Cambios aplicados: - readability-braces-around-statements (añadir llaves en ifs/fors) - readability-implicit-bool-conversion (puntero → bool explícito) - readability-container-size-empty (.empty() en lugar de .size()==0) - readability-container-contains (.contains() C++20) - readability-make-member-function-const (métodos const) - readability-else-after-return (5 casos adicionales) - Añadido #include <cmath> en defaults.hpp Checks excluidos (justificados): - identifier-naming: Cascada de 300+ cambios - identifier-length: Nombres cortos son OK en este proyecto - magic-numbers: Demasiados falsos positivos - convert-member-functions-to-static: Rompe encapsulación - use-anyofallof: C++20 ranges no universal - function-cognitive-complexity: Complejidad aceptable - clang-analyzer-security.insecureAPI.rand: rand() suficiente para juegos
122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
#pragma once
|
|
|
|
#include <SDL3/SDL.h> // Para SDL_Scancode
|
|
|
|
#include <string>
|
|
|
|
namespace Options {
|
|
|
|
// Estructures de configuració
|
|
|
|
struct Window {
|
|
int width{640};
|
|
int height{480};
|
|
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 {
|
|
int vsync{1}; // 0=disabled, 1=enabled
|
|
};
|
|
|
|
struct Music {
|
|
bool enabled{true};
|
|
float volume{0.8F};
|
|
};
|
|
|
|
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 {
|
|
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 {
|
|
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 {
|
|
KeyboardControls keyboard{};
|
|
GamepadControls gamepad{};
|
|
std::string gamepad_name; // Buit = auto-assignar per índex
|
|
};
|
|
|
|
// Variables globals (inline per evitar ODR violations)
|
|
|
|
inline std::string version{}; // Versió 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{};
|
|
|
|
// Controles per jugador
|
|
inline PlayerControls player1{
|
|
.keyboard =
|
|
{.key_left = SDL_SCANCODE_LEFT,
|
|
.key_right = SDL_SCANCODE_RIGHT,
|
|
.key_thrust = SDL_SCANCODE_UP,
|
|
.key_shoot = SDL_SCANCODE_SPACE,
|
|
.key_start = SDL_SCANCODE_1},
|
|
.gamepad_name = "" // Primer gamepad disponible
|
|
};
|
|
|
|
inline PlayerControls player2{
|
|
.keyboard =
|
|
{.key_left = SDL_SCANCODE_A,
|
|
.key_right = SDL_SCANCODE_D,
|
|
.key_thrust = SDL_SCANCODE_W,
|
|
.key_shoot = SDL_SCANCODE_LSHIFT,
|
|
.key_start = SDL_SCANCODE_2},
|
|
.gamepad_name = "" // Segon gamepad disponible
|
|
};
|
|
|
|
// Per compatibilitat amb pollo (no utilitzat en orni, però necessari per Input)
|
|
inline KeyboardControls keyboard_controls{};
|
|
inline GamepadControls gamepad_controls{};
|
|
|
|
inline std::string config_file_path{}; // Establert per setConfigFile()
|
|
|
|
// Funcions públiques
|
|
|
|
void init(); // Inicialitzar amb valors per defecte
|
|
void setConfigFile(
|
|
const std::string& path); // Establir ruta del fitxer de config
|
|
auto loadFromFile() -> bool; // Carregar config YAML
|
|
auto saveToFile() -> bool; // Guardar config YAML
|
|
|
|
} // namespace Options
|