const std::string& name) -> Player::Id {
if (name == Lang::getText("[SERVICE_MENU] PLAYER1")) {
return Player::Id::PLAYER1;
}
if (name == Lang::getText("[SERVICE_MENU] PLAYER2")) {
return Player::Id::PLAYER2;
}
return Player::Id::NO_PLAYER;
}
} // namespace Options