Files
orni_attack/source/game/options.cpp
Sergio Valor bc94eff176 style: aplicar readability-uppercase-literal-suffix
- Cambiar todos los literales float de minúscula a mayúscula (1.0f → 1.0F)
- 657 correcciones aplicadas automáticamente con clang-tidy
- Check 1/N completado

🤖 Generated with Claude Code
2025-12-18 13:06:48 +01:00

696 lines
25 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 com a botó digital
{101, "R2_AS_BUTTON"} // Trigger R2 com 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 opcions amb 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 = false;
window.zoom_factor = Defaults::Window::BASE_ZOOM;
// Physics
physics.rotation_speed = Defaults::Physics::ROTATION_SPEED;
physics.acceleration = Defaults::Physics::ACCELERATION;
physics.max_velocity = Defaults::Physics::MAX_VELOCITY;
physics.friction = Defaults::Physics::FRICTION;
physics.enemy_speed = Defaults::Physics::ENEMY_SPEED;
physics.bullet_speed = Defaults::Physics::BULLET_SPEED;
// Gameplay
gameplay.max_enemies = Defaults::Entities::MAX_ORNIS;
gameplay.max_bullets = Defaults::Entities::MAX_BALES;
// Rendering
rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
// Audio
audio.enabled = Defaults::Audio::ENABLED;
audio.volume = Defaults::Audio::VOLUME;
audio.music.enabled = Defaults::Music::ENABLED;
audio.music.volume = Defaults::Music::VOLUME;
audio.sound.enabled = Defaults::Sound::ENABLED;
audio.sound.volume = Defaults::Sound::VOLUME;
// Version
version = std::string(Project::VERSION);
}
// Establir la ruta del fitxer de configuració
void setConfigFile(const std::string& path) { config_file_path = path; }
// Funcions auxiliars per carregar seccions del YAML
static void loadWindowConfigFromYaml(const fkyaml::node& yaml) {
if (yaml.contains("window")) {
const auto& win = yaml["window"];
if (win.contains("width")) {
try {
auto val = win["width"].get_value<int>();
window.width = (val >= Defaults::Window::MIN_WIDTH)
? val
: Defaults::Window::WIDTH;
} catch (...) {
window.width = Defaults::Window::WIDTH;
}
}
if (win.contains("height")) {
try {
auto val = win["height"].get_value<int>();
window.height = (val >= Defaults::Window::MIN_HEIGHT)
? val
: Defaults::Window::HEIGHT;
} catch (...) {
window.height = Defaults::Window::HEIGHT;
}
}
if (win.contains("fullscreen")) {
try {
window.fullscreen = win["fullscreen"].get_value<bool>();
} catch (...) {
window.fullscreen = false;
}
}
if (win.contains("zoom_factor")) {
try {
auto val = win["zoom_factor"].get_value<float>();
window.zoom_factor = (val >= Defaults::Window::MIN_ZOOM && val <= 10.0F)
? val
: Defaults::Window::BASE_ZOOM;
} catch (...) {
window.zoom_factor = Defaults::Window::BASE_ZOOM;
}
} 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 loadPhysicsConfigFromYaml(const fkyaml::node& yaml) {
if (yaml.contains("physics")) {
const auto& phys = yaml["physics"];
if (phys.contains("rotation_speed")) {
try {
auto val = phys["rotation_speed"].get_value<float>();
physics.rotation_speed =
(val > 0) ? val : Defaults::Physics::ROTATION_SPEED;
} catch (...) {
physics.rotation_speed = Defaults::Physics::ROTATION_SPEED;
}
}
if (phys.contains("acceleration")) {
try {
auto val = phys["acceleration"].get_value<float>();
physics.acceleration =
(val > 0) ? val : Defaults::Physics::ACCELERATION;
} catch (...) {
physics.acceleration = Defaults::Physics::ACCELERATION;
}
}
if (phys.contains("max_velocity")) {
try {
auto val = phys["max_velocity"].get_value<float>();
physics.max_velocity =
(val > 0) ? val : Defaults::Physics::MAX_VELOCITY;
} catch (...) {
physics.max_velocity = Defaults::Physics::MAX_VELOCITY;
}
}
if (phys.contains("friction")) {
try {
auto val = phys["friction"].get_value<float>();
physics.friction = (val > 0) ? val : Defaults::Physics::FRICTION;
} catch (...) {
physics.friction = Defaults::Physics::FRICTION;
}
}
if (phys.contains("enemy_speed")) {
try {
auto val = phys["enemy_speed"].get_value<float>();
physics.enemy_speed = (val > 0) ? val : Defaults::Physics::ENEMY_SPEED;
} catch (...) {
physics.enemy_speed = Defaults::Physics::ENEMY_SPEED;
}
}
if (phys.contains("bullet_speed")) {
try {
auto val = phys["bullet_speed"].get_value<float>();
physics.bullet_speed =
(val > 0) ? val : Defaults::Physics::BULLET_SPEED;
} catch (...) {
physics.bullet_speed = Defaults::Physics::BULLET_SPEED;
}
}
}
}
static void loadGameplayConfigFromYaml(const fkyaml::node& yaml) {
if (yaml.contains("gameplay")) {
const auto& game = yaml["gameplay"];
if (game.contains("max_enemies")) {
try {
auto val = game["max_enemies"].get_value<int>();
gameplay.max_enemies =
(val > 0 && val <= 50) ? val : Defaults::Entities::MAX_ORNIS;
} catch (...) {
gameplay.max_enemies = Defaults::Entities::MAX_ORNIS;
}
}
if (game.contains("max_bullets")) {
try {
auto val = game["max_bullets"].get_value<int>();
gameplay.max_bullets =
(val > 0 && val <= 10) ? val : Defaults::Entities::MAX_BALES;
} catch (...) {
gameplay.max_bullets = Defaults::Entities::MAX_BALES;
}
}
}
}
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: només 0 o 1
rendering.vsync = (val == 0 || val == 1) ? val : Defaults::Rendering::VSYNC_DEFAULT;
} catch (...) {
rendering.vsync = Defaults::Rendering::VSYNC_DEFAULT;
}
}
}
}
static void loadAudioConfigFromYaml(const fkyaml::node& yaml) {
if (yaml.contains("audio")) {
const auto& aud = yaml["audio"];
if (aud.contains("enabled")) {
try {
audio.enabled = aud["enabled"].get_value<bool>();
} catch (...) {
audio.enabled = Defaults::Audio::ENABLED;
}
}
if (aud.contains("volume")) {
try {
float val = aud["volume"].get_value<float>();
audio.volume = (val >= 0.0F && val <= 1.0F) ? val : Defaults::Audio::VOLUME;
} catch (...) {
audio.volume = Defaults::Audio::VOLUME;
}
}
if (aud.contains("music")) {
const auto& mus = aud["music"];
if (mus.contains("enabled")) {
try {
audio.music.enabled = mus["enabled"].get_value<bool>();
} catch (...) {
audio.music.enabled = Defaults::Music::ENABLED;
}
}
if (mus.contains("volume")) {
try {
float val = mus["volume"].get_value<float>();
audio.music.volume = (val >= 0.0F && val <= 1.0F) ? val : Defaults::Music::VOLUME;
} catch (...) {
audio.music.volume = Defaults::Music::VOLUME;
}
}
}
if (aud.contains("sound")) {
const auto& snd = aud["sound"];
if (snd.contains("enabled")) {
try {
audio.sound.enabled = snd["enabled"].get_value<bool>();
} catch (...) {
audio.sound.enabled = Defaults::Sound::ENABLED;
}
}
if (snd.contains("volume")) {
try {
float val = snd["volume"].get_value<float>();
audio.sound.volume = (val >= 0.0F && val <= 1.0F) ? val : Defaults::Sound::VOLUME;
} catch (...) {
audio.sound.volume = Defaults::Sound::VOLUME;
}
}
}
}
}
// Carregar controls del jugador 1 des de 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 jugador 2 des de 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 configuració des del fitxer YAML
auto loadFromFile() -> bool {
const std::string CONFIG_VERSION = std::string(Project::VERSION);
std::ifstream file(config_file_path);
if (!file.good()) {
// El fitxer no existeix → crear-ne un de nou amb valors per defecte
if (console) {
std::cout << "Fitxer de config no trobat, creant-ne un de nou: "
<< config_file_path << '\n';
}
saveToFile();
return true;
}
// Llegir tot el contingut del fitxer
std::string content((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
file.close();
try {
// Parsejar YAML
auto yaml = fkyaml::node::deserialize(content);
// Validar versió
if (yaml.contains("version")) {
version = yaml["version"].get_value<std::string>();
}
if (CONFIG_VERSION != version) {
// Versió incompatible → regenerar config
if (console) {
std::cout << "Versió de config incompatible (esperada: "
<< CONFIG_VERSION << ", trobada: " << version
<< "), regenerant config\n";
}
init();
saveToFile();
return true;
}
// Carregar seccions
loadWindowConfigFromYaml(yaml);
loadPhysicsConfigFromYaml(yaml);
loadGameplayConfigFromYaml(yaml);
loadRenderingConfigFromYaml(yaml);
loadAudioConfigFromYaml(yaml);
loadPlayer1ControlsFromYaml(yaml);
loadPlayer2ControlsFromYaml(yaml);
if (console) {
std::cout << "Config carregada correctament des de: " << 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 nou amb valors per defecte\n";
}
init();
saveToFile();
return true;
}
}
// Guardar controls del jugador 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 jugador 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 configuració al fitxer YAML
auto saveToFile() -> bool {
std::ofstream file(config_file_path);
if (!file.is_open()) {
if (console) {
std::cerr << "No s'ha pogut obrir el fitxer de config per escriure: "
<< config_file_path << '\n';
}
return false;
}
// Escriure manualment per controlar format i comentaris
file << "# Orni Attack - Fitxer de Configuració\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 << "# FÍSICA (tots els valors en px/s, rad/s, etc.)\n";
file << "physics:\n";
file << " rotation_speed: " << physics.rotation_speed << " # rad/s\n";
file << " acceleration: " << physics.acceleration << " # px/s²\n";
file << " max_velocity: " << physics.max_velocity << " # px/s\n";
file << " friction: " << physics.friction << " # px/s²\n";
file << " enemy_speed: " << physics.enemy_speed
<< " # unitats/frame\n";
file << " bullet_speed: " << physics.bullet_speed
<< " # unitats/frame\n\n";
file << "# GAMEPLAY\n";
file << "gameplay:\n";
file << " max_enemies: " << gameplay.max_enemies << "\n";
file << " max_bullets: " << gameplay.max_bullets << "\n\n";
file << "# RENDERITZACIÓ\n";
file << "rendering:\n";
file << " vsync: " << rendering.vsync << " # 0=disabled, 1=enabled\n\n";
file << "# AUDIO\n";
file << "audio:\n";
file << " enabled: " << (audio.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.volume << " # 0.0 to 1.0\n";
file << " music:\n";
file << " enabled: " << (audio.music.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.music.volume << " # 0.0 to 1.0\n";
file << " sound:\n";
file << " enabled: " << (audio.sound.enabled ? "true" : "false") << "\n";
file << " volume: " << audio.sound.volume << " # 0.0 to 1.0\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