refactor: eliminar Options::physics/audio/gameplay (codi mort)
Aquestes tres seccions s'estaven carregant del YAML, parsejant, validant i escrivint, però cap d'elles tenia consumidor en runtime: - Options::physics: l'únic call-site era un std::cout informatiu a director.cpp:109. Ship/Enemy/Bullet llegeixen Defaults::Physics directament. - Options::audio: explícitament desacoblat (audio.hpp:22-25) — la font de configuració era Defaults::Audio via Audio::Config. - Options::gameplay: zero readers. Els arrays són compile-time. Esborrats: - Structs Physics/Gameplay/Music/Sound/Audio i les globals. - Defaults a init(), helpers loadXxxConfigFromYaml, secció escrita a saveToFile, crides al loadFromFile. - La línia "Física: rotation=..." del console output del Director. Es manté Options::window i Options::rendering (sí utilitzats). Hallazgo #21 de CODE_REVIEW.md (opció a: borrar). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -6,116 +6,82 @@
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namespace Options {
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// Estructures de configuración
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// Estructures de configuración
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struct Window {
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struct Window {
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int width{1280};
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int height{720};
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bool fullscreen{false};
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float zoom_factor{1.0F}; // Zoom level (0.5x to max_zoom)
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};
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};
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struct Physics {
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float rotation_speed{3.14F}; // rad/s
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float acceleration{400.0F}; // px/s²
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float max_velocity{120.0F}; // px/s
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float friction{20.0F}; // px/s²
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float enemy_speed{2.0F}; // unitats/frame
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float bullet_speed{6.0F}; // unitats/frame
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};
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struct Gameplay {
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int max_enemies{15};
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int max_bullets{3};
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};
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struct Rendering {
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struct Rendering {
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int vsync{1}; // 0=disabled, 1=enabled
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};
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};
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struct Music {
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bool enabled{true};
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float volume{0.8F};
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};
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// Controles de jugadors
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struct Sound {
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bool enabled{true};
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float volume{1.0F};
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};
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struct Audio {
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Music music{};
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Sound sound{};
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bool enabled{true};
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float volume{1.0F};
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};
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// Controles de jugadors
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struct KeyboardControls {
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struct KeyboardControls {
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SDL_Scancode key_left{SDL_SCANCODE_LEFT};
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SDL_Scancode key_right{SDL_SCANCODE_RIGHT};
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SDL_Scancode key_thrust{SDL_SCANCODE_UP};
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SDL_Scancode key_shoot{SDL_SCANCODE_SPACE};
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SDL_Scancode key_start{SDL_SCANCODE_1};
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};
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};
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struct GamepadControls {
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struct GamepadControls {
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int button_left{SDL_GAMEPAD_BUTTON_DPAD_LEFT};
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int button_right{SDL_GAMEPAD_BUTTON_DPAD_RIGHT};
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int button_thrust{SDL_GAMEPAD_BUTTON_WEST}; // X button
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int button_shoot{SDL_GAMEPAD_BUTTON_SOUTH}; // A button
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};
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};
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struct PlayerControls {
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struct PlayerControls {
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KeyboardControls keyboard{};
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GamepadControls gamepad{};
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std::string gamepad_name; // Buit = auto-assignar per índex
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};
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};
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// Variables globals (inline per evitar ODR violations)
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// Variables globals (inline per evitar ODR violations)
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inline std::string version{}; // Versión del config per validació
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inline bool console{false}; // Eixida de debug
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inline Window window{};
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inline Physics physics{};
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inline Gameplay gameplay{};
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inline Rendering rendering{};
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inline Audio audio{};
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inline std::string version{}; // Versión del config per validació
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inline bool console{false}; // Eixida de debug
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inline Window window{};
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inline Rendering rendering{};
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// Controles per player
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inline PlayerControls player1{
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.keyboard =
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{.key_left = SDL_SCANCODE_LEFT,
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.key_right = SDL_SCANCODE_RIGHT,
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.key_thrust = SDL_SCANCODE_UP,
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.key_shoot = SDL_SCANCODE_SPACE,
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.key_start = SDL_SCANCODE_1},
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.gamepad_name = "" // Primer gamepad disponible
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};
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// Controles per player
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inline PlayerControls player1{
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.keyboard =
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{.key_left = SDL_SCANCODE_LEFT,
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.key_right = SDL_SCANCODE_RIGHT,
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.key_thrust = SDL_SCANCODE_UP,
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.key_shoot = SDL_SCANCODE_SPACE,
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.key_start = SDL_SCANCODE_1},
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.gamepad_name = "" // Primer gamepad disponible
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};
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inline PlayerControls player2{
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.keyboard =
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{.key_left = SDL_SCANCODE_A,
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.key_right = SDL_SCANCODE_D,
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.key_thrust = SDL_SCANCODE_W,
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.key_shoot = SDL_SCANCODE_LSHIFT,
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.key_start = SDL_SCANCODE_2},
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.gamepad_name = "" // Segon gamepad disponible
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};
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inline PlayerControls player2{
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.keyboard =
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{.key_left = SDL_SCANCODE_A,
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.key_right = SDL_SCANCODE_D,
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.key_thrust = SDL_SCANCODE_W,
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.key_shoot = SDL_SCANCODE_LSHIFT,
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.key_start = SDL_SCANCODE_2},
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.gamepad_name = "" // Segon gamepad disponible
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};
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// Per compatibilitat con pollo (no utilitzat en orni, pero necessari per Input)
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inline KeyboardControls keyboard_controls{};
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inline GamepadControls gamepad_controls{};
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// Per compatibilitat con pollo (no utilitzat en orni, pero necessari per Input)
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inline KeyboardControls keyboard_controls{};
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inline GamepadControls gamepad_controls{};
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inline std::string config_file_path{}; // Establert per setConfigFile()
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inline std::string config_file_path{}; // Establert per setConfigFile()
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// Funciones públiques
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// Funciones públiques
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void init(); // Inicialitzar con valors per defecte
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void setConfigFile(
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const std::string& path); // Establir ruta del file de config
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auto loadFromFile() -> bool; // Carregar config YAML
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auto saveToFile() -> bool; // Guardar config YAML
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void init(); // Inicialitzar con valors per defecte
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void setConfigFile(
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const std::string& path); // Establir ruta del file de config
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auto loadFromFile() -> bool; // Carregar config YAML
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auto saveToFile() -> bool; // Guardar config YAML
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} // namespace Options
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