324 lines
10 KiB
C++
324 lines
10 KiB
C++
#include "options.hpp"
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#include <fstream>
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#include <iostream>
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#include <string>
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#include "../core/defaults.hpp"
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#include "../external/fkyaml_node.hpp"
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#include "project.h"
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namespace Options {
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// Inicialitzar opcions amb valors per defecte de Defaults::
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void init() {
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#ifdef _DEBUG
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console = true;
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#else
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console = false;
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#endif
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// Window
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window.width = Defaults::Window::WIDTH;
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window.height = Defaults::Window::HEIGHT;
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window.fullscreen = false;
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window.size_increment = Defaults::Window::SIZE_INCREMENT;
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// Physics
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physics.rotation_speed = Defaults::Physics::ROTATION_SPEED;
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physics.acceleration = Defaults::Physics::ACCELERATION;
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physics.max_velocity = Defaults::Physics::MAX_VELOCITY;
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physics.friction = Defaults::Physics::FRICTION;
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physics.enemy_speed = Defaults::Physics::ENEMY_SPEED;
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physics.bullet_speed = Defaults::Physics::BULLET_SPEED;
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// Gameplay
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gameplay.max_enemies = Defaults::Entities::MAX_ORNIS;
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gameplay.max_bullets = Defaults::Entities::MAX_BALES;
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// Rendering
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rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
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// Version
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version = std::string(Project::VERSION);
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}
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// Establir la ruta del fitxer de configuració
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void setConfigFile(const std::string& path) { config_file_path = path; }
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// Funcions auxiliars per carregar seccions del YAML
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static void loadWindowConfigFromYaml(const fkyaml::node& yaml) {
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if (yaml.contains("window")) {
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const auto& win = yaml["window"];
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if (win.contains("width")) {
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try {
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auto val = win["width"].get_value<int>();
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window.width = (val >= Defaults::Window::MIN_WIDTH)
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? val
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: Defaults::Window::WIDTH;
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} catch (...) {
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window.width = Defaults::Window::WIDTH;
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}
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}
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if (win.contains("height")) {
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try {
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auto val = win["height"].get_value<int>();
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window.height = (val >= Defaults::Window::MIN_HEIGHT)
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? val
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: Defaults::Window::HEIGHT;
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} catch (...) {
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window.height = Defaults::Window::HEIGHT;
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}
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}
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if (win.contains("fullscreen")) {
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try {
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window.fullscreen = win["fullscreen"].get_value<bool>();
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} catch (...) {
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window.fullscreen = false;
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}
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}
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if (win.contains("size_increment")) {
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try {
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auto val = win["size_increment"].get_value<int>();
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window.size_increment =
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(val > 0) ? val : Defaults::Window::SIZE_INCREMENT;
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} catch (...) {
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window.size_increment = Defaults::Window::SIZE_INCREMENT;
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}
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}
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}
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}
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static void loadPhysicsConfigFromYaml(const fkyaml::node& yaml) {
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if (yaml.contains("physics")) {
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const auto& phys = yaml["physics"];
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if (phys.contains("rotation_speed")) {
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try {
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auto val = phys["rotation_speed"].get_value<float>();
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physics.rotation_speed =
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(val > 0) ? val : Defaults::Physics::ROTATION_SPEED;
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} catch (...) {
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physics.rotation_speed = Defaults::Physics::ROTATION_SPEED;
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}
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}
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if (phys.contains("acceleration")) {
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try {
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auto val = phys["acceleration"].get_value<float>();
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physics.acceleration =
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(val > 0) ? val : Defaults::Physics::ACCELERATION;
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} catch (...) {
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physics.acceleration = Defaults::Physics::ACCELERATION;
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}
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}
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if (phys.contains("max_velocity")) {
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try {
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auto val = phys["max_velocity"].get_value<float>();
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physics.max_velocity =
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(val > 0) ? val : Defaults::Physics::MAX_VELOCITY;
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} catch (...) {
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physics.max_velocity = Defaults::Physics::MAX_VELOCITY;
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}
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}
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if (phys.contains("friction")) {
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try {
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auto val = phys["friction"].get_value<float>();
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physics.friction = (val > 0) ? val : Defaults::Physics::FRICTION;
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} catch (...) {
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physics.friction = Defaults::Physics::FRICTION;
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}
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}
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if (phys.contains("enemy_speed")) {
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try {
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auto val = phys["enemy_speed"].get_value<float>();
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physics.enemy_speed = (val > 0) ? val : Defaults::Physics::ENEMY_SPEED;
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} catch (...) {
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physics.enemy_speed = Defaults::Physics::ENEMY_SPEED;
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}
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}
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if (phys.contains("bullet_speed")) {
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try {
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auto val = phys["bullet_speed"].get_value<float>();
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physics.bullet_speed =
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(val > 0) ? val : Defaults::Physics::BULLET_SPEED;
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} catch (...) {
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physics.bullet_speed = Defaults::Physics::BULLET_SPEED;
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}
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}
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}
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}
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static void loadGameplayConfigFromYaml(const fkyaml::node& yaml) {
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if (yaml.contains("gameplay")) {
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const auto& game = yaml["gameplay"];
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if (game.contains("max_enemies")) {
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try {
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auto val = game["max_enemies"].get_value<int>();
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gameplay.max_enemies =
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(val > 0 && val <= 50) ? val : Defaults::Entities::MAX_ORNIS;
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} catch (...) {
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gameplay.max_enemies = Defaults::Entities::MAX_ORNIS;
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}
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}
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if (game.contains("max_bullets")) {
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try {
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auto val = game["max_bullets"].get_value<int>();
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gameplay.max_bullets =
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(val > 0 && val <= 10) ? val : Defaults::Entities::MAX_BALES;
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} catch (...) {
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gameplay.max_bullets = Defaults::Entities::MAX_BALES;
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}
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}
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}
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}
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static void loadRenderingConfigFromYaml(const fkyaml::node& yaml) {
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if (yaml.contains("rendering")) {
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const auto& rend = yaml["rendering"];
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if (rend.contains("vsync")) {
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try {
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int val = rend["vsync"].get_value<int>();
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// Validar: només 0 o 1
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rendering.vsync = (val == 0 || val == 1) ? val : Defaults::Rendering::VSYNC_DEFAULT;
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} catch (...) {
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rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
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}
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}
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}
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}
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// Carregar configuració des del fitxer YAML
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auto loadFromFile() -> bool {
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const std::string CONFIG_VERSION = std::string(Project::VERSION);
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std::ifstream file(config_file_path);
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if (!file.good()) {
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// El fitxer no existeix → crear-ne un de nou amb valors per defecte
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if (console) {
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std::cout << "Fitxer de config no trobat, creant-ne un de nou: "
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<< config_file_path << '\n';
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}
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saveToFile();
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return true;
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}
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// Llegir tot el contingut del fitxer
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std::string content((std::istreambuf_iterator<char>(file)),
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std::istreambuf_iterator<char>());
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file.close();
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try {
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// Parsejar YAML
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auto yaml = fkyaml::node::deserialize(content);
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// Validar versió
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if (yaml.contains("version")) {
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version = yaml["version"].get_value<std::string>();
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}
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if (CONFIG_VERSION != version) {
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// Versió incompatible → regenerar config
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if (console) {
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std::cout << "Versió de config incompatible (esperada: "
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<< CONFIG_VERSION << ", trobada: " << version
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<< "), regenerant config\n";
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}
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init();
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saveToFile();
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return true;
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}
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// Carregar seccions
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loadWindowConfigFromYaml(yaml);
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loadPhysicsConfigFromYaml(yaml);
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loadGameplayConfigFromYaml(yaml);
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loadRenderingConfigFromYaml(yaml);
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if (console) {
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std::cout << "Config carregada correctament des de: " << config_file_path
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<< '\n';
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}
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return true;
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} catch (const fkyaml::exception& e) {
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// Error de parsejat YAML → regenerar config
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if (console) {
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std::cerr << "Error parsejant YAML: " << e.what() << '\n';
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std::cerr << "Creant config nou amb valors per defecte\n";
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}
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init();
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saveToFile();
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return true;
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}
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}
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// Guardar configuració al fitxer YAML
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auto saveToFile() -> bool {
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std::ofstream file(config_file_path);
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if (!file.is_open()) {
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if (console) {
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std::cerr << "No s'ha pogut obrir el fitxer de config per escriure: "
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<< config_file_path << '\n';
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}
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return false;
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}
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// Escriure manualment per controlar format i comentaris
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file << "# Orni Attack - Fitxer de Configuració\n";
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file << "# Auto-generat. Les edicions manuals es preserven si són "
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"vàlides.\n\n";
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file << "version: \"" << Project::VERSION << "\"\n\n";
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file << "# FINESTRA\n";
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file << "window:\n";
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file << " width: " << window.width << "\n";
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file << " height: " << window.height << "\n";
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file << " fullscreen: " << (window.fullscreen ? "true" : "false") << "\n";
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file << " size_increment: " << window.size_increment << "\n\n";
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file << "# FÍSICA (tots els valors en px/s, rad/s, etc.)\n";
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file << "physics:\n";
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file << " rotation_speed: " << physics.rotation_speed << " # rad/s\n";
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file << " acceleration: " << physics.acceleration << " # px/s²\n";
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file << " max_velocity: " << physics.max_velocity << " # px/s\n";
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file << " friction: " << physics.friction << " # px/s²\n";
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file << " enemy_speed: " << physics.enemy_speed
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<< " # unitats/frame\n";
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file << " bullet_speed: " << physics.bullet_speed
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<< " # unitats/frame\n\n";
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file << "# GAMEPLAY\n";
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file << "gameplay:\n";
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file << " max_enemies: " << gameplay.max_enemies << "\n";
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file << " max_bullets: " << gameplay.max_bullets << "\n\n";
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file << "# RENDERITZACIÓ\n";
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file << "rendering:\n";
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file << " vsync: " << rendering.vsync << " # 0=disabled, 1=enabled\n";
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file.close();
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if (console) {
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std::cout << "Config guardada a: " << config_file_path << '\n';
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}
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return true;
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}
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} // namespace Options
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