Files
coffee_crisis_arcade_edition/source/options.cpp

449 lines
18 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
// 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; }
// 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 (...) {}
}
if (vid.contains("shaders")) {
try { video.shaders = vid["shaders"].get_value<bool>(); } 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 << " shaders: " << boolToString(video.shaders) << "\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