Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be specified via config, or as default, auto detected from the game files. This removes the need to build specifically for each version, which should help packaging a lot. This also greatly reduces the danger of introducing code that wouldn't compile on all RGSS version paths (as certain code paths were completely ifdef'd out). This can be optimized more, eg. not compiling shaders that aren't needed in the active version.
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41 changed files with 460 additions and 465 deletions
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@ -35,15 +35,9 @@
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#include <algorithm>
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#include <sigc++/connection.h>
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#ifdef RGSS3
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# define DEF_Z 100
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# define DEF_PADDING 12
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# define DEF_BACK_OPAC 192
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#else
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# define DEF_Z 0
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# define DEF_PADDING 16
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# define DEF_BACK_OPAC 255
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#endif
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#define DEF_Z (rgssVer >= 3 ? 100 : 0)
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#define DEF_PADDING (rgssVer >= 3 ? 12 : 16)
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#define DEF_BACK_OPAC (rgssVer >= 3 ? 192 : 255)
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template<typename T>
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struct Sides
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@ -765,11 +759,11 @@ struct WindowVXPrivate
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glState.scissorBox.push();
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glState.scissorTest.pushSet(true);
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#ifdef RGSS3
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glState.scissorBox.setIntersect(clip);
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#else
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glState.scissorBox.setIntersect(IntRect(trans.x, trans.y, geo.w, geo.h));
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#endif
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if (rgssVer >= 3)
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glState.scissorBox.setIntersect(clip);
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else
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glState.scissorBox.setIntersect(IntRect(trans.x, trans.y, geo.w, geo.h));
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IntRect pad = padRect;
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pad.x += trans.x;
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pad.y += trans.y;
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@ -779,10 +773,13 @@ struct WindowVXPrivate
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Vec2i contTrans = pad.pos();
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contTrans.x += cursorRect->x;
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contTrans.y += cursorRect->y;
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#ifdef RGSS3
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contTrans.x -= contentsOff.x;
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contTrans.y -= contentsOff.y;
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#endif
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if (rgssVer >= 3)
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{
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contTrans.x -= contentsOff.x;
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contTrans.y -= contentsOff.y;
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}
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shader.setTranslation(contTrans);
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TEX::setSmooth(true);
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@ -792,9 +789,9 @@ struct WindowVXPrivate
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if (contents)
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{
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#ifndef RGSS3
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glState.scissorBox.setIntersect(clip);
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#endif
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if (rgssVer <= 2)
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glState.scissorBox.setIntersect(clip);
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Vec2i contTrans = pad.pos();
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contTrans.x -= contentsOff.x;
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contTrans.y -= contentsOff.y;
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