- ambits en la consola
- verifica que la habitacio de debug.yaml existisca
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@@ -204,6 +204,9 @@ void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player
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RenderInfo::get()->toggle();
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}
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// Activar scope de la consola para el editor
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Console::get()->setScope("editor");
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// Resetear enemigos a su posición inicial (pueden haberse movido durante el gameplay)
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room_->resetEnemyPositions(room_data_.enemies);
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@@ -237,9 +240,10 @@ void MapEditor::exit() {
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}
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}
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// Restaurar prompt de la consola y limpiar estado
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// Restaurar prompt y scope de la consola
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selected_enemy_ = -1;
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Console::get()->setPrompt("> ");
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Console::get()->setScope("");
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drag_ = {};
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statusbar_.reset();
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room_.reset();
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@@ -50,6 +50,20 @@ Game::Game(Mode mode)
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current_room_(Defaults::Game::Room::INITIAL),
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spawn_data_(Player::SpawnData(Defaults::Game::Player::SPAWN_X, Defaults::Game::Player::SPAWN_Y, 0, 0, 0, Player::State::ON_GROUND, Defaults::Game::Player::SPAWN_FLIP)) {
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#endif
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#ifdef _DEBUG
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// Validar que la room de debug existe; si no, fallback a la default
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if (Resource::List::get()->get(current_room_).empty()) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Debug room %s not found, using default", current_room_.c_str());
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current_room_ = Defaults::Game::Room::INITIAL;
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spawn_data_ = Player::SpawnData(Defaults::Game::Player::SPAWN_X, Defaults::Game::Player::SPAWN_Y, 0, 0, 0, Player::State::ON_GROUND, Defaults::Game::Player::SPAWN_FLIP);
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auto ss = Debug::get()->getSpawnSettings();
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ss.room = current_room_;
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Debug::get()->setSpawnSettings(ss);
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Debug::get()->saveToFile();
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}
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#endif
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// Crea objetos e inicializa variables
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ItemTracker::init();
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demoInit();
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@@ -444,3 +444,7 @@ auto Console::getVisibleHeight() -> int {
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if (status_ == Status::HIDDEN) { return 0; }
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return static_cast<int>(y_ + height_);
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}
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// Scope de comandos
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void Console::setScope(const std::string& scope) { registry_.setScope(scope); }
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auto Console::getScope() const -> std::string { return registry_.getScope(); }
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@@ -35,6 +35,10 @@ class Console {
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// Prompt configurable (por defecto "> ")
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void setPrompt(const std::string& prompt) { prompt_ = prompt; }
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// Scope de comandos (filtra help y tab completion)
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void setScope(const std::string& scope);
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[[nodiscard]] auto getScope() const -> std::string;
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// Callback llamado al abrir (true) o cerrar (false) la consola
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std::function<void(bool)> on_toggle;
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@@ -1091,6 +1091,17 @@ void CommandRegistry::load(const std::string& yaml_path) {
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const std::string category = cat_node["name"].get_value<std::string>();
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const bool cat_debug_only = cat_node.contains("debug_only") && cat_node["debug_only"].get_value<bool>();
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// Scopes por defecto de la categoría
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std::vector<std::string> cat_scopes;
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if (cat_node.contains("scope")) {
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const auto& scope_node = cat_node["scope"];
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if (scope_node.is_sequence()) {
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for (const auto& s : scope_node) { cat_scopes.push_back(s.get_value<std::string>()); }
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} else {
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cat_scopes.push_back(scope_node.get_value<std::string>());
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}
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}
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if (!cat_node.contains("commands")) { continue; }
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for (const auto& cmd_node : cat_node["commands"]) {
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@@ -1106,6 +1117,20 @@ void CommandRegistry::load(const std::string& yaml_path) {
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def.help_hidden = cmd_node.contains("help_hidden") && cmd_node["help_hidden"].get_value<bool>();
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def.dynamic_completions = cmd_node.contains("dynamic_completions") && cmd_node["dynamic_completions"].get_value<bool>();
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// Scopes: del comando, o hereda de la categoría, o "global" por defecto
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if (cmd_node.contains("scope")) {
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const auto& scope_node = cmd_node["scope"];
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if (scope_node.is_sequence()) {
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for (const auto& s : scope_node) { def.scopes.push_back(s.get_value<std::string>()); }
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} else {
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def.scopes.push_back(scope_node.get_value<std::string>());
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}
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} else if (!cat_scopes.empty()) {
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def.scopes = cat_scopes;
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} else {
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def.scopes.push_back("global");
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}
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// Completions estáticas
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if (cmd_node.contains("completions")) {
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auto completions_node = cmd_node["completions"];
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@@ -1208,13 +1233,40 @@ auto CommandRegistry::generateTerminalHelp() const -> std::string {
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}
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auto CommandRegistry::generateConsoleHelp() const -> std::string {
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if (!active_scope_.empty()) {
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// Con scope activo: listar solo los comandos de ese scope + global
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std::string cmds;
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std::string shortcuts;
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for (const auto& cmd : commands_) {
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if (cmd.help_hidden) { continue; }
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if (!isCommandVisible(cmd)) { continue; }
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std::string kw_lower = cmd.keyword;
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std::ranges::transform(kw_lower, kw_lower.begin(), ::tolower);
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if (!cmds.empty()) { cmds += ", "; }
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cmds += kw_lower;
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}
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std::string result = active_scope_ + " commands:\n" + cmds + "\n";
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// Atajos de teclado del editor
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if (active_scope_ == "editor") {
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result += "\nkeys: 9=editor 8=grid e=eraser m=map";
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}
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result += "\n-- more info on the terminal";
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return result;
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}
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// Sin scope: formato original (release + debug)
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std::string release_cmds;
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std::string debug_cmds;
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for (const auto& cmd : commands_) {
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if (cmd.help_hidden) { continue; }
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// Convertir keyword a minúsculas para la lista
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std::string kw_lower = cmd.keyword;
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std::ranges::transform(kw_lower, kw_lower.begin(), ::tolower);
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@@ -1247,10 +1299,22 @@ auto CommandRegistry::getCompletions(const std::string& path) const -> std::vect
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return {};
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}
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// Comprueba si un comando es visible en el scope activo
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auto CommandRegistry::isCommandVisible(const CommandDef& cmd) const -> bool {
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if (cmd.hidden) { return false; }
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if (active_scope_.empty()) { return true; } // Sin filtro, todo visible
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// Un comando es visible si pertenece al scope activo o al scope "global"
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for (const auto& s : cmd.scopes) {
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if (s == active_scope_ || s == "global") { return true; }
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}
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return false;
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}
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auto CommandRegistry::getVisibleKeywords() const -> std::vector<std::string> {
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std::vector<std::string> result;
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for (const auto& cmd : commands_) {
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if (!cmd.hidden) {
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if (isCommandVisible(cmd)) {
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result.push_back(cmd.keyword);
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}
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}
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@@ -17,6 +17,7 @@ struct CommandDef {
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bool debug_only{false};
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bool help_hidden{false};
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bool dynamic_completions{false};
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std::vector<std::string> scopes; // Ámbitos: "global", "game", "editor", "debug"
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std::unordered_map<std::string, std::vector<std::string>> completions;
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};
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@@ -40,9 +41,11 @@ class CommandRegistry {
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[[nodiscard]] auto generateTerminalHelp() const -> std::string;
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[[nodiscard]] auto generateConsoleHelp() const -> std::string;
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// Scope activo (filtra comandos visibles en help y tab completion)
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void setScope(const std::string& scope) { active_scope_ = scope; }
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[[nodiscard]] auto getScope() const -> const std::string& { return active_scope_; }
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// TAB completion
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// Devuelve las opciones de completado para un path dado (ej: "SHADER", "SHADER PRESET")
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// Combina completions estáticas del YAML con dinámicas registradas en C++
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[[nodiscard]] auto getCompletions(const std::string& path) const -> std::vector<std::string>;
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[[nodiscard]] auto getVisibleKeywords() const -> std::vector<std::string>;
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@@ -51,6 +54,8 @@ class CommandRegistry {
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std::unordered_map<std::string, CommandHandler> handlers_;
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std::unordered_map<std::string, std::vector<std::string>> completions_map_;
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std::unordered_map<std::string, DynamicCompletionProvider> dynamic_providers_;
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std::string active_scope_; // Scope activo ("" = sin filtro, muestra todo)
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void registerHandlers();
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[[nodiscard]] auto isCommandVisible(const CommandDef& cmd) const -> bool;
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};
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