refactor: introduir Config::EngineConfig com a struct POD a core/
Pas 1/N del hallazgo #28. Sense canvi de comportament: Nou: source/core/config/engine_config.hpp - Defineix Config::EngineConfig (POD) amb les sub-structs WindowConfig, RenderingConfig, KeyboardBindings, GamepadBindings, PlayerBindings i el flag console. - Sense singletons ni virtuals; la inversió real es fa en commits posteriors injectant Config::EngineConfig& per constructor. Modificat: source/game/options.hpp - Elimina les struct definitions locals (Window, Rendering, ...). - Afegeix Options::engine_config (única font de veritat). - Conserva Options::window, Options::rendering, player1, player2, keyboard_controls, gamepad_controls i console com a referències inline a camps d'engine_config. Cost runtime zero, callsites existents no requereixen cap canvi. Hallazgo #28 de CODE_REVIEW.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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// engine_config.hpp - Configuració runtime del motor (window, render, input)
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// © 2026 JailDesigner
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//
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// Struct POD que conté la configuració runtime que els sistemes de `core/`
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// llegeixen i muten. La capa de persistència (YAML) viu a `game/options.cpp`,
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// que omple aquesta struct a init() i loadFromFile().
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//
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// Es passa per referència (mutable quan cal) al constructor dels sistemes
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// que la necessiten, mantenint `core/` agnòstic a `game/`.
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#pragma once
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#include <SDL3/SDL.h>
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#include <string>
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namespace Config {
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struct WindowConfig {
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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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struct RenderingConfig {
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int vsync{1}; // 0=disabled, 1=enabled
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};
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struct KeyboardBindings {
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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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struct GamepadBindings {
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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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struct PlayerBindings {
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KeyboardBindings keyboard{};
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GamepadBindings gamepad{};
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std::string gamepad_name; // Empty = auto-assign by index
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};
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struct EngineConfig {
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WindowConfig window{};
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RenderingConfig rendering{};
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PlayerBindings player1{};
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PlayerBindings player2{};
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KeyboardBindings keyboard_controls{}; // Defaults globals per Input
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GamepadBindings gamepad_controls{};
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bool console{false};
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};
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} // namespace Config
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