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orni-attack/source/core/config/engine_config.hpp
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// engine_config.hpp - Configuració runtime del motor (window, render, input)
// © 2026 JailDesigner
//
// Struct POD que conté la configuració runtime que els sistemes de `core/`
// llegeixen i muten. La capa de persistència (YAML) viu a `game/config_yaml.cpp`,
// que omple aquesta struct a init() i loadFromFile().
//
// Es passa per referència (mutable quan cal) al constructor dels sistemes
// que la necessiten, mantenint `core/` agnòstic a `game/`.
#pragma once
#include <SDL3/SDL.h>
#include <string>
namespace Config {
struct WindowConfig {
int width{1280};
int height{720};
bool fullscreen{false};
float zoom_factor{1.0F}; // Zoom level (0.5x to max_zoom)
};
struct RenderingConfig {
int vsync{1}; // 0=disabled, 1=enabled
int antialias{1}; // 0=disabled, 1=enabled (AA geomètric a les línies, toggle F5)
// Resolució del render target offscreen (independent del tamany lògic
// 1280×720 del joc). Aquesta és la resolució real on rasteritzen les
// línies abans de l'escala final a la swapchain; pujar-la millora
// la nitidesa en finestres grans i fullscreen. Llista tancada de
// presets 16:9 — veure Defaults::Rendering::RESOLUTION_PRESETS.
int render_width{1280};
int render_height{720};
};
struct KeyboardBindings {
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 GamepadBindings {
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 PlayerBindings {
KeyboardBindings keyboard{};
GamepadBindings gamepad{};
std::string gamepad_name; // Empty = auto-assign by index
};
struct EngineConfig {
WindowConfig window{};
RenderingConfig rendering{};
PlayerBindings player1{};
PlayerBindings player2{};
KeyboardBindings keyboard_controls{}; // Defaults globals per Input
GamepadBindings gamepad_controls{};
bool console{false};
std::string locale{"ca"}; // "ca" | "en" — fixat a l'arrencada, sense hot-swap
};
} // namespace Config