Files
orni-attack/source/game/options.cpp
T
JailDesigner 11e9d6569b 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>
2026-05-20 18:07:27 +02:00

510 lines
20 KiB
C++

#include "options.hpp"
#include <fstream>
#include <iostream>
#include <string>
#include <unordered_map>
#include "core/defaults.hpp"
#include "external/fkyaml_node.hpp"
#include "project.h"
namespace Options {
// ========== FUNCIONS AUXILIARS PER CONVERSIÓ DE CONTROLES ==========
// Mapa de SDL_Scancode a string
static const std::unordered_map<SDL_Scancode, std::string> SCANCODE_TO_STRING = {
{SDL_SCANCODE_A, "A"},
{SDL_SCANCODE_B, "B"},
{SDL_SCANCODE_C, "C"},
{SDL_SCANCODE_D, "D"},
{SDL_SCANCODE_E, "E"},
{SDL_SCANCODE_F, "F"},
{SDL_SCANCODE_G, "G"},
{SDL_SCANCODE_H, "H"},
{SDL_SCANCODE_I, "I"},
{SDL_SCANCODE_J, "J"},
{SDL_SCANCODE_K, "K"},
{SDL_SCANCODE_L, "L"},
{SDL_SCANCODE_M, "M"},
{SDL_SCANCODE_N, "N"},
{SDL_SCANCODE_O, "O"},
{SDL_SCANCODE_P, "P"},
{SDL_SCANCODE_Q, "Q"},
{SDL_SCANCODE_R, "R"},
{SDL_SCANCODE_S, "S"},
{SDL_SCANCODE_T, "T"},
{SDL_SCANCODE_U, "U"},
{SDL_SCANCODE_V, "V"},
{SDL_SCANCODE_W, "W"},
{SDL_SCANCODE_X, "X"},
{SDL_SCANCODE_Y, "Y"},
{SDL_SCANCODE_Z, "Z"},
{SDL_SCANCODE_1, "1"},
{SDL_SCANCODE_2, "2"},
{SDL_SCANCODE_3, "3"},
{SDL_SCANCODE_4, "4"},
{SDL_SCANCODE_5, "5"},
{SDL_SCANCODE_6, "6"},
{SDL_SCANCODE_7, "7"},
{SDL_SCANCODE_8, "8"},
{SDL_SCANCODE_9, "9"},
{SDL_SCANCODE_0, "0"},
{SDL_SCANCODE_RETURN, "RETURN"},
{SDL_SCANCODE_ESCAPE, "ESCAPE"},
{SDL_SCANCODE_BACKSPACE, "BACKSPACE"},
{SDL_SCANCODE_TAB, "TAB"},
{SDL_SCANCODE_SPACE, "SPACE"},
{SDL_SCANCODE_UP, "UP"},
{SDL_SCANCODE_DOWN, "DOWN"},
{SDL_SCANCODE_LEFT, "LEFT"},
{SDL_SCANCODE_RIGHT, "RIGHT"},
{SDL_SCANCODE_LSHIFT, "LSHIFT"},
{SDL_SCANCODE_RSHIFT, "RSHIFT"},
{SDL_SCANCODE_LCTRL, "LCTRL"},
{SDL_SCANCODE_RCTRL, "RCTRL"},
{SDL_SCANCODE_LALT, "LALT"},
{SDL_SCANCODE_RALT, "RALT"}};
// Mapa invers: string a SDL_Scancode
static const std::unordered_map<std::string, SDL_Scancode> STRING_TO_SCANCODE = {
{"A", SDL_SCANCODE_A},
{"B", SDL_SCANCODE_B},
{"C", SDL_SCANCODE_C},
{"D", SDL_SCANCODE_D},
{"E", SDL_SCANCODE_E},
{"F", SDL_SCANCODE_F},
{"G", SDL_SCANCODE_G},
{"H", SDL_SCANCODE_H},
{"I", SDL_SCANCODE_I},
{"J", SDL_SCANCODE_J},
{"K", SDL_SCANCODE_K},
{"L", SDL_SCANCODE_L},
{"M", SDL_SCANCODE_M},
{"N", SDL_SCANCODE_N},
{"O", SDL_SCANCODE_O},
{"P", SDL_SCANCODE_P},
{"Q", SDL_SCANCODE_Q},
{"R", SDL_SCANCODE_R},
{"S", SDL_SCANCODE_S},
{"T", SDL_SCANCODE_T},
{"U", SDL_SCANCODE_U},
{"V", SDL_SCANCODE_V},
{"W", SDL_SCANCODE_W},
{"X", SDL_SCANCODE_X},
{"Y", SDL_SCANCODE_Y},
{"Z", SDL_SCANCODE_Z},
{"1", SDL_SCANCODE_1},
{"2", SDL_SCANCODE_2},
{"3", SDL_SCANCODE_3},
{"4", SDL_SCANCODE_4},
{"5", SDL_SCANCODE_5},
{"6", SDL_SCANCODE_6},
{"7", SDL_SCANCODE_7},
{"8", SDL_SCANCODE_8},
{"9", SDL_SCANCODE_9},
{"0", SDL_SCANCODE_0},
{"RETURN", SDL_SCANCODE_RETURN},
{"ESCAPE", SDL_SCANCODE_ESCAPE},
{"BACKSPACE", SDL_SCANCODE_BACKSPACE},
{"TAB", SDL_SCANCODE_TAB},
{"SPACE", SDL_SCANCODE_SPACE},
{"UP", SDL_SCANCODE_UP},
{"DOWN", SDL_SCANCODE_DOWN},
{"LEFT", SDL_SCANCODE_LEFT},
{"RIGHT", SDL_SCANCODE_RIGHT},
{"LSHIFT", SDL_SCANCODE_LSHIFT},
{"RSHIFT", SDL_SCANCODE_RSHIFT},
{"LCTRL", SDL_SCANCODE_LCTRL},
{"RCTRL", SDL_SCANCODE_RCTRL},
{"LALT", SDL_SCANCODE_LALT},
{"RALT", SDL_SCANCODE_RALT}};
// Mapa de botó de gamepad (int) a string
static const std::unordered_map<int, std::string> BUTTON_TO_STRING = {
{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"}, // A (Xbox), Cross (PS)
{SDL_GAMEPAD_BUTTON_EAST, "EAST"}, // B (Xbox), Circle (PS)
{SDL_GAMEPAD_BUTTON_WEST, "WEST"}, // X (Xbox), Square (PS)
{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"}, // Y (Xbox), Triangle (PS)
{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
{SDL_GAMEPAD_BUTTON_START, "START"},
{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"},
{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
{100, "L2_AS_BUTTON"}, // Trigger L2 como a botó digital
{101, "R2_AS_BUTTON"} // Trigger R2 como a botó digital
};
// Mapa invers: string a botó de gamepad
static const std::unordered_map<std::string, int> STRING_TO_BUTTON = {
{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
{"EAST", SDL_GAMEPAD_BUTTON_EAST},
{"WEST", SDL_GAMEPAD_BUTTON_WEST},
{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
{"BACK", SDL_GAMEPAD_BUTTON_BACK},
{"START", SDL_GAMEPAD_BUTTON_START},
{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"L2_AS_BUTTON", 100},
{"R2_AS_BUTTON", 101}};
static auto scancodeToString(SDL_Scancode code) -> std::string {
auto it = SCANCODE_TO_STRING.find(code);
return (it != SCANCODE_TO_STRING.end()) ? it->second : "UNKNOWN";
}
static auto stringToScancode(const std::string& str) -> SDL_Scancode {
auto it = STRING_TO_SCANCODE.find(str);
return (it != STRING_TO_SCANCODE.end()) ? it->second : SDL_SCANCODE_UNKNOWN;
}
static auto buttonToString(int button) -> std::string {
auto it = BUTTON_TO_STRING.find(button);
return (it != BUTTON_TO_STRING.end()) ? it->second : "UNKNOWN";
}
static auto stringToButton(const std::string& str) -> int {
auto it = STRING_TO_BUTTON.find(str);
return (it != STRING_TO_BUTTON.end()) ? it->second : SDL_GAMEPAD_BUTTON_INVALID;
}
// ========== FI FUNCIONS AUXILIARS ==========
// Inicialitzar opciones con valors per defecte de Defaults::
void init() {
#ifdef _DEBUG
console = true;
#else
console = false;
#endif
// Window
window.width = Defaults::Window::WIDTH;
window.height = Defaults::Window::HEIGHT;
window.fullscreen = Defaults::Window::FULLSCREEN;
window.zoom_factor = Defaults::Window::BASE_ZOOM;
// Rendering
rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
// Version
version = std::string(Project::VERSION);
}
// Establir la ruta del file de configuración
void setConfigFile(const std::string& path) { config_file_path = path; }
// Funciones auxiliars per load seccions del YAML
// Lee un campo escalar del YAML aplicando un validador; si la clau no
// existe, deja `dest` intacto; si la conversió o la validació fallen,
// asigna `fallback`. Estàtic per quedar dins de la unitat de traducció.
template <typename T, typename Validator>
static void readField(const fkyaml::node& parent, const char* key, T& dest, T fallback, Validator&& validate) {
if (!parent.contains(key)) {
return;
}
try {
auto val = parent[key].template get_value<T>();
dest = validate(val) ? val : fallback;
} catch (...) {
dest = fallback;
}
}
// Variant sin validador: només lectura amb fallback en cas d'error.
template <typename T>
static void readField(const fkyaml::node& parent, const char* key, T& dest, T fallback) {
if (!parent.contains(key)) {
return;
}
try {
dest = parent[key].template get_value<T>();
} catch (...) {
dest = fallback;
}
}
static void loadWindowConfigFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("window")) {
return;
}
const auto& win = yaml["window"];
readField(win, "width", window.width, Defaults::Window::WIDTH, [](int v) { return v >= Defaults::Window::MIN_WIDTH; });
readField(win, "height", window.height, Defaults::Window::HEIGHT, [](int v) { return v >= Defaults::Window::MIN_HEIGHT; });
readField(win, "fullscreen", window.fullscreen, false);
if (win.contains("zoom_factor")) {
readField(win, "zoom_factor", window.zoom_factor, Defaults::Window::BASE_ZOOM, [](float v) { return v >= Defaults::Window::MIN_ZOOM && v <= 10.0F; });
} else {
// Legacy config: infer zoom from width
window.zoom_factor = static_cast<float>(window.width) / Defaults::Window::WIDTH;
window.zoom_factor = std::max(Defaults::Window::MIN_ZOOM, window.zoom_factor);
}
}
static void loadRenderingConfigFromYaml(const fkyaml::node& yaml) {
if (yaml.contains("rendering")) {
const auto& rend = yaml["rendering"];
if (rend.contains("vsync")) {
try {
int val = rend["vsync"].get_value<int>();
// Validar: solo 0 o 1
rendering.vsync = (val == 0 || val == 1) ? val : Defaults::Rendering::VSYNC_DEFAULT;
} catch (...) {
rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
}
}
}
}
// Carregar controls del player 1 desde YAML
static void loadPlayer1ControlsFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("player1")) {
return;
}
const auto& p1 = yaml["player1"];
// Carregar controls de teclat
if (p1.contains("keyboard")) {
const auto& kb = p1["keyboard"];
if (kb.contains("key_left")) {
player1.keyboard.key_left = stringToScancode(kb["key_left"].get_value<std::string>());
}
if (kb.contains("key_right")) {
player1.keyboard.key_right = stringToScancode(kb["key_right"].get_value<std::string>());
}
if (kb.contains("key_thrust")) {
player1.keyboard.key_thrust = stringToScancode(kb["key_thrust"].get_value<std::string>());
}
if (kb.contains("key_shoot")) {
player1.keyboard.key_shoot = stringToScancode(kb["key_shoot"].get_value<std::string>());
}
}
// Carregar controls de gamepad
if (p1.contains("gamepad")) {
const auto& gp = p1["gamepad"];
if (gp.contains("button_left")) {
player1.gamepad.button_left = stringToButton(gp["button_left"].get_value<std::string>());
}
if (gp.contains("button_right")) {
player1.gamepad.button_right = stringToButton(gp["button_right"].get_value<std::string>());
}
if (gp.contains("button_thrust")) {
player1.gamepad.button_thrust = stringToButton(gp["button_thrust"].get_value<std::string>());
}
if (gp.contains("button_shoot")) {
player1.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
}
}
// Carregar nom del gamepad
if (p1.contains("gamepad_name")) {
player1.gamepad_name = p1["gamepad_name"].get_value<std::string>();
}
}
// Carregar controls del player 2 desde YAML
static void loadPlayer2ControlsFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("player2")) {
return;
}
const auto& p2 = yaml["player2"];
// Carregar controls de teclat
if (p2.contains("keyboard")) {
const auto& kb = p2["keyboard"];
if (kb.contains("key_left")) {
player2.keyboard.key_left = stringToScancode(kb["key_left"].get_value<std::string>());
}
if (kb.contains("key_right")) {
player2.keyboard.key_right = stringToScancode(kb["key_right"].get_value<std::string>());
}
if (kb.contains("key_thrust")) {
player2.keyboard.key_thrust = stringToScancode(kb["key_thrust"].get_value<std::string>());
}
if (kb.contains("key_shoot")) {
player2.keyboard.key_shoot = stringToScancode(kb["key_shoot"].get_value<std::string>());
}
}
// Carregar controls de gamepad
if (p2.contains("gamepad")) {
const auto& gp = p2["gamepad"];
if (gp.contains("button_left")) {
player2.gamepad.button_left = stringToButton(gp["button_left"].get_value<std::string>());
}
if (gp.contains("button_right")) {
player2.gamepad.button_right = stringToButton(gp["button_right"].get_value<std::string>());
}
if (gp.contains("button_thrust")) {
player2.gamepad.button_thrust = stringToButton(gp["button_thrust"].get_value<std::string>());
}
if (gp.contains("button_shoot")) {
player2.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
}
}
// Carregar nom del gamepad
if (p2.contains("gamepad_name")) {
player2.gamepad_name = p2["gamepad_name"].get_value<std::string>();
}
}
// Carregar configuración des del file YAML
auto loadFromFile() -> bool {
const std::string CONFIG_VERSION = std::string(Project::VERSION);
std::ifstream file(config_file_path);
if (!file.good()) {
// El file no existeix → crear-ne un de nuevo con valors per defecte
if (console) {
std::cout << "Archivo de config no trobat, creant-ne un de nuevo: "
<< config_file_path << '\n';
}
saveToFile();
return true;
}
// Llegir todo el contingut del file
std::string content((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
file.close();
try {
// Parsejar YAML
auto yaml = fkyaml::node::deserialize(content);
// Validar versión
if (yaml.contains("version")) {
version = yaml["version"].get_value<std::string>();
}
if (CONFIG_VERSION != version) {
// Versión incompatible → regenerar config
if (console) {
std::cout << "Versión de config incompatible (esperada: "
<< CONFIG_VERSION << ", trobada: " << version
<< "), regenerant config\n";
}
init();
saveToFile();
return true;
}
// Carregar seccions
loadWindowConfigFromYaml(yaml);
loadRenderingConfigFromYaml(yaml);
loadPlayer1ControlsFromYaml(yaml);
loadPlayer2ControlsFromYaml(yaml);
if (console) {
std::cout << "Config carregada correctament desde: " << config_file_path
<< '\n';
}
return true;
} catch (const fkyaml::exception& e) {
// Error de parsejat YAML → regenerar config
if (console) {
std::cerr << "Error parsejant YAML: " << e.what() << '\n';
std::cerr << "Creant config nuevo con valors per defecte\n";
}
init();
saveToFile();
return true;
}
}
// Guardar controls del player 1 a YAML
static void savePlayer1ControlsToYaml(std::ofstream& file) {
file << "# CONTROLS JUGADOR 1\n";
file << "player1:\n";
file << " keyboard:\n";
file << " key_left: " << scancodeToString(player1.keyboard.key_left) << "\n";
file << " key_right: " << scancodeToString(player1.keyboard.key_right) << "\n";
file << " key_thrust: " << scancodeToString(player1.keyboard.key_thrust) << "\n";
file << " key_shoot: " << scancodeToString(player1.keyboard.key_shoot) << "\n";
file << " gamepad:\n";
file << " button_left: " << buttonToString(player1.gamepad.button_left) << "\n";
file << " button_right: " << buttonToString(player1.gamepad.button_right) << "\n";
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) {
file << "# CONTROLS JUGADOR 2\n";
file << "player2:\n";
file << " keyboard:\n";
file << " key_left: " << scancodeToString(player2.keyboard.key_left) << "\n";
file << " key_right: " << scancodeToString(player2.keyboard.key_right) << "\n";
file << " key_thrust: " << scancodeToString(player2.keyboard.key_thrust) << "\n";
file << " key_shoot: " << scancodeToString(player2.keyboard.key_shoot) << "\n";
file << " gamepad:\n";
file << " button_left: " << buttonToString(player2.gamepad.button_left) << "\n";
file << " button_right: " << buttonToString(player2.gamepad.button_right) << "\n";
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 {
std::ofstream file(config_file_path);
if (!file.is_open()) {
if (console) {
std::cerr << "No s'ha pogut obrir el file de config per escriure: "
<< config_file_path << '\n';
}
return false;
}
// Escriure manualment per controlar format i comentaris
file << "# Orni Attack - Archivo de Configuración\n";
file << "# Auto-generat. Les edicions manuals es preserven si són "
"vàlides.\n\n";
file << "version: \"" << Project::VERSION << "\"\n\n";
file << "# FINESTRA\n";
file << "window:\n";
file << " width: " << window.width << " # Calculated from zoom_factor\n";
file << " height: " << window.height << " # Calculated from zoom_factor\n";
file << " fullscreen: " << (window.fullscreen ? "true" : "false") << "\n";
file << " zoom_factor: " << window.zoom_factor << " # 0.5x-max (0.1 increments)\n\n";
file << "# RENDERITZACIÓ\n";
file << "rendering:\n";
file << " vsync: " << rendering.vsync << " # 0=disabled, 1=enabled\n\n";
// Guardar controls de jugadors
savePlayer1ControlsToYaml(file);
savePlayer2ControlsToYaml(file);
file.close();
if (console) {
std::cout << "Config guardada a: " << config_file_path << '\n';
}
return true;
}
} // namespace Options