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>
This commit is contained in:
2026-05-20 18:07:27 +02:00
parent e4b6d2df6a
commit 11e9d6569b
3 changed files with 493 additions and 661 deletions
+440 -570
View File
File diff suppressed because it is too large Load Diff
+46 -80
View File
@@ -6,116 +6,82 @@
namespace Options {
// Estructures de configuración
// Estructures de configuración
struct Window {
struct Window {
int width{1280};
int height{720};
bool fullscreen{false};
float zoom_factor{1.0F}; // Zoom level (0.5x to max_zoom)
};
};
struct Physics {
float rotation_speed{3.14F}; // rad/s
float acceleration{400.0F}; // px/s²
float max_velocity{120.0F}; // px/s
float friction{20.0F}; // px/s²
float enemy_speed{2.0F}; // unitats/frame
float bullet_speed{6.0F}; // unitats/frame
};
struct Gameplay {
int max_enemies{15};
int max_bullets{3};
};
struct Rendering {
struct Rendering {
int vsync{1}; // 0=disabled, 1=enabled
};
};
struct Music {
bool enabled{true};
float volume{0.8F};
};
// Controles de jugadors
struct Sound {
bool enabled{true};
float volume{1.0F};
};
struct Audio {
Music music{};
Sound sound{};
bool enabled{true};
float volume{1.0F};
};
// Controles de jugadors
struct KeyboardControls {
struct KeyboardControls {
SDL_Scancode key_left{SDL_SCANCODE_LEFT};
SDL_Scancode key_right{SDL_SCANCODE_RIGHT};
SDL_Scancode key_thrust{SDL_SCANCODE_UP};
SDL_Scancode key_shoot{SDL_SCANCODE_SPACE};
SDL_Scancode key_start{SDL_SCANCODE_1};
};
};
struct GamepadControls {
struct GamepadControls {
int button_left{SDL_GAMEPAD_BUTTON_DPAD_LEFT};
int button_right{SDL_GAMEPAD_BUTTON_DPAD_RIGHT};
int button_thrust{SDL_GAMEPAD_BUTTON_WEST}; // X button
int button_shoot{SDL_GAMEPAD_BUTTON_SOUTH}; // A button
};
};
struct PlayerControls {
struct PlayerControls {
KeyboardControls keyboard{};
GamepadControls gamepad{};
std::string gamepad_name; // Buit = auto-assignar per índex
};
};
// Variables globals (inline per evitar ODR violations)
// Variables globals (inline per evitar ODR violations)
inline std::string version{}; // Versión del config per validació
inline bool console{false}; // Eixida de debug
inline Window window{};
inline Physics physics{};
inline Gameplay gameplay{};
inline Rendering rendering{};
inline Audio audio{};
inline std::string version{}; // Versión del config per validació
inline bool console{false}; // Eixida de debug
inline Window window{};
inline Rendering rendering{};
// Controles per player
inline PlayerControls player1{
.keyboard =
{.key_left = SDL_SCANCODE_LEFT,
.key_right = SDL_SCANCODE_RIGHT,
.key_thrust = SDL_SCANCODE_UP,
.key_shoot = SDL_SCANCODE_SPACE,
.key_start = SDL_SCANCODE_1},
.gamepad_name = "" // Primer gamepad disponible
};
// Controles per player
inline PlayerControls player1{
.keyboard =
{.key_left = SDL_SCANCODE_LEFT,
.key_right = SDL_SCANCODE_RIGHT,
.key_thrust = SDL_SCANCODE_UP,
.key_shoot = SDL_SCANCODE_SPACE,
.key_start = SDL_SCANCODE_1},
.gamepad_name = "" // Primer gamepad disponible
};
inline PlayerControls player2{
.keyboard =
{.key_left = SDL_SCANCODE_A,
.key_right = SDL_SCANCODE_D,
.key_thrust = SDL_SCANCODE_W,
.key_shoot = SDL_SCANCODE_LSHIFT,
.key_start = SDL_SCANCODE_2},
.gamepad_name = "" // Segon gamepad disponible
};
inline PlayerControls player2{
.keyboard =
{.key_left = SDL_SCANCODE_A,
.key_right = SDL_SCANCODE_D,
.key_thrust = SDL_SCANCODE_W,
.key_shoot = SDL_SCANCODE_LSHIFT,
.key_start = SDL_SCANCODE_2},
.gamepad_name = "" // Segon gamepad disponible
};
// Per compatibilitat con pollo (no utilitzat en orni, pero necessari per Input)
inline KeyboardControls keyboard_controls{};
inline GamepadControls gamepad_controls{};
// Per compatibilitat con pollo (no utilitzat en orni, pero necessari per Input)
inline KeyboardControls keyboard_controls{};
inline GamepadControls gamepad_controls{};
inline std::string config_file_path{}; // Establert per setConfigFile()
inline std::string config_file_path{}; // Establert per setConfigFile()
// Funciones públiques
// Funciones públiques
void init(); // Inicialitzar con valors per defecte
void setConfigFile(
const std::string& path); // Establir ruta del file de config
auto loadFromFile() -> bool; // Carregar config YAML
auto saveToFile() -> bool; // Guardar config YAML
void init(); // Inicialitzar con valors per defecte
void setConfigFile(
const std::string& path); // Establir ruta del file de config
auto loadFromFile() -> bool; // Carregar config YAML
auto saveToFile() -> bool; // Guardar config YAML
} // namespace Options