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:
@@ -9,10 +9,6 @@
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#include <iostream>
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#include <memory>
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#include "debug_overlay.hpp"
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#include "scene.hpp"
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#include "scene_context.hpp"
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#include "global_events.hpp"
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#include "core/audio/audio.hpp"
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#include "core/audio/audio_adapter.hpp"
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#include "core/defaults.hpp"
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@@ -22,11 +18,15 @@
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#include "core/resources/resource_helper.hpp"
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#include "core/resources/resource_loader.hpp"
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#include "core/utils/path_utils.hpp"
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#include "debug_overlay.hpp"
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#include "game/options.hpp"
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#include "game/scenes/game_scene.hpp"
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#include "game/scenes/logo_scene.hpp"
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#include "game/scenes/title_scene.hpp"
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#include "game/options.hpp"
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#include "global_events.hpp"
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#include "project.h"
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#include "scene.hpp"
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#include "scene_context.hpp"
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#ifndef _WIN32
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#include <pwd.h>
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@@ -106,8 +106,6 @@ Director::Director(std::vector<std::string> const& args) {
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std::cout << "Configuración carregada\n";
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std::cout << " Finestra: " << Options::window.width << "×"
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<< Options::window.height << '\n';
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std::cout << " Física: rotation=" << Options::physics.rotation_speed
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<< " rad/s\n";
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std::cout << " Input: " << Input::get()->getNumGamepads()
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<< " gamepad(s) detectat(s)\n";
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}
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@@ -291,8 +289,7 @@ auto Director::buildScene(SceneType type, SDLManager& sdl, SceneContext& context
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}
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}
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void Director::runFrameLoop(Scene& scene, SDLManager& sdl, SceneContext& context,
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System::DebugOverlay& debug_overlay) {
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void Director::runFrameLoop(Scene& scene, SDLManager& sdl, SceneContext& context, System::DebugOverlay& debug_overlay) {
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SDL_Event event;
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Uint64 last_time = SDL_GetTicks();
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@@ -315,8 +312,7 @@ void Director::runFrameLoop(Scene& scene, SDLManager& sdl, SceneContext& context
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if (GlobalEvents::handle(event, sdl, context)) {
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continue;
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}
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if (event.type == SDL_EVENT_KEY_DOWN
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&& event.key.scancode == SDL_SCANCODE_F11) {
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_F11) {
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debug_overlay.toggle();
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continue;
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}
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+58
-188
@@ -11,10 +11,10 @@
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namespace Options {
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// ========== FUNCIONS AUXILIARS PER CONVERSIÓ DE CONTROLES ==========
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// ========== FUNCIONS AUXILIARS PER CONVERSIÓ DE CONTROLES ==========
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// Mapa de SDL_Scancode a string
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static const std::unordered_map<SDL_Scancode, std::string> SCANCODE_TO_STRING = {
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// Mapa de SDL_Scancode a string
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static const std::unordered_map<SDL_Scancode, std::string> SCANCODE_TO_STRING = {
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{SDL_SCANCODE_A, "A"},
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{SDL_SCANCODE_B, "B"},
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{SDL_SCANCODE_C, "C"},
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@@ -67,8 +67,8 @@ static const std::unordered_map<SDL_Scancode, std::string> SCANCODE_TO_STRING =
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{SDL_SCANCODE_LALT, "LALT"},
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{SDL_SCANCODE_RALT, "RALT"}};
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// Mapa invers: string a SDL_Scancode
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static const std::unordered_map<std::string, SDL_Scancode> STRING_TO_SCANCODE = {
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// Mapa invers: string a SDL_Scancode
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static const std::unordered_map<std::string, SDL_Scancode> STRING_TO_SCANCODE = {
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{"A", SDL_SCANCODE_A},
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{"B", SDL_SCANCODE_B},
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{"C", SDL_SCANCODE_C},
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@@ -121,8 +121,8 @@ static const std::unordered_map<std::string, SDL_Scancode> STRING_TO_SCANCODE =
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{"LALT", SDL_SCANCODE_LALT},
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{"RALT", SDL_SCANCODE_RALT}};
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// Mapa de botó de gamepad (int) a string
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static const std::unordered_map<int, std::string> BUTTON_TO_STRING = {
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// Mapa de botó de gamepad (int) a string
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static const std::unordered_map<int, std::string> BUTTON_TO_STRING = {
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{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"}, // A (Xbox), Cross (PS)
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{SDL_GAMEPAD_BUTTON_EAST, "EAST"}, // B (Xbox), Circle (PS)
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{SDL_GAMEPAD_BUTTON_WEST, "WEST"}, // X (Xbox), Square (PS)
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@@ -137,10 +137,10 @@ static const std::unordered_map<int, std::string> BUTTON_TO_STRING = {
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{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
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{100, "L2_AS_BUTTON"}, // Trigger L2 como a botó digital
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{101, "R2_AS_BUTTON"} // Trigger R2 como a botó digital
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};
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};
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// Mapa invers: string a botó de gamepad
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static const std::unordered_map<std::string, int> STRING_TO_BUTTON = {
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// Mapa invers: string a botó de gamepad
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static const std::unordered_map<std::string, int> STRING_TO_BUTTON = {
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{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
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{"EAST", SDL_GAMEPAD_BUTTON_EAST},
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{"WEST", SDL_GAMEPAD_BUTTON_WEST},
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@@ -156,30 +156,30 @@ static const std::unordered_map<std::string, int> STRING_TO_BUTTON = {
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{"L2_AS_BUTTON", 100},
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{"R2_AS_BUTTON", 101}};
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static auto scancodeToString(SDL_Scancode code) -> std::string {
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static auto scancodeToString(SDL_Scancode code) -> std::string {
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auto it = SCANCODE_TO_STRING.find(code);
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return (it != SCANCODE_TO_STRING.end()) ? it->second : "UNKNOWN";
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}
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}
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static auto stringToScancode(const std::string& str) -> SDL_Scancode {
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static auto stringToScancode(const std::string& str) -> SDL_Scancode {
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auto it = STRING_TO_SCANCODE.find(str);
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return (it != STRING_TO_SCANCODE.end()) ? it->second : SDL_SCANCODE_UNKNOWN;
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}
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}
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static auto buttonToString(int button) -> std::string {
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static auto buttonToString(int button) -> std::string {
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auto it = BUTTON_TO_STRING.find(button);
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return (it != BUTTON_TO_STRING.end()) ? it->second : "UNKNOWN";
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}
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}
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static auto stringToButton(const std::string& str) -> int {
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static auto stringToButton(const std::string& str) -> int {
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auto it = STRING_TO_BUTTON.find(str);
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return (it != STRING_TO_BUTTON.end()) ? it->second : SDL_GAMEPAD_BUTTON_INVALID;
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}
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}
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// ========== FI FUNCIONS AUXILIARS ==========
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// ========== FI FUNCIONS AUXILIARS ==========
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// Inicialitzar opciones con valors per defecte de Defaults::
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void init() {
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// Inicialitzar opciones con valors per defecte de Defaults::
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void init() {
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#ifdef _DEBUG
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console = true;
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#else
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@@ -192,44 +192,23 @@ void init() {
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window.fullscreen = Defaults::Window::FULLSCREEN;
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window.zoom_factor = Defaults::Window::BASE_ZOOM;
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// Physics
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physics.rotation_speed = Defaults::Physics::ROTATION_SPEED;
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physics.acceleration = Defaults::Physics::ACCELERATION;
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physics.max_velocity = Defaults::Physics::MAX_VELOCITY;
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physics.friction = Defaults::Physics::FRICTION;
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physics.enemy_speed = Defaults::Physics::ENEMY_SPEED;
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physics.bullet_speed = Defaults::Physics::BULLET_SPEED;
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// Gameplay
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gameplay.max_enemies = Defaults::Entities::MAX_ORNIS;
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gameplay.max_bullets = Defaults::Entities::MAX_BALES;
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// Rendering
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rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
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// Audio
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audio.enabled = Defaults::Audio::ENABLED;
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audio.volume = Defaults::Audio::VOLUME;
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audio.music.enabled = Defaults::Audio::MUSIC_ENABLED;
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audio.music.volume = Defaults::Audio::MUSIC_VOLUME;
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audio.sound.enabled = Defaults::Audio::SOUND_ENABLED;
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audio.sound.volume = Defaults::Audio::SOUND_VOLUME;
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// Version
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version = std::string(Project::VERSION);
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}
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}
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// Establir la ruta del file de configuración
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void setConfigFile(const std::string& path) { config_file_path = path; }
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// Establir la ruta del file de configuración
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void setConfigFile(const std::string& path) { config_file_path = path; }
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// Funciones auxiliars per load seccions del YAML
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// Funciones auxiliars per load seccions del YAML
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// Lee un campo escalar del YAML aplicando un validador; si la clau no
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// existe, deja `dest` intacto; si la conversió o la validació fallen,
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// asigna `fallback`. Estàtic per quedar dins de la unitat de traducció.
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template <typename T, typename Validator>
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static void readField(const fkyaml::node& parent, const char* key, T& dest,
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T fallback, Validator&& validate) {
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// Lee un campo escalar del YAML aplicando un validador; si la clau no
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// existe, deja `dest` intacto; si la conversió o la validació fallen,
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// asigna `fallback`. Estàtic per quedar dins de la unitat de traducció.
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template <typename T, typename Validator>
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static void readField(const fkyaml::node& parent, const char* key, T& dest, T fallback, Validator&& validate) {
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if (!parent.contains(key)) {
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return;
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}
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@@ -239,11 +218,11 @@ static void readField(const fkyaml::node& parent, const char* key, T& dest,
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} catch (...) {
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dest = fallback;
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}
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}
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}
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// Variant sin validador: només lectura amb fallback en cas d'error.
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template <typename T>
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static void readField(const fkyaml::node& parent, const char* key, T& dest, T fallback) {
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// Variant sin validador: només lectura amb fallback en cas d'error.
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template <typename T>
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static void readField(const fkyaml::node& parent, const char* key, T& dest, T fallback) {
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if (!parent.contains(key)) {
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return;
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}
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@@ -252,72 +231,28 @@ static void readField(const fkyaml::node& parent, const char* key, T& dest, T fa
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} catch (...) {
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dest = fallback;
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}
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}
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}
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static void loadWindowConfigFromYaml(const fkyaml::node& yaml) {
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static void loadWindowConfigFromYaml(const fkyaml::node& yaml) {
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if (!yaml.contains("window")) {
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return;
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}
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const auto& win = yaml["window"];
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readField(win, "width", window.width, Defaults::Window::WIDTH,
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[](int v) { return v >= Defaults::Window::MIN_WIDTH; });
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readField(win, "height", window.height, Defaults::Window::HEIGHT,
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[](int v) { return v >= Defaults::Window::MIN_HEIGHT; });
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readField(win, "width", window.width, Defaults::Window::WIDTH, [](int v) { return v >= Defaults::Window::MIN_WIDTH; });
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readField(win, "height", window.height, Defaults::Window::HEIGHT, [](int v) { return v >= Defaults::Window::MIN_HEIGHT; });
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readField(win, "fullscreen", window.fullscreen, false);
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if (win.contains("zoom_factor")) {
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readField(win, "zoom_factor", window.zoom_factor, Defaults::Window::BASE_ZOOM,
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[](float v) { return v >= Defaults::Window::MIN_ZOOM && v <= 10.0F; });
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readField(win, "zoom_factor", window.zoom_factor, Defaults::Window::BASE_ZOOM, [](float v) { return v >= Defaults::Window::MIN_ZOOM && v <= 10.0F; });
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} else {
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// Legacy config: infer zoom from width
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window.zoom_factor = static_cast<float>(window.width) / Defaults::Window::WIDTH;
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window.zoom_factor = std::max(Defaults::Window::MIN_ZOOM, window.zoom_factor);
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}
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}
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static void loadPhysicsConfigFromYaml(const fkyaml::node& yaml) {
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if (!yaml.contains("physics")) {
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return;
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}
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const auto& phys = yaml["physics"];
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constexpr auto POSITIVE = [](float v) { return v > 0.0F; };
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readField(phys, "rotation_speed", physics.rotation_speed, Defaults::Physics::ROTATION_SPEED, POSITIVE);
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readField(phys, "acceleration", physics.acceleration, Defaults::Physics::ACCELERATION, POSITIVE);
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readField(phys, "max_velocity", physics.max_velocity, Defaults::Physics::MAX_VELOCITY, POSITIVE);
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readField(phys, "friction", physics.friction, Defaults::Physics::FRICTION, POSITIVE);
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readField(phys, "enemy_speed", physics.enemy_speed, Defaults::Physics::ENEMY_SPEED, POSITIVE);
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readField(phys, "bullet_speed", physics.bullet_speed, Defaults::Physics::BULLET_SPEED, POSITIVE);
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}
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static void loadGameplayConfigFromYaml(const fkyaml::node& yaml) {
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if (yaml.contains("gameplay")) {
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const auto& game = yaml["gameplay"];
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if (game.contains("max_enemies")) {
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try {
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auto val = game["max_enemies"].get_value<int>();
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gameplay.max_enemies =
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(val > 0 && val <= 50) ? val : Defaults::Entities::MAX_ORNIS;
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} catch (...) {
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gameplay.max_enemies = Defaults::Entities::MAX_ORNIS;
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}
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}
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if (game.contains("max_bullets")) {
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try {
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auto val = game["max_bullets"].get_value<int>();
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gameplay.max_bullets =
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(val > 0 && val <= 10) ? val : Defaults::Entities::MAX_BALES;
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} catch (...) {
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gameplay.max_bullets = Defaults::Entities::MAX_BALES;
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}
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}
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}
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}
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static void loadRenderingConfigFromYaml(const fkyaml::node& yaml) {
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static void loadRenderingConfigFromYaml(const fkyaml::node& yaml) {
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if (yaml.contains("rendering")) {
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const auto& rend = yaml["rendering"];
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@@ -331,45 +266,10 @@ static void loadRenderingConfigFromYaml(const fkyaml::node& yaml) {
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}
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}
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}
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}
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static void loadAudioMusicSection(const fkyaml::node& aud) {
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if (!aud.contains("music")) {
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return;
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}
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const auto& mus = aud["music"];
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constexpr auto UNIT_RANGE = [](float v) { return v >= 0.0F && v <= 1.0F; };
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readField(mus, "enabled", audio.music.enabled, Defaults::Audio::MUSIC_ENABLED);
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readField(mus, "volume", audio.music.volume, Defaults::Audio::MUSIC_VOLUME, UNIT_RANGE);
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}
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static void loadAudioSoundSection(const fkyaml::node& aud) {
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if (!aud.contains("sound")) {
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return;
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}
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const auto& snd = aud["sound"];
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constexpr auto UNIT_RANGE = [](float v) { return v >= 0.0F && v <= 1.0F; };
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readField(snd, "enabled", audio.sound.enabled, Defaults::Audio::SOUND_ENABLED);
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readField(snd, "volume", audio.sound.volume, Defaults::Audio::SOUND_VOLUME, UNIT_RANGE);
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}
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static void loadAudioConfigFromYaml(const fkyaml::node& yaml) {
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if (!yaml.contains("audio")) {
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return;
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}
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const auto& aud = yaml["audio"];
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constexpr auto UNIT_RANGE = [](float v) { return v >= 0.0F && v <= 1.0F; };
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readField(aud, "enabled", audio.enabled, Defaults::Audio::ENABLED);
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readField(aud, "volume", audio.volume, Defaults::Audio::VOLUME, UNIT_RANGE);
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loadAudioMusicSection(aud);
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loadAudioSoundSection(aud);
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}
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// Carregar controls del player 1 desde YAML
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static void loadPlayer1ControlsFromYaml(const fkyaml::node& yaml) {
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// Carregar controls del player 1 desde YAML
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static void loadPlayer1ControlsFromYaml(const fkyaml::node& yaml) {
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if (!yaml.contains("player1")) {
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return;
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}
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@@ -414,10 +314,10 @@ static void loadPlayer1ControlsFromYaml(const fkyaml::node& yaml) {
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if (p1.contains("gamepad_name")) {
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player1.gamepad_name = p1["gamepad_name"].get_value<std::string>();
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}
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}
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}
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// Carregar controls del player 2 desde YAML
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static void loadPlayer2ControlsFromYaml(const fkyaml::node& yaml) {
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// Carregar controls del player 2 desde YAML
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static void loadPlayer2ControlsFromYaml(const fkyaml::node& yaml) {
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if (!yaml.contains("player2")) {
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return;
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}
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@@ -462,10 +362,10 @@ static void loadPlayer2ControlsFromYaml(const fkyaml::node& yaml) {
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if (p2.contains("gamepad_name")) {
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player2.gamepad_name = p2["gamepad_name"].get_value<std::string>();
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}
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}
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}
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// Carregar configuración des del file YAML
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auto loadFromFile() -> bool {
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// Carregar configuración des del file YAML
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auto loadFromFile() -> bool {
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const std::string CONFIG_VERSION = std::string(Project::VERSION);
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std::ifstream file(config_file_path);
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@@ -507,10 +407,7 @@ auto loadFromFile() -> bool {
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// Carregar seccions
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loadWindowConfigFromYaml(yaml);
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loadPhysicsConfigFromYaml(yaml);
|
||||
loadGameplayConfigFromYaml(yaml);
|
||||
loadRenderingConfigFromYaml(yaml);
|
||||
loadAudioConfigFromYaml(yaml);
|
||||
loadPlayer1ControlsFromYaml(yaml);
|
||||
loadPlayer2ControlsFromYaml(yaml);
|
||||
|
||||
@@ -531,10 +428,10 @@ auto loadFromFile() -> bool {
|
||||
saveToFile();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Guardar controls del player 1 a YAML
|
||||
static void savePlayer1ControlsToYaml(std::ofstream& file) {
|
||||
// Guardar controls del player 1 a YAML
|
||||
static void savePlayer1ControlsToYaml(std::ofstream& file) {
|
||||
file << "# CONTROLS JUGADOR 1\n";
|
||||
file << "player1:\n";
|
||||
file << " keyboard:\n";
|
||||
@@ -548,10 +445,10 @@ static void savePlayer1ControlsToYaml(std::ofstream& file) {
|
||||
file << " button_thrust: " << buttonToString(player1.gamepad.button_thrust) << "\n";
|
||||
file << " button_shoot: " << buttonToString(player1.gamepad.button_shoot) << "\n";
|
||||
file << " gamepad_name: \"" << player1.gamepad_name << "\" # Buit = primer disponible\n\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Guardar controls del player 2 a YAML
|
||||
static void savePlayer2ControlsToYaml(std::ofstream& file) {
|
||||
// Guardar controls del player 2 a YAML
|
||||
static void savePlayer2ControlsToYaml(std::ofstream& file) {
|
||||
file << "# CONTROLS JUGADOR 2\n";
|
||||
file << "player2:\n";
|
||||
file << " keyboard:\n";
|
||||
@@ -565,10 +462,10 @@ static void savePlayer2ControlsToYaml(std::ofstream& file) {
|
||||
file << " button_thrust: " << buttonToString(player2.gamepad.button_thrust) << "\n";
|
||||
file << " button_shoot: " << buttonToString(player2.gamepad.button_shoot) << "\n";
|
||||
file << " gamepad_name: \"" << player2.gamepad_name << "\" # Buit = segon disponible\n\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Guardar configuración al file YAML
|
||||
auto saveToFile() -> bool {
|
||||
// Guardar configuración al file YAML
|
||||
auto saveToFile() -> bool {
|
||||
std::ofstream file(config_file_path);
|
||||
if (!file.is_open()) {
|
||||
if (console) {
|
||||
@@ -592,37 +489,10 @@ auto saveToFile() -> bool {
|
||||
file << " fullscreen: " << (window.fullscreen ? "true" : "false") << "\n";
|
||||
file << " zoom_factor: " << window.zoom_factor << " # 0.5x-max (0.1 increments)\n\n";
|
||||
|
||||
file << "# FÍSICA (todos los valors en px/s, rad/s, etc.)\n";
|
||||
file << "physics:\n";
|
||||
file << " rotation_speed: " << physics.rotation_speed << " # rad/s\n";
|
||||
file << " acceleration: " << physics.acceleration << " # px/s²\n";
|
||||
file << " max_velocity: " << physics.max_velocity << " # px/s\n";
|
||||
file << " friction: " << physics.friction << " # px/s²\n";
|
||||
file << " enemy_speed: " << physics.enemy_speed
|
||||
<< " # unitats/frame\n";
|
||||
file << " bullet_speed: " << physics.bullet_speed
|
||||
<< " # unitats/frame\n\n";
|
||||
|
||||
file << "# GAMEPLAY\n";
|
||||
file << "gameplay:\n";
|
||||
file << " max_enemies: " << gameplay.max_enemies << "\n";
|
||||
file << " max_bullets: " << gameplay.max_bullets << "\n\n";
|
||||
|
||||
file << "# RENDERITZACIÓ\n";
|
||||
file << "rendering:\n";
|
||||
file << " vsync: " << rendering.vsync << " # 0=disabled, 1=enabled\n\n";
|
||||
|
||||
file << "# AUDIO\n";
|
||||
file << "audio:\n";
|
||||
file << " enabled: " << (audio.enabled ? "true" : "false") << "\n";
|
||||
file << " volume: " << audio.volume << " # 0.0 to 1.0\n";
|
||||
file << " music:\n";
|
||||
file << " enabled: " << (audio.music.enabled ? "true" : "false") << "\n";
|
||||
file << " volume: " << audio.music.volume << " # 0.0 to 1.0\n";
|
||||
file << " sound:\n";
|
||||
file << " enabled: " << (audio.sound.enabled ? "true" : "false") << "\n";
|
||||
file << " volume: " << audio.sound.volume << " # 0.0 to 1.0\n\n";
|
||||
|
||||
// Guardar controls de jugadors
|
||||
savePlayer1ControlsToYaml(file);
|
||||
savePlayer2ControlsToYaml(file);
|
||||
@@ -634,6 +504,6 @@ auto saveToFile() -> bool {
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Options
|
||||
|
||||
+31
-65
@@ -6,85 +6,51 @@
|
||||
|
||||
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{
|
||||
// Controles per player
|
||||
inline PlayerControls player1{
|
||||
.keyboard =
|
||||
{.key_left = SDL_SCANCODE_LEFT,
|
||||
.key_right = SDL_SCANCODE_RIGHT,
|
||||
@@ -92,9 +58,9 @@ inline PlayerControls player1{
|
||||
.key_shoot = SDL_SCANCODE_SPACE,
|
||||
.key_start = SDL_SCANCODE_1},
|
||||
.gamepad_name = "" // Primer gamepad disponible
|
||||
};
|
||||
};
|
||||
|
||||
inline PlayerControls player2{
|
||||
inline PlayerControls player2{
|
||||
.keyboard =
|
||||
{.key_left = SDL_SCANCODE_A,
|
||||
.key_right = SDL_SCANCODE_D,
|
||||
@@ -102,20 +68,20 @@ inline PlayerControls player2{
|
||||
.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(
|
||||
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
|
||||
auto loadFromFile() -> bool; // Carregar config YAML
|
||||
auto saveToFile() -> bool; // Guardar config YAML
|
||||
|
||||
} // namespace Options
|
||||
|
||||
Reference in New Issue
Block a user