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JailDesigner cefafe99e4 feat(service_menu): triggers L2/R2 navegables + so al rebind
El menu de servei nomes processava AXIS_MOTION dels sticks i descartava
els triggers. Com SDL3 mai emet button events per a L2/R2 (nomes axis),
rebindar FIRE o ACCEL a un trigger feia que no funcionaren al menu, fins
i tot estant correctament al joc per via del poll de Input::checkTriggerInput.
Afegim edge-detect dels dos triggers al handleGamepadAxis i, quan creuen
el llindar, mirem si el codi virtual (100=L2, 101=R2) coincideix amb el
binding de FIRE → activateCurrent, o ACCEL → popPage. Estat held per
trigger per evitar repeticions mentre es mante premut.

DefineInputs ara reprodueix el so accept del menu en cada captura
valida, que estava silent i no donava feedback al rebind.

Tambe extraiem processStickX/Y i processTriggerEdge per mantenir
handleGamepadAxis com a dispatcher i sota el llindar de complexitat
cognitiva del clang-tidy.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 22:38:10 +02:00

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// service_menu.cpp - Implementacio del menu de servei
// © 2026 JailDesigner
#include "core/system/service_menu.hpp"
#include <algorithm>
#include <cctype>
#include <cmath>
#include <cstddef>
#include <format>
#include <utility>
#include "core/audio/audio.hpp"
#include "core/config/engine_config.hpp"
#include "core/defaults/audio.hpp"
#include "core/defaults/rendering.hpp"
#include "core/defaults/service_menu.hpp"
#include "core/input/define_inputs.hpp"
#include "core/input/input.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/sdl_manager.hpp"
#include "core/system/debug_overlay.hpp"
#include "core/system/notifier.hpp"
#include "core/system/relaunch.hpp"
#include "core/types.hpp"
#include "core/utils/string_utils.hpp"
#include "game/config_yaml.hpp"
#include "project.h"
namespace {
// Easing ease-out quadratic per a l'obertura/tancament. Identic a
// aee_arcade service_menu.cpp:114-120.
auto easeOutQuad(float t) -> float {
t = std::clamp(t, 0.0F, 1.0F);
const float INV = 1.0F - t;
return 1.0F - (INV * INV);
}
// Canvas logic del joc (constants compartides amb la resta del renderer).
constexpr float CANVAS_W = 1280.0F;
constexpr float CANVAS_H = 720.0F;
// Crida pushRect amb un SDL_Color (els components s'escalen a [0..1]).
void fillRect(Rendering::Renderer* renderer, float x, float y, float w, float h, SDL_Color color) {
renderer->pushRect(x, y, w, h, static_cast<float>(color.r) / 255.0F, static_cast<float>(color.g) / 255.0F, static_cast<float>(color.b) / 255.0F, static_cast<float>(color.a) / 255.0F);
}
void playSelectSound() {
if (auto* audio = Audio::get(); audio != nullptr) {
audio->playSound(Defaults::ServiceMenu::SELECT_SOUND, Audio::Group::INTERFACE);
}
}
void playAcceptSound() {
if (auto* audio = Audio::get(); audio != nullptr) {
audio->playSound(Defaults::ServiceMenu::ACCEPT_SOUND, Audio::Group::INTERFACE);
}
}
// Resol el text del label d'un item: prioritza label_text (literal) sobre
// label_key (locale). Retorna cadena buida si tots dos son buits.
auto resolveLabel(const System::ServiceMenu::Item& item) -> std::string {
if (!item.label_text.empty()) {
return item.label_text;
}
if (item.label_key.empty()) {
return {};
}
return Locale::get().text(item.label_key);
}
// ---- Helpers de la pagina CONTROLS ----
auto padDisplayName(int player_index) -> std::string {
const auto* input = Input::get();
if (input == nullptr) {
return Locale::get().text("service_menu.controls_no_pad");
}
auto pad = input->getPlayerGamepad(player_index);
if (!pad) {
return Locale::get().text("service_menu.controls_no_pad");
}
return Utils::toUpperAscii(pad->name);
}
// Index del pad assignat dins de la llista. Retorna pads.size() per
// representar el slot virtual SENSE MANDO (al final del cycle).
auto findAssignedIndex(const std::vector<std::shared_ptr<Input::Gamepad>>& pads,
const Config::PlayerBindings& pcfg) -> std::size_t {
for (std::size_t i = 0; i < pads.size(); ++i) {
if (pads[i] && !pcfg.gamepad_path.empty() && pads[i]->path == pcfg.gamepad_path) {
return i;
}
}
for (std::size_t i = 0; i < pads.size(); ++i) {
if (pads[i] && !pcfg.gamepad_name.empty() && pads[i]->name == pcfg.gamepad_name) {
return i;
}
}
return pads.size(); // Slot virtual "sense mando"
}
// Aplica les noves assignacions a Input. Si ha hagut swap, refresca els
// dos jugadors; en cas contrari nomes el que ha canviat.
void reapplyBindings(int player_index, bool swap_other) {
auto* input = Input::get();
if (input == nullptr) {
return;
}
if (player_index == 0) {
input->applyPlayer1Bindings(ConfigYaml::engine_config.player1);
if (swap_other) {
input->applyPlayer2Bindings(ConfigYaml::engine_config.player2);
}
} else {
input->applyPlayer2Bindings(ConfigYaml::engine_config.player2);
if (swap_other) {
input->applyPlayer1Bindings(ConfigYaml::engine_config.player1);
}
}
}
// Assigna un pad concret (per nom+path) a un jugador i ho persisteix.
// Si l'altre jugador ja tenia eixe pad, fa swap: l'altre rep
// l'assignacio prèvia d'aquest. Per desasignar, passar new_name i
// new_path buits.
void assignPadToPlayer(int player_index, const std::string& new_name, const std::string& new_path) {
auto& pcfg = (player_index == 0)
? ConfigYaml::engine_config.player1
: ConfigYaml::engine_config.player2;
auto& other = (player_index == 0)
? ConfigYaml::engine_config.player2
: ConfigYaml::engine_config.player1;
// Detecta conflicte amb l'altre jugador per fer swap. Prioritzem
// path (mateix criteri que resolvePlayerGamepad); si nomes tenim
// nom (mando reconegut sense path), comparem per nom.
const bool CONFLICT = !new_path.empty() && other.gamepad_path == new_path;
const bool CONFLICT_BY_NAME = !new_name.empty() && new_path.empty() &&
other.gamepad_name == new_name;
const bool DO_SWAP = CONFLICT || CONFLICT_BY_NAME;
const std::string PREV_NAME = pcfg.gamepad_name;
const std::string PREV_PATH = pcfg.gamepad_path;
pcfg.gamepad_name = new_name;
pcfg.gamepad_path = new_path;
if (DO_SWAP) {
other.gamepad_name = PREV_NAME;
other.gamepad_path = PREV_PATH;
}
reapplyBindings(player_index, DO_SWAP);
ConfigYaml::saveToFile();
}
// Arranca un rebind o avisa si el jugador no te pad. Retorna true si el
// rebind ha començat (el caller ha de tancar el menu).
auto startDefine(System::DefineInputs::Mode mode, System::DefineInputs::Player pl) -> bool {
auto* di = System::DefineInputs::get();
if (di == nullptr) {
return false;
}
if (!di->begin(mode, pl)) {
if (auto* n = System::Notifier::get(); n != nullptr) {
n->notifyWarn(Locale::get().text("define.no_gamepad"));
}
return false;
}
return true;
}
} // namespace
namespace System {
std::unique_ptr<ServiceMenu> ServiceMenu::instance;
void ServiceMenu::init(Rendering::Renderer* renderer, SDLManager* sdl, DebugOverlay* debug_overlay) {
instance.reset(new ServiceMenu(renderer, sdl, debug_overlay));
}
void ServiceMenu::destroy() {
instance.reset();
}
auto ServiceMenu::get() -> ServiceMenu* {
return instance.get();
}
ServiceMenu::ServiceMenu(Rendering::Renderer* renderer, SDLManager* sdl, DebugOverlay* debug_overlay)
: renderer_(renderer),
sdl_(sdl),
debug_overlay_(debug_overlay),
text_(renderer) {}
auto ServiceMenu::isOpen() const -> bool {
return open_;
}
void ServiceMenu::toggle() {
if (!open_) {
open_ = true;
closing_ = false;
open_anim_ = 0.0F;
animated_h_ = 0.0F;
highlight_snap_ = true; // primera frame: enganxar el highlight al cursor
buildRootPage();
// L'ample comença ja al valor objectiu (la caixa surt amb l'amplada
// final i nomes anima l'alçada). L'ample s'animarà despres entre
// pagines (push/pop).
animated_w_ = computeTargetWidth();
playAcceptSound();
return;
}
// Ja obert: iniciem tancament. open_ es mante a true fins que l'animacio
// arriba a 0, per a permetre que update() segueixi avançant open_anim_.
closing_ = true;
playAcceptSound();
}
namespace {
// Helper local: construeix un item de tipus SUBMENU amb el callback
// d'entrada. Es manté local a aquesta TU per a poder construir la
// pagina arrel a buildRootPage sense designed-initializers parcials
// (clang-tidy es queixa quan en falten).
auto makeSubmenu(const std::string& label_key, std::function<void()> on_activate) -> ServiceMenu::Item {
return ServiceMenu::Item{
.kind = ServiceMenu::Kind::SUBMENU,
.label_key = label_key,
.label_text = {},
.selectable = true,
.on_activate = std::move(on_activate),
.get_value_text = {},
.on_change = {},
};
}
} // namespace
void ServiceMenu::buildRootPage() {
Page root;
root.title_key = "service_menu.title";
root.items = {
makeSubmenu("service_menu.video", [this] { pushPage(buildVideoPage()); }),
makeSubmenu("service_menu.audio", [this] { pushPage(buildAudioPage()); }),
makeSubmenu("service_menu.options", [this] { pushPage(buildOptionsPage()); }),
makeSubmenu("service_menu.controls", [this] { pushPage(buildControlsPage()); }),
makeSubmenu("service_menu.system", [this] { pushPage(buildSystemPage()); }),
};
stack_.clear();
stack_.push_back(std::move(root));
}
auto ServiceMenu::buildVideoPage() -> Page {
// Helper: localitza ON/OFF per a TOGGLE items.
auto on_off_text = [](bool v) -> std::string {
return Locale::get().text(v ? "service_menu.value_on" : "service_menu.value_off");
};
SDLManager* sdl = sdl_;
Page page;
page.title_key = "service_menu.video";
page.items = {
// ZOOM (INT_RANGE-style: ± delega a sdl.increase/decreaseWindowSize).
Item{
.kind = Kind::INT_RANGE,
.label_key = "service_menu.video_zoom",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [sdl] { return std::format("{:.1f}X", sdl->getScaleFactor()); },
.on_change = [sdl](int dir) {
if (dir > 0) {
sdl->increaseWindowSize();
} else {
sdl->decreaseWindowSize();
} },
},
// FULLSCREEN
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.video_fullscreen",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [sdl, on_off_text] { return on_off_text(sdl->isFullscreen()); },
.on_change = [sdl](int) { sdl->toggleFullscreen(); },
},
// VSYNC
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.video_vsync",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [on_off_text] { return on_off_text(ConfigYaml::engine_config.rendering.vsync != 0); },
.on_change = [sdl](int) { sdl->toggleVSync(); },
},
// RESOLUCIO (sub-submenu amb els 5 presets; mostra l'actual com a valor)
Item{
.kind = Kind::SUBMENU,
.label_key = "service_menu.video_resolution",
.label_text = {},
.selectable = true,
.on_activate = [this] { pushPage(buildResolutionPage()); },
.get_value_text = [] { return std::format("{}X{}",
ConfigYaml::engine_config.rendering.render_width,
ConfigYaml::engine_config.rendering.render_height); },
.on_change = {},
},
// ANTIALIAS
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.video_aa",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [on_off_text] { return on_off_text(ConfigYaml::engine_config.rendering.antialias != 0); },
.on_change = [sdl](int) { sdl->toggleAntialias(); },
},
// POSTPROCESSAT
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.video_postfx",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [sdl, on_off_text] { return on_off_text(sdl->isPostFxEnabled()); },
.on_change = [sdl](int) { sdl->togglePostFx(); },
},
};
return page;
}
auto ServiceMenu::buildResolutionPage() const -> Page {
Page page;
page.title_key = "service_menu.video_resolution";
// El cursor arrenca sobre el preset actual perquè l'usuari vegi quin
// esta seleccionat sense buscar-lo.
const int CURR_W = ConfigYaml::engine_config.rendering.render_width;
const int CURR_H = ConfigYaml::engine_config.rendering.render_height;
std::size_t cursor = 0;
SDLManager* sdl = sdl_;
for (std::size_t i = 0; i < Defaults::Rendering::RESOLUTION_PRESETS.size(); ++i) {
const auto& preset = Defaults::Rendering::RESOLUTION_PRESETS[i];
if (preset.w == CURR_W && preset.h == CURR_H) {
cursor = i;
}
const int PW = preset.w;
const int PH = preset.h;
page.items.push_back(Item{
.kind = Kind::ACTION,
.label_key = {},
.label_text = std::format("{}X{}", PW, PH),
.selectable = true,
.on_activate = [sdl, PW, PH] { sdl->setRenderResolution(PW, PH); },
.get_value_text = {},
.on_change = {},
});
}
page.cursor = cursor;
return page;
}
auto ServiceMenu::buildAudioPage() -> Page {
auto on_off_text = [](bool v) -> std::string {
return Locale::get().text(v ? "service_menu.value_on" : "service_menu.value_off");
};
// Aplica un step de volum (±VOLUME_STEP) a un valor 0..1 i retorna el
// resultat clampat. El motor s'encarrega d'aplicar-lo amb el getter.
auto step_volume = [](float current, int dir) -> float {
const float STEP = Defaults::Audio::VOLUME_STEP;
return std::clamp(current + (static_cast<float>(dir) * STEP), 0.0F, 1.0F);
};
Page page;
page.title_key = "service_menu.audio";
page.items = {
// AUDIO (master ON/OFF)
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.audio_master",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [on_off_text] {
const Audio* a = Audio::get();
return on_off_text(a != nullptr && a->isEnabled()); },
.on_change = [](int) {
if (auto* a = Audio::get(); a != nullptr) {
a->toggleEnabled();
ConfigYaml::engine_config.audio.enabled = a->isEnabled();
ConfigYaml::saveToFile();
} },
},
// VOLUM GENERAL (master)
Item{
.kind = Kind::INT_RANGE,
.label_key = "service_menu.audio_master_volume",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [] {
const Audio* a = Audio::get();
const float V = (a != nullptr) ? a->getMasterVolume() : 0.0F;
return std::to_string(Audio::toPercent(V)); },
.on_change = [step_volume](int dir) {
if (auto* a = Audio::get(); a != nullptr) {
a->setMasterVolume(step_volume(a->getMasterVolume(), dir));
ConfigYaml::engine_config.audio.volume = a->getMasterVolume();
ConfigYaml::saveToFile();
} },
},
// MUSICA ON/OFF
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.audio_music",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [on_off_text] {
const Audio* a = Audio::get();
return on_off_text(a != nullptr && a->isMusicEnabled()); },
.on_change = [](int) {
if (auto* a = Audio::get(); a != nullptr) {
a->toggleMusic();
ConfigYaml::engine_config.audio.music_enabled = a->isMusicEnabled();
ConfigYaml::saveToFile();
} },
},
// VOLUM MUSICA
Item{
.kind = Kind::INT_RANGE,
.label_key = "service_menu.audio_music_volume",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [] {
const Audio* a = Audio::get();
const float V = (a != nullptr) ? a->getMusicVolume() : 0.0F;
return std::to_string(Audio::toPercent(V)); },
.on_change = [step_volume](int dir) {
if (auto* a = Audio::get(); a != nullptr) {
a->setMusicVolume(step_volume(a->getMusicVolume(), dir));
ConfigYaml::engine_config.audio.music_volume = a->getMusicVolume();
ConfigYaml::saveToFile();
} },
},
// SONS ON/OFF
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.audio_sound",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [on_off_text] {
const Audio* a = Audio::get();
return on_off_text(a != nullptr && a->isSoundEnabled()); },
.on_change = [](int) {
if (auto* a = Audio::get(); a != nullptr) {
a->toggleSound();
ConfigYaml::engine_config.audio.sound_enabled = a->isSoundEnabled();
ConfigYaml::saveToFile();
} },
},
// VOLUM SONS
Item{
.kind = Kind::INT_RANGE,
.label_key = "service_menu.audio_sound_volume",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [] {
const Audio* a = Audio::get();
const float V = (a != nullptr) ? a->getSoundVolume() : 0.0F;
return std::to_string(Audio::toPercent(V)); },
.on_change = [step_volume](int dir) {
if (auto* a = Audio::get(); a != nullptr) {
a->setSoundVolume(step_volume(a->getSoundVolume(), dir));
ConfigYaml::engine_config.audio.sound_volume = a->getSoundVolume();
ConfigYaml::saveToFile();
} },
},
};
return page;
}
auto ServiceMenu::buildOptionsPage() const -> Page {
auto on_off_text = [](bool v) -> std::string {
return Locale::get().text(v ? "service_menu.value_on" : "service_menu.value_off");
};
DebugOverlay* debug = debug_overlay_;
Page page;
page.title_key = "service_menu.options";
page.items = {
// IDIOMA (cycle entre ca i en, mateix codi que F7).
Item{
.kind = Kind::CYCLE,
.label_key = "service_menu.options_language",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [] { return Locale::get().text("language." + ConfigYaml::engine_config.locale); },
.on_change = [](int) {
const std::string NEW_LANG = (ConfigYaml::engine_config.locale == "ca") ? "en" : "ca";
if (Locale::get().switchTo(NEW_LANG)) {
ConfigYaml::engine_config.locale = NEW_LANG;
ConfigYaml::saveToFile();
} },
},
// MOSTRAR INFO (debug overlay, equivalent a F11).
Item{
.kind = Kind::TOGGLE,
.label_key = "service_menu.options_show_info",
.label_text = {},
.selectable = true,
.on_activate = {},
.get_value_text = [debug, on_off_text] { return on_off_text(debug != nullptr && debug->isVisible()); },
.on_change = [debug](int) {
if (debug != nullptr) {
debug->toggle();
} },
},
};
return page;
}
namespace {
auto makeDefineItem(const char* label_key, DefineInputs::Mode mode, DefineInputs::Player pl) -> ServiceMenu::Item {
return ServiceMenu::Item{
.kind = ServiceMenu::Kind::ACTION,
.label_key = label_key,
.label_text = {},
.selectable = true,
// El menu de servei NO es tanca: queda obert per sota de
// l'overlay i absorbira qualsevol event que arribi un cop
// l'overlay s'haja auto-cancel·lat.
.on_activate = [mode, pl] { startDefine(mode, pl); },
.get_value_text = {},
.on_change = {},
};
}
} // namespace
auto ServiceMenu::buildControlsPage() -> Page {
Page page;
page.title_key = "service_menu.controls";
page.items = {
Item{
.kind = Kind::SUBMENU,
.label_key = "service_menu.controls_pad_p1",
.label_text = {},
.selectable = true,
.on_activate = [this] { pushPage(buildPadPickerPage(0)); },
.get_value_text = [] { return padDisplayName(0); },
.on_change = {},
},
Item{
.kind = Kind::SUBMENU,
.label_key = "service_menu.controls_pad_p2",
.label_text = {},
.selectable = true,
.on_activate = [this] { pushPage(buildPadPickerPage(1)); },
.get_value_text = [] { return padDisplayName(1); },
.on_change = {},
},
makeDefineItem("service_menu.controls_define_keyboard_p1",
DefineInputs::Mode::KEYBOARD,
DefineInputs::Player::P1),
makeDefineItem("service_menu.controls_define_keyboard_p2",
DefineInputs::Mode::KEYBOARD,
DefineInputs::Player::P2),
makeDefineItem("service_menu.controls_define_gamepad_p1",
DefineInputs::Mode::GAMEPAD,
DefineInputs::Player::P1),
makeDefineItem("service_menu.controls_define_gamepad_p2",
DefineInputs::Mode::GAMEPAD,
DefineInputs::Player::P2),
};
return page;
}
auto ServiceMenu::buildPadPickerPage(int player_index) -> Page {
Page page;
page.title_key = (player_index == 0)
? "service_menu.controls_pad_p1"
: "service_menu.controls_pad_p2";
const auto* input = Input::get();
if (input == nullptr) {
return page;
}
const auto& pads = input->getGamepads();
const auto& pcfg = (player_index == 0)
? ConfigYaml::engine_config.player1
: ConfigYaml::engine_config.player2;
const auto& other = (player_index == 0)
? ConfigYaml::engine_config.player2
: ConfigYaml::engine_config.player1;
// Cursor inicial sobre el pad assignat, o sobre "SENSE MANDO"
// (ultim item) si el jugador no en te cap.
page.cursor = findAssignedIndex(pads, pcfg);
for (const auto& pad : pads) {
if (!pad) {
continue;
}
std::string label = Utils::toUpperAscii(pad->name);
// Sufix (PX) nomes si el mando el te l'altre jugador, perque
// l'usuari sapiga que assignar-lo li'l "robarà".
const bool OTHER_HAS_BY_PATH = !other.gamepad_path.empty() && other.gamepad_path == pad->path;
const bool OTHER_HAS_BY_NAME = other.gamepad_path.empty() && !other.gamepad_name.empty() && other.gamepad_name == pad->name;
if (OTHER_HAS_BY_PATH || OTHER_HAS_BY_NAME) {
label += (player_index == 0) ? " (P2)" : " (P1)";
}
const std::string PAD_NAME = pad->name;
const std::string PAD_PATH = pad->path;
const int PI = player_index;
page.items.push_back(Item{
.kind = Kind::ACTION,
.label_key = {},
.label_text = std::move(label),
.selectable = true,
.on_activate = [this, PI, PAD_NAME, PAD_PATH] {
assignPadToPlayer(PI, PAD_NAME, PAD_PATH);
popPage();
},
.get_value_text = {},
.on_change = {},
});
}
// Item final: desasignar.
const int PI = player_index;
page.items.push_back(Item{
.kind = Kind::ACTION,
.label_key = "service_menu.controls_no_pad",
.label_text = {},
.selectable = true,
.on_activate = [this, PI] {
assignPadToPlayer(PI, {}, {});
popPage();
},
.get_value_text = {},
.on_change = {},
});
return page;
}
auto ServiceMenu::buildSystemPage() -> Page {
Page page;
page.title_key = "service_menu.system";
// Versio + hash com a subtitol sota el titol (apagat, mes petit).
// Uppercase del hash perque VectorText nomes admet majuscules.
page.subtitle_provider = [] {
return std::format("V{} - {}", Project::VERSION, Utils::toUpperAscii(Project::GIT_HASH));
};
page.items = {
// REINICIAR (amb confirmacio).
Item{
.kind = Kind::ACTION,
.label_key = "service_menu.system_restart",
.label_text = {},
.selectable = true,
.on_activate = [this] {
pushConfirmPage("service_menu.confirm_restart", [] {
System::Relaunch::request();
SDL_Event quit_event{};
quit_event.type = SDL_EVENT_QUIT;
SDL_PushEvent(&quit_event);
});
},
.get_value_text = {},
.on_change = {},
},
// EIXIR DEL JOC (amb confirmacio).
Item{
.kind = Kind::ACTION,
.label_key = "service_menu.exit",
.label_text = {},
.selectable = true,
.on_activate = [this] {
pushConfirmPage("service_menu.confirm_exit", [] {
SDL_Event quit_event{};
quit_event.type = SDL_EVENT_QUIT;
SDL_PushEvent(&quit_event);
});
},
.get_value_text = {},
.on_change = {},
},
};
return page;
}
void ServiceMenu::pushConfirmPage(const std::string& title_key, std::function<void()> on_yes) {
auto yes_callback = std::move(on_yes);
Page page;
page.title_key = title_key;
page.cursor = 0; // per defecte sobre NO (segur)
page.items = {
Item{
.kind = Kind::ACTION,
.label_key = "service_menu.confirm_no",
.label_text = {},
.selectable = true,
.on_activate = [this] { popPage(); },
.get_value_text = {},
.on_change = {},
},
Item{
.kind = Kind::ACTION,
.label_key = "service_menu.confirm_yes",
.label_text = {},
.selectable = true,
.on_activate = std::move(yes_callback),
.get_value_text = {},
.on_change = {},
},
};
pushPage(std::move(page));
}
void ServiceMenu::pushPage(Page page) {
stack_.push_back(std::move(page));
// El cursor salta a una pagina nova: enganxem el highlight per a
// evitar que vagi lliscant des de la posicio anterior.
highlight_snap_ = true;
}
void ServiceMenu::popPage() {
if (stack_.size() <= 1) {
// Estem a la pagina arrel: BACKSPACE tanca el menu.
closing_ = true;
playAcceptSound();
return;
}
stack_.pop_back();
highlight_snap_ = true;
playAcceptSound();
}
void ServiceMenu::moveCursor(int direction) {
if (stack_.empty()) {
return;
}
Page& page = stack_.back();
const std::size_t N = page.items.size();
if (N == 0) {
return;
}
// Cerca el seguent item seleccionable amb wrap-around.
std::size_t idx = page.cursor;
for (std::size_t step = 0; step < N; ++step) {
idx = (idx + static_cast<std::size_t>(direction + static_cast<int>(N))) % N;
if (page.items[idx].selectable) {
if (idx != page.cursor) {
page.cursor = idx;
playSelectSound();
}
return;
}
}
}
void ServiceMenu::activateCurrent() {
// ENTER = canvi de valor cap endavant (equivalent a RIGHT). Per a
// SUBMENU/ACTION entra/activa; per a TOGGLE/CYCLE/INT_RANGE incrementa.
changeValue(+1);
}
void ServiceMenu::changeValue(int direction) {
if (stack_.empty()) {
return;
}
const Page& page = stack_.back();
if (page.cursor >= page.items.size()) {
return;
}
const Item& item = page.items[page.cursor];
if (!item.selectable) {
return;
}
switch (item.kind) {
case Kind::TOGGLE:
case Kind::CYCLE:
case Kind::INT_RANGE:
if (item.on_change) {
item.on_change(direction);
playAcceptSound();
}
break;
case Kind::SUBMENU:
case Kind::ACTION:
// Nomes +1 entra/activa: LEFT no fa res (BACKSPACE per a sortir).
if (direction > 0 && item.on_activate) {
item.on_activate();
playAcceptSound();
}
break;
case Kind::LABEL:
break;
}
}
namespace {
// Llindar de stick per a navegacio de menu (mig camp del rang ±32767).
// Mes baix que el del joc (30000) per a una resposta mes agil al menu.
constexpr Sint16 MENU_STICK_THRESHOLD = 16384;
// Llindar de trigger (mateix valor que MENU_TRIGGER_THRESHOLD, que
// és private). Edge a partir del 50% del rang.
constexpr Sint16 MENU_TRIGGER_THRESHOLD = 16384;
// Retorna true si el codi de boto SDL coincideix amb l'accio
// configurada per algun dels dos jugadors (es a dir, el boto te el
// mateix codi al binding de FIRE o ACCELERATE del pad emissor).
auto buttonMatchesAction(SDL_JoystickID which, int button, InputAction action) -> bool {
const auto* input = Input::get();
if (input == nullptr) {
return false;
}
for (int i = 0; i < 2; ++i) {
auto pad = input->getPlayerGamepad(i);
if (!pad || pad->instance_id != which) {
continue;
}
auto it = pad->bindings.find(action);
if (it != pad->bindings.end() && it->second.button == button) {
return true;
}
}
return false;
}
} // namespace
auto ServiceMenu::handleEvent(const SDL_Event& event) -> bool {
if (!open_ || stack_.empty()) {
return false;
}
if (event.type == SDL_EVENT_KEY_DOWN) {
return handleKeyDown(event);
}
if (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
return handleGamepadButton(event);
}
if (event.type == SDL_EVENT_GAMEPAD_AXIS_MOTION) {
return handleGamepadAxis(event);
}
return false;
}
auto ServiceMenu::handleKeyDown(const SDL_Event& event) -> bool {
switch (event.key.scancode) {
case SDL_SCANCODE_UP:
moveCursor(-1);
return true;
case SDL_SCANCODE_DOWN:
moveCursor(+1);
return true;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
activateCurrent();
return true;
case SDL_SCANCODE_RIGHT:
changeValue(+1);
return true;
case SDL_SCANCODE_LEFT:
changeValue(-1);
return true;
case SDL_SCANCODE_BACKSPACE:
popPage();
return true;
default:
return false;
}
}
auto ServiceMenu::handleGamepadButton(const SDL_Event& event) -> bool {
const int BTN = static_cast<int>(event.gbutton.button);
if (BTN == SDL_GAMEPAD_BUTTON_DPAD_UP) {
moveCursor(-1);
return true;
}
if (BTN == SDL_GAMEPAD_BUTTON_DPAD_DOWN) {
moveCursor(+1);
return true;
}
if (BTN == SDL_GAMEPAD_BUTTON_DPAD_LEFT) {
changeValue(-1);
return true;
}
if (BTN == SDL_GAMEPAD_BUTTON_DPAD_RIGHT) {
changeValue(+1);
return true;
}
// Botons d'accio per al pad emissor: FIRE = ENTER, ACCELERATE = BACK.
if (buttonMatchesAction(event.gbutton.which, BTN, InputAction::SHOOT)) {
activateCurrent();
return true;
}
if (buttonMatchesAction(event.gbutton.which, BTN, InputAction::THRUST)) {
popPage();
return true;
}
return false;
}
void ServiceMenu::processStickX(Sint16 val) {
const bool LEFT_NOW = val < -MENU_STICK_THRESHOLD;
const bool RIGHT_NOW = val > MENU_STICK_THRESHOLD;
if (LEFT_NOW && !stick_left_held_) {
changeValue(-1);
}
if (RIGHT_NOW && !stick_right_held_) {
changeValue(+1);
}
stick_left_held_ = LEFT_NOW;
stick_right_held_ = RIGHT_NOW;
}
void ServiceMenu::processStickY(Sint16 val) {
const bool UP_NOW = val < -MENU_STICK_THRESHOLD;
const bool DOWN_NOW = val > MENU_STICK_THRESHOLD;
if (UP_NOW && !stick_up_held_) {
moveCursor(-1);
}
if (DOWN_NOW && !stick_down_held_) {
moveCursor(+1);
}
stick_up_held_ = UP_NOW;
stick_down_held_ = DOWN_NOW;
}
// Edge-detect d'un trigger: si creua el llindar amunt, despatxa
// ENTER/BACK segons el binding (FIRE/ACCEL) que apunta al codi
// virtual del trigger (100 = L2, 101 = R2).
void ServiceMenu::processTriggerEdge(SDL_JoystickID which, Sint16 val, int virtual_button, bool& held) {
const bool NOW = val > MENU_TRIGGER_THRESHOLD;
if (NOW && !held) {
if (buttonMatchesAction(which, virtual_button, InputAction::SHOOT)) {
activateCurrent();
} else if (buttonMatchesAction(which, virtual_button, InputAction::THRUST)) {
popPage();
}
}
held = NOW;
}
auto ServiceMenu::handleGamepadAxis(const SDL_Event& event) -> bool {
const auto AXIS = static_cast<SDL_GamepadAxis>(event.gaxis.axis);
const Sint16 VAL = event.gaxis.value;
switch (AXIS) {
case SDL_GAMEPAD_AXIS_LEFTX:
processStickX(VAL);
return true;
case SDL_GAMEPAD_AXIS_LEFTY:
processStickY(VAL);
return true;
// Triggers L2/R2: SDL3 nomes emet AXIS_MOTION, no button events.
// Per poder rebindar FIRE/ACCEL als triggers, sintetitzem aqui
// la pulsacio amb edge-detect i la passem pel mateix flux.
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
processTriggerEdge(event.gaxis.which, VAL, Input::TRIGGER_L2_AS_BUTTON, trigger_l2_held_);
return true;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
processTriggerEdge(event.gaxis.which, VAL, Input::TRIGGER_R2_AS_BUTTON, trigger_r2_held_);
return true;
default:
return false;
}
}
auto ServiceMenu::computeTargetHeight() const -> float {
if (stack_.empty()) {
return 0.0F;
}
using namespace Defaults::ServiceMenu;
const Page& page = stack_.back();
int h = GAP_Y; // padding superior
h += TITLE_HEIGHT; // titol
if (page.subtitle_provider) {
h += GAP_Y / 2 + SUBTITLE_HEIGHT; // subtitol amb mig gap
}
h += GAP_Y; // gap abans del separador
h += SEPARATOR_HEIGHT + GAP_Y; // separador + gap
const auto N = static_cast<int>(page.items.size());
if (N > 0) {
h += (N * ITEM_HEIGHT) + ((N - 1) * ITEM_GAP_Y) + GAP_Y;
}
return static_cast<float>(h);
}
auto ServiceMenu::computeTargetWidth() const -> float {
using namespace Defaults::ServiceMenu;
if (stack_.empty()) {
return static_cast<float>(BOX_WIDTH_MIN);
}
const Page& page = stack_.back();
// Comencem amb l'ample del titol.
float content_w = Graphics::VectorText::getTextWidth(
Locale::get().text(page.title_key),
TITLE_SCALE,
TEXT_SPACING);
if (page.subtitle_provider) {
content_w = std::max(content_w, Graphics::VectorText::getTextWidth(page.subtitle_provider(), SUBTITLE_SCALE, TEXT_SPACING));
}
for (const Item& item : page.items) {
const std::string LABEL = resolveLabel(item);
if (LABEL.empty() && item.get_value_text) {
content_w = std::max(content_w, Graphics::VectorText::getTextWidth(item.get_value_text(), ITEM_SCALE, TEXT_SPACING));
} else if (item.get_value_text) {
const float LABEL_W = Graphics::VectorText::getTextWidth(LABEL, ITEM_SCALE, TEXT_SPACING);
const float VALUE_W = Graphics::VectorText::getTextWidth(
item.get_value_text(),
ITEM_SCALE,
TEXT_SPACING);
content_w = std::max(content_w,
LABEL_W + static_cast<float>(MIN_LABEL_VALUE_GAP) + VALUE_W);
} else {
content_w = std::max(content_w,
Graphics::VectorText::getTextWidth(LABEL, ITEM_SCALE, TEXT_SPACING));
}
}
// Padding total: highlight pad als dos costats + inset del text.
const float REQUIRED = content_w +
(2.0F * static_cast<float>(HIGHLIGHT_PAD_X)) +
(2.0F * static_cast<float>(TEXT_INSET_X));
return std::max(static_cast<float>(BOX_WIDTH_MIN), REQUIRED);
}
auto ServiceMenu::computeItemTopY(float box_y, std::size_t index, bool has_subtitle) -> float {
using namespace Defaults::ServiceMenu;
float items_y0 = box_y +
static_cast<float>(GAP_Y) +
static_cast<float>(TITLE_HEIGHT);
if (has_subtitle) {
items_y0 += static_cast<float>(GAP_Y / 2) + static_cast<float>(SUBTITLE_HEIGHT);
}
items_y0 += static_cast<float>(GAP_Y) +
static_cast<float>(SEPARATOR_HEIGHT) +
static_cast<float>(GAP_Y);
return items_y0 + (static_cast<float>(index) * static_cast<float>(ITEM_HEIGHT + ITEM_GAP_Y));
}
void ServiceMenu::update(float delta_time) {
if (!open_) {
return;
}
using namespace Defaults::ServiceMenu;
if (closing_) {
open_anim_ -= CLOSE_SPEED * delta_time;
if (open_anim_ <= 0.0F) {
open_anim_ = 0.0F;
animated_h_ = 0.0F;
open_ = false;
closing_ = false;
stack_.clear();
return;
}
} else {
open_anim_ = std::min(1.0F, open_anim_ + (OPEN_SPEED * delta_time));
}
// Smoothing exponencial cap a l'alçada i ample objectius de la pagina.
const float TARGET_H_BOX = closing_ ? 0.0F : computeTargetHeight();
const float TARGET_W_BOX = closing_ ? animated_w_ : computeTargetWidth();
const float ALPHA_H = 1.0F - std::exp(-HEIGHT_RATE * delta_time);
const float ALPHA_W = 1.0F - std::exp(-WIDTH_RATE * delta_time);
animated_h_ += (TARGET_H_BOX - animated_h_) * ALPHA_H;
animated_w_ += (TARGET_W_BOX - animated_w_) * ALPHA_W;
// Highlight: lerp cap a la Y de l'item del cursor. Snapping nomes en
// obrir o canviar de pagina; en moure el cursor amb UP/DOWN, el rect
// llisca suaument cap a la nova posicio.
if (stack_.empty()) {
return;
}
const Page& page = stack_.back();
if (page.items.empty()) {
highlight_snap_ = true;
return;
}
const float BOX_H_TARGET = computeTargetHeight();
const float BOX_Y_TARGET = (CANVAS_H - BOX_H_TARGET) * 0.5F;
const bool HAS_SUBTITLE = static_cast<bool>(page.subtitle_provider);
const float ITEM_TOP = computeItemTopY(BOX_Y_TARGET, page.cursor, HAS_SUBTITLE);
const float TARGET_Y = ITEM_TOP - static_cast<float>(HIGHLIGHT_PAD_Y);
const float TARGET_H = static_cast<float>(ITEM_HEIGHT) + (2.0F * static_cast<float>(HIGHLIGHT_PAD_Y));
if (highlight_snap_) {
highlight_y_ = TARGET_Y;
highlight_h_ = TARGET_H;
highlight_snap_ = false;
} else {
const float HL_ALPHA = 1.0F - std::exp(-HIGHLIGHT_RATE * delta_time);
highlight_y_ += (TARGET_Y - highlight_y_) * HL_ALPHA;
highlight_h_ += (TARGET_H - highlight_h_) * HL_ALPHA;
}
}
namespace {
// Dibuixa un rect (BG sombrejat + 4 ticks L als cantons), simulant
// un visor sci-fi al voltant de l'item sel·leccionat.
void drawHighlightRect(Rendering::Renderer* renderer, float x, float y, float w, float h) {
using namespace Defaults::ServiceMenu;
if (w <= 0.0F || h <= 0.0F) {
return;
}
// Wash de fons translucid.
fillRect(renderer, x, y, w, h, HIGHLIGHT_FILL);
const auto T = static_cast<float>(HIGHLIGHT_THICKNESS);
const auto L = static_cast<float>(HIGHLIGHT_TICK_LEN);
// Top-left
fillRect(renderer, x, y, L, T, HIGHLIGHT_OUTLINE);
fillRect(renderer, x, y, T, L, HIGHLIGHT_OUTLINE);
// Top-right
fillRect(renderer, x + w - L, y, L, T, HIGHLIGHT_OUTLINE);
fillRect(renderer, x + w - T, y, T, L, HIGHLIGHT_OUTLINE);
// Bottom-left
fillRect(renderer, x, y + h - T, L, T, HIGHLIGHT_OUTLINE);
fillRect(renderer, x, y + h - L, T, L, HIGHLIGHT_OUTLINE);
// Bottom-right
fillRect(renderer, x + w - L, y + h - T, L, T, HIGHLIGHT_OUTLINE);
fillRect(renderer, x + w - T, y + h - L, T, L, HIGHLIGHT_OUTLINE);
}
// Brackets als 4 cantons de la caixa (sci-fi HUD). Substitueix la vora
// completa per un marc obert.
void drawCornerBrackets(Rendering::Renderer* renderer, float x, float y, float w, float h) {
using namespace Defaults::ServiceMenu;
const auto T = static_cast<float>(CORNER_THICKNESS);
const auto AH = static_cast<float>(CORNER_ARM_H);
const auto AV = static_cast<float>(CORNER_ARM_V);
// Top-left
fillRect(renderer, x, y, AH, T, CORNER_COLOR);
fillRect(renderer, x, y, T, AV, CORNER_COLOR);
// Top-right
fillRect(renderer, x + w - AH, y, AH, T, CORNER_COLOR);
fillRect(renderer, x + w - T, y, T, AV, CORNER_COLOR);
// Bottom-left
fillRect(renderer, x, y + h - T, AH, T, CORNER_COLOR);
fillRect(renderer, x, y + h - AV, T, AV, CORNER_COLOR);
// Bottom-right
fillRect(renderer, x + w - AH, y + h - T, AH, T, CORNER_COLOR);
fillRect(renderer, x + w - T, y + h - AV, T, AV, CORNER_COLOR);
}
} // namespace
void ServiceMenu::draw() const {
if (!open_ || stack_.empty() || renderer_ == nullptr) {
return;
}
using namespace Defaults::ServiceMenu;
// Alçada final: smoothing × easing. easeOutQuad afegeix la sensacio
// de "snap" al final de l'obertura i l'inici del tancament.
const float EASED = easeOutQuad(open_anim_);
const float BOX_H = animated_h_ * EASED;
if (BOX_H < 1.0F) {
return;
}
const float BOX_W = animated_w_;
const float BOX_X = (CANVAS_W - BOX_W) * 0.5F;
const float BOX_Y = (CANVAS_H - BOX_H) * 0.5F;
const float CENTER_X = BOX_X + (BOX_W * 0.5F);
// Fons semi-transparent.
fillRect(renderer_, BOX_X, BOX_Y, BOX_W, BOX_H, BG_COLOR);
// Brackets als cantons (substitueixen la vora completa).
drawCornerBrackets(renderer_, BOX_X, BOX_Y, BOX_W, BOX_H);
// Clip interior per a tallar text que sortiria del cuadre durant
// l'animacio open/close. Marge generos perquè no es mengi els brackets.
const int CLIP_X = static_cast<int>(BOX_X + static_cast<float>(CORNER_THICKNESS));
const int CLIP_Y = static_cast<int>(BOX_Y + static_cast<float>(CORNER_THICKNESS));
const int CLIP_W = static_cast<int>(BOX_W - (2.0F * static_cast<float>(CORNER_THICKNESS)));
const int CLIP_H = std::max(0, static_cast<int>(BOX_H - (2.0F * static_cast<float>(CORNER_THICKNESS))));
renderer_->pushClip(CLIP_X, CLIP_Y, CLIP_W, CLIP_H);
const Page& page = stack_.back();
const bool HAS_SUBTITLE = static_cast<bool>(page.subtitle_provider);
// Titol centrat al cim de la caixa.
const std::string TITLE = Locale::get().text(page.title_key);
const float TITLE_CY = BOX_Y + static_cast<float>(GAP_Y) + (static_cast<float>(TITLE_HEIGHT) * 0.5F);
text_.renderCentered(TITLE,
Vec2{.x = CENTER_X, .y = TITLE_CY},
TITLE_SCALE,
TEXT_SPACING,
1.0F,
TITLE_COLOR);
// Subtitol opcional: sota el titol, mes petit i apagat.
if (HAS_SUBTITLE) {
const float SUBTITLE_CY = BOX_Y + static_cast<float>(GAP_Y) +
static_cast<float>(TITLE_HEIGHT) +
(static_cast<float>(GAP_Y) / 4.0F) +
(static_cast<float>(SUBTITLE_HEIGHT) * 0.5F);
text_.renderCentered(page.subtitle_provider(),
Vec2{.x = CENTER_X, .y = SUBTITLE_CY},
SUBTITLE_SCALE,
TEXT_SPACING,
1.0F,
SUBTITLE_COLOR);
}
// Separador horitzontal sota el titol (o subtitol si n'hi ha).
float sep_y = BOX_Y + static_cast<float>(GAP_Y) + static_cast<float>(TITLE_HEIGHT);
if (HAS_SUBTITLE) {
sep_y += static_cast<float>(GAP_Y / 2) + static_cast<float>(SUBTITLE_HEIGHT);
}
sep_y += static_cast<float>(GAP_Y) * 0.5F;
const float SEP_Y = sep_y;
fillRect(renderer_,
BOX_X + static_cast<float>(GAP_Y),
SEP_Y,
BOX_W - (2.0F * static_cast<float>(GAP_Y)),
static_cast<float>(SEPARATOR_HEIGHT),
SEPARATOR_COLOR);
// Highlight rect: nomes si la pagina te items i el rect te alçada.
if (!page.items.empty() && highlight_h_ > 0.0F) {
const float HL_X = BOX_X + static_cast<float>(HIGHLIGHT_PAD_X);
const float HL_W = BOX_W - (2.0F * static_cast<float>(HIGHLIGHT_PAD_X));
drawHighlightRect(renderer_, HL_X, highlight_y_, HL_W, highlight_h_);
}
// Llista d'items.
// - Items amb valor (TOGGLE/CYCLE/INT_RANGE): label esquerra + valor dreta dins del highlight.
// - Items sense valor (SUBMENU/ACTION/LABEL): label centrat.
const float HL_LEFT = BOX_X + static_cast<float>(HIGHLIGHT_PAD_X);
const float HL_RIGHT = BOX_X + BOX_W - static_cast<float>(HIGHLIGHT_PAD_X);
const float TEXT_TOP_OFFSET = Graphics::VectorText::getTextHeight(ITEM_SCALE) * 0.5F;
for (std::size_t i = 0; i < page.items.size(); ++i) {
const Item& item = page.items[i];
const SDL_Color COL = (i == page.cursor) ? CURSOR_COLOR : LABEL_COLOR;
// resolveLabel prioritza label_text (literal) sobre label_key (locale).
const std::string LABEL = resolveLabel(item);
const float ITEM_TOP = computeItemTopY(BOX_Y, i, HAS_SUBTITLE);
const float ITEM_CY = ITEM_TOP + (static_cast<float>(ITEM_HEIGHT) * 0.5F);
if (LABEL.empty() && item.get_value_text) {
// Item nomes-valor (sense label): el text del valor es
// renderitza centrat com a label decoratiu. Util per a items
// d'informacio com la versio/hash a SISTEMA.
text_.renderCentered(item.get_value_text(),
Vec2{.x = CENTER_X, .y = ITEM_CY},
ITEM_SCALE,
TEXT_SPACING,
1.0F,
COL);
} else if (item.get_value_text) {
// Layout dues columnes: label esquerra, valor dreta.
const std::string VALUE = item.get_value_text();
const float TEXT_TOP_Y = ITEM_CY - TEXT_TOP_OFFSET;
const float VALUE_W = Graphics::VectorText::getTextWidth(VALUE, ITEM_SCALE, TEXT_SPACING);
text_.render(LABEL,
Vec2{.x = HL_LEFT + static_cast<float>(TEXT_INSET_X), .y = TEXT_TOP_Y},
ITEM_SCALE,
TEXT_SPACING,
1.0F,
COL);
text_.render(VALUE,
Vec2{.x = HL_RIGHT - static_cast<float>(TEXT_INSET_X) - VALUE_W, .y = TEXT_TOP_Y},
ITEM_SCALE,
TEXT_SPACING,
1.0F,
COL);
} else {
// Layout simple: label centrat.
text_.renderCentered(LABEL,
Vec2{.x = CENTER_X, .y = ITEM_CY},
ITEM_SCALE,
TEXT_SPACING,
1.0F,
COL);
}
}
renderer_->popClip();
}
} // namespace System