Commit Graph

13 Commits

Author SHA1 Message Date
Jonas Kulla 757a1d5e39 Load fluidsynth entrypoints dynamically (and make them optional)
This removes the static dependency on fluidsynth being present
at buildtime (even headers aren't needed anymore).

Even though midi is a default format for the RPG XP/VX series,
it has fallen more and more out of use, with VX Ace completely
abandoning it from the RTP and making ogg vorbis the de facto
standard. Midi support is kept for legacy reasons, but isn't
encouraged. On top of all this, fluidsynth together with glib
is a heavy dependency that often times won't even be used.
Making it optional at build time is an attempt to unify and
keep build config fragmentation low.

In RGSS3, fluidsynth / midi is not initialized at all by
default, but rather on demand when either a midi track is
played back or Audio.setup_midi is called.
2014-09-09 00:08:32 +02:00
Jonas Kulla 55f1542c76 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.
2014-08-28 23:22:05 +02:00
Jonas Kulla 194f70c48c SharedState: Constify most getter methods 2014-08-12 21:41:59 +02:00
Jonas Kulla 18022bf809 quadarray.h: Use size_t for everything (quad) count related 2014-08-12 21:41:59 +02:00
Jonas Kulla 751fdc599e Audio: Add MIDI format playback support
This adds a new dependency with libfuildsynth. MIDI support
is built by default, but can be disabled if not desired.

All RTP songs should work well, but there are known problems
with other files (see README). Also, the pitch shift implementation
is somewhat poor and doesn't match RMXP (at least subjectively).

A soundfont is not included and must be provided by
the user themself.
2014-08-02 06:42:55 +02:00
Jonas Kulla efb2fd2695 GLMeta: Add vertex array object support 2014-07-13 14:05:12 +02:00
Jonas Kulla 1ef6e04520 Font: Overhaul font asset discovery
Previously, any font names requested by RGSS would be translated
directly to filenames by lowercasing and replacing spaces with
underscores (and finally doing some extension substitution).
To make this whole thing work smoother as well as get closer to
how font discovery is done in VX, we now scan the "Fonts/" folder
at startup and index all present font assets by their family name;
now, if an "Open Sans" font is present in "Fonts/", it will be
used regardless of filename.

Font assets with "Regular" style are preferred, but in their
absence, mkxp will make use of any other style it can find for
the respective family. This is not the exact same behavior as
VX, but it should cover 95% of use cases.

Previously, one could substitute fonts via filenames, ie. to
substitute "Arial" with "Open Sans", one would just rename
"OpenSans.ttf" to "arial.ttf" and put it in "Fonts/". With the
above change, this is no longer possible. As an alternative, one
can now explicitly specify font family substitutions via mkxp.conf;
eg. for the above case, one would add

fontSub=Arial>Open Sans

to the configuration file. Multiple such rules can be specified.

In the process, I also added the ability to provide
'Font.(default_)name' with an array of font families to search
for the first existing one instead of a plain string.
This makes the behavior closer to RMXP; however, it doesn't
work 100% the same: when a reference to the 'Font.name' array is
held and additional strings are added to it without re-assignig
the array to 'Font.name', those will be ignored.
2014-04-16 13:37:22 +02:00
Jonas Kulla 680e407a38 SharedState: Throw exception on errors (and handle them)
First up: throw if chdir(gameFolder) fails.
2013-12-30 01:37:55 +01:00
Jonas Kulla 8215bc7e7d Remove useless lines 2013-12-26 15:00:03 +01:00
Jonas Kulla 0035c23641 Shader: Group all shaders in one collective struct
Makes sharedstate.{cpp|h} a lot easier to read, and
adding new shaders a one liner.
2013-12-11 05:22:13 +01:00
Jonas Kulla ef2430e0c3 Sanitize #include statements
The general rule I'm aiming for is to <> include
system wide / installed paths / generally everything
that's outside the git managed source tree (this means
mruby paths too!), and "" include everything else,
ie. local mkxp headers.

The only current exception are the mri headers, which
all have './' at their front as to not clash with
system wide ruby headers. I'm leaving them be for now
until I can come up with a better general solution.
2013-12-04 17:48:37 +01:00
Jonas Kulla 765fd55bce Tilemap: Use simple "TexPool" replacement for atlas allocation
Releasing a Tilemap atlas into the pool on every map switch
will blow out tons of smaller textures for very little gain,
as atlas textures are already pretty much impossible to
recycle anywhere but in new Tilemaps.
2013-10-22 06:36:13 +02:00
Jonas Kulla cb6f73f7df Rename 'GlobalState' to 'SharedState' to avoid confusion with GLState
This was particularly nasty with the shorthand macros
'gState' and 'glState'. The former is now 'shState'.
2013-10-09 12:30:33 +02:00
Renamed from src/globalstate.h (Browse further)