451 lines
13 KiB
C++
451 lines
13 KiB
C++
#include "options.h"
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#include <SDL3/SDL_log.h> // Para SDL_LogCategory, SDL_LogInfo, SDL_LogError
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#include <algorithm> // Para clamp
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#include <fstream> // Para basic_ostream, operator<<, basic_ostream::...
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#include <utility> // Para swap
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#include <vector> // Para vector
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#include "input.h" // Para InputDeviceToUse
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#include "lang.h" // Para Code
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#include "utils.h" // Para boolToString, stringToBool, getFileName
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#include "asset.h"
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namespace Options
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{
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// --- Variables globales ---
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WindowOptions window; // Opciones de la ventana
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SettingsOptions settings; // Opciones del juego
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VideoOptions video; // Opciones de vídeo
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AudioOptions audio; // Opciones de audio
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std::vector<GamepadOptions> controllers; // Opciones de mando para cada jugador
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PendingChanges pending_changes; // Opciones que se aplican al cerrar
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// Vector con las dificultades
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std::vector<Difficulty> difficulties = {
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{DifficultyCode::EASY, "Easy"},
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{DifficultyCode::NORMAL, "Normal"},
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{DifficultyCode::HARD, "Hard"}};
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// Declaraciones
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bool set(const std::string &var, const std::string &value);
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// Inicializa las opciones del programa
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void init()
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{
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// Opciones de ventana
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window.caption = "Coffee Crisis Arcade Edition";
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window.size = 2;
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// Opciones de video
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video.fullscreen = false;
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video.scale_mode = SDL_ScaleMode::SDL_SCALEMODE_NEAREST;
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video.v_sync = true;
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video.integer_scale = true;
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video.shaders = false;
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// Opciones de audio
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audio.enabled = true;
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audio.volume = 100;
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audio.music.enabled = true;
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audio.music.volume = 100;
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audio.sound.enabled = true;
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audio.sound.volume = 50;
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// Opciones de configuracion
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settings.difficulty = DifficultyCode::NORMAL;
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settings.language = Lang::Code::VALENCIAN;
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settings.autofire = true;
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settings.shutdown_enabled = false;
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settings.is_y_axis_inverted = false;
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settings.clearLastHiScoreEntries();
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settings.config_file = Asset::get()->get("config.txt");
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// Opciones de control
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controllers.clear();
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controllers.resize(2);
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controllers.at(0).player_id = 1;
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controllers.at(1).player_id = 2;
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setKeyboardToPlayer(1);
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// Opciones pendientes
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pending_changes.new_language = settings.language;
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pending_changes.new_difficulty = settings.difficulty;
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pending_changes.has_pending_changes = false;
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}
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// Carga el fichero de configuración
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bool loadFromFile()
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{
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// Inicializa las opciones del programa
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init();
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// Indicador de éxito en la carga
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bool success = true;
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// Variables para manejar el fichero
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std::ifstream file(settings.config_file);
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// Si el fichero se puede abrir
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if (file.good())
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{
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// Procesa el fichero línea a línea
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\nReading file: %s", getFileName(settings.config_file).c_str());
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std::string line;
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while (std::getline(file, line))
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{
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// Comprueba que la línea no sea un comentario
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if (line.substr(0, 1) != "#")
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{
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// Encuentra la posición del carácter '='
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int pos = line.find("=");
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// Procesa las dos subcadenas
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if (!set(line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unknown parameter: %s", line.substr(0, pos).c_str());
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success = false;
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}
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}
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}
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file.close();
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}
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// El fichero no existe
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else
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{
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saveToFile(); // Crea el fichero con los valores por defecto
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}
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// Normaliza los valores
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if (settings.language != Lang::Code::ENGLISH &&
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settings.language != Lang::Code::VALENCIAN &&
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settings.language != Lang::Code::SPANISH)
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{
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settings.language = Lang::Code::ENGLISH;
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}
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return success;
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}
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// Guarda el fichero de configuración
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bool saveToFile()
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{
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std::ofstream file(settings.config_file);
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if (!file.good())
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: %s can't be opened", getFileName(settings.config_file).c_str());
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return false;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Writing file: %s", getFileName(settings.config_file).c_str());
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applyPendingChanges();
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// Opciones de video
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file << "## VIDEO\n";
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file << "## video.scale_mode [" << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_NEAREST) << ": nearest, " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_LINEAR) << ": lineal]\n";
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file << "\n";
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file << "window.zoom=" << window.size << "\n";
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file << "video.fullscreen=" << boolToString(video.fullscreen) << "\n";
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file << "video.scale_mode=" << static_cast<int>(video.scale_mode) << "\n";
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file << "video.v_sync=" << boolToString(video.v_sync) << "\n";
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file << "video.integer_scale=" << boolToString(video.integer_scale) << "\n";
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file << "video.shaders=" << boolToString(video.shaders) << "\n";
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// Opciones de audio
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file << "\n\n## AUDIO\n";
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file << "## volume [0 .. 100]\n";
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file << "\n";
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file << "audio.enabled=" << boolToString(audio.enabled) << "\n";
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file << "audio.volume=" << audio.volume << "\n";
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file << "audio.music.enabled=" << boolToString(audio.music.enabled) << "\n";
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file << "audio.music.volume=" << audio.music.volume << "\n";
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file << "audio.sound.enabled=" << boolToString(audio.sound.enabled) << "\n";
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file << "audio.sound.volume=" << audio.sound.volume << "\n";
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// Opciones del juego
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file << "\n\n## GAME\n";
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file << "## game.language [0: spanish, 1: valencian, 2: english]\n";
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file << "## game.difficulty [" << static_cast<int>(DifficultyCode::EASY) << ": easy, " << static_cast<int>(DifficultyCode::NORMAL) << ": normal, " << static_cast<int>(DifficultyCode::HARD) << ": hard]\n";
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file << "\n";
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file << "game.language=" << static_cast<int>(settings.language) << "\n";
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file << "game.difficulty=" << static_cast<int>(settings.difficulty) << "\n";
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file << "game.autofire=" << boolToString(settings.autofire) << "\n";
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file << "game.shutdown_enabled=" << boolToString(settings.shutdown_enabled) << "\n";
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file << "game.is_y_axis_inverted=" << boolToString(settings.is_y_axis_inverted) << "\n";
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// Opciones de mandos
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file << "\n\n## CONTROLLERS\n";
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int controller_index = 0;
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for (const auto &controller : controllers)
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{
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file << "\n";
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file << "controller." << controller_index << ".name=" << controller.name << "\n";
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file << "controller." << controller_index << ".player=" << controller.player_id << "\n";
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file << "controller." << controller_index << ".type=" << static_cast<int>(controller.type) << "\n";
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file << "controller." << controller_index << ".button.fire_left=" << controller.buttons.at(0) << "\n";
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file << "controller." << controller_index << ".button.fire_center=" << controller.buttons.at(1) << "\n";
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file << "controller." << controller_index << ".button.fire_right=" << controller.buttons.at(2) << "\n";
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file << "controller." << controller_index << ".button.start=" << controller.buttons.at(3) << "\n";
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file << "controller." << controller_index << ".button.service=" << controller.buttons.at(4) << "\n";
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// Incrementa el índice
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++controller_index;
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}
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// Cierra el fichero
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file.close();
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return true;
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}
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// Asigna variables a partir de dos cadenas
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bool set(const std::string &var, const std::string &value)
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{
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// Indicador de éxito en la asignación
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auto success = true;
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// Opciones de video
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if (var == "video.fullscreen")
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{
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video.fullscreen = stringToBool(value);
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}
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else if (var == "window.zoom")
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{
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window.size = std::stoi(value);
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}
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else if (var == "video.scale_mode")
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{
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video.scale_mode = static_cast<SDL_ScaleMode>(std::stoi(value));
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}
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else if (var == "video.shaders")
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{
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video.shaders = stringToBool(value);
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}
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else if (var == "video.integer_scale")
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{
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video.integer_scale = stringToBool(value);
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}
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else if (var == "video.v_sync")
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{
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video.v_sync = stringToBool(value);
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}
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// Opciones de audio
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else if (var == "audio.enabled")
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{
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audio.enabled = stringToBool(value);
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}
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else if (var == "audio.volume")
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{
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audio.volume = std::clamp(std::stoi(value), 0, 100);
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}
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else if (var == "audio.music.enabled")
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{
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audio.music.enabled = stringToBool(value);
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}
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else if (var == "audio.music.volume")
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{
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audio.music.volume = std::clamp(std::stoi(value), 0, 100);
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}
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else if (var == "audio.sound.enabled")
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{
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audio.sound.enabled = stringToBool(value);
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}
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else if (var == "audio.sound.volume")
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{
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audio.sound.volume = std::clamp(std::stoi(value), 0, 100);
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}
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// Opciones de juego
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else if (var == "game.language")
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{
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settings.language = static_cast<Lang::Code>(std::stoi(value));
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pending_changes.new_language = settings.language;
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}
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else if (var == "game.difficulty")
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{
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settings.difficulty = static_cast<DifficultyCode>(std::stoi(value));
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pending_changes.new_difficulty = settings.difficulty;
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}
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else if (var == "game.autofire")
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{
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settings.autofire = stringToBool(value);
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}
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else if (var == "game.shutdown_enabled")
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{
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settings.shutdown_enabled = stringToBool(value);
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}
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else if (var == "game.is_y_axis_inverted")
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{
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settings.is_y_axis_inverted = stringToBool(value);
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}
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// Opciones de mandos
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else if (var == "controller.0.name")
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{
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controllers.at(0).name = value;
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}
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else if (var == "controller.0.player")
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{
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controllers.at(0).player_id = std::clamp(std::stoi(value), 1, 2);
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}
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else if (var == "controller.0.type")
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{
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controllers.at(0).type = static_cast<InputDeviceToUse>(std::stoi(value));
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}
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else if (var == "controller.0.button.fire_left")
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{
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controllers.at(0).buttons.at(0) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.0.button.fire_center")
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{
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controllers.at(0).buttons.at(1) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.0.button.fire_right")
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{
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controllers.at(0).buttons.at(2) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.0.button.start")
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{
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controllers.at(0).buttons.at(3) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.0.button.service")
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{
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controllers.at(0).buttons.at(4) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.1.name")
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{
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controllers.at(1).name = value;
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}
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else if (var == "controller.1.player")
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{
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controllers.at(1).player_id = std::clamp(std::stoi(value), 1, 2);
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}
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else if (var == "controller.1.type")
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{
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controllers.at(1).type = static_cast<InputDeviceToUse>(std::stoi(value));
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}
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else if (var == "controller.1.button.fire_left")
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{
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controllers.at(1).buttons.at(0) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.1.button.fire_center")
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{
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controllers.at(1).buttons.at(1) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.1.button.fire_right")
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{
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controllers.at(1).buttons.at(2) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.1.button.start")
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{
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controllers.at(1).buttons.at(3) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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else if (var == "controller.1.button.service")
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{
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controllers.at(1).buttons.at(4) = static_cast<SDL_GamepadButton>(std::stoi(value));
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}
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// Lineas vacias o que empiezan por comentario
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else if (var.empty() || var.starts_with("#"))
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{
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}
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else
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{
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success = false;
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}
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return success;
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}
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// Asigna el teclado al jugador
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void setKeyboardToPlayer(int player_id)
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{
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for (auto &controller : controllers)
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{
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if (controller.player_id == player_id)
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{
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controller.type = InputDeviceToUse::ANY;
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}
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else
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{
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controller.type = InputDeviceToUse::CONTROLLER;
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}
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}
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}
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// Intercambia el teclado de jugador
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void swapKeyboard()
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{
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std::swap(controllers.at(0).type, controllers.at(1).type);
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}
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// Intercambia los jugadores asignados a los dos primeros mandos
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void swapControllers()
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{
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std::swap(controllers.at(0).player_id, controllers.at(1).player_id);
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std::swap(controllers.at(0).type, controllers.at(1).type);
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}
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// Averigua quien está usando el teclado
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int getPlayerWhoUsesKeyboard()
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{
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for (const auto &controller : controllers)
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{
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if (controller.type == InputDeviceToUse::ANY)
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{
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return controller.player_id;
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}
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}
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return 0;
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}
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// Aplica los cambios pendientes copiando los valores a sus variables
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void applyPendingChanges()
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{
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if (pending_changes.has_pending_changes)
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{
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settings.language = pending_changes.new_language;
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settings.difficulty = pending_changes.new_difficulty;
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pending_changes.has_pending_changes = false;
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}
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}
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void checkPendingChanges()
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{
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if (settings.language != pending_changes.new_language ||
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settings.difficulty != pending_changes.new_difficulty)
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{
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pending_changes.has_pending_changes = true;
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}
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else
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{
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pending_changes.has_pending_changes = false;
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}
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}
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DifficultyCode getDifficultyCodeFromName(const std::string &name)
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{
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for (const auto &difficulty : difficulties)
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{
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if (difficulty.name == name)
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return difficulty.code;
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}
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// Si no se encuentra, devuelve el primero por defecto
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return difficulties[0].code;
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}
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std::string getDifficultyNameFromCode(DifficultyCode code)
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{
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for (const auto &difficulty : difficulties)
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{
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if (difficulty.code == code)
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return difficulty.name;
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}
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// Si no se encuentra, devuelve el nombre del primero por defecto
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return difficulties[0].name;
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}
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} // namespace Options
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