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.
173 lines
4.8 KiB
C++
173 lines
4.8 KiB
C++
/*
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** window-binding.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "windowvx.h"
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#include "disposable-binding.h"
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#include "viewportelement-binding.h"
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#include "binding-util.h"
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#include "bitmap.h"
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DEF_TYPE(WindowVX);
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void bitmapInitProps(Bitmap *b, VALUE self);
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RB_METHOD(windowVXInitialize)
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{
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WindowVX *w;
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if (rgssVer >= 3)
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{
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int x, y, width, height;
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x = y = width = height = 0;
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if (argc == 4)
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rb_get_args(argc, argv, "iiii", &x, &y, &width, &height RB_ARG_END);
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w = new WindowVX(x, y, width, height);
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}
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else
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{
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w = viewportElementInitialize<WindowVX>(argc, argv, self);
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}
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setPrivateData(self, w);
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w->setCursorRect(new Rect);
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w->setTone(new Tone);
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wrapNilProperty(self, "windowskin");
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wrapProperty(self, w->getTone(), "tone", ToneType);
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wrapProperty(self, w->getCursorRect(), "cursor_rect", RectType);
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if (rgssVer >= 2)
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{
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Bitmap *contents = new Bitmap(1, 1);
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VALUE contentsObj = wrapObject(contents, BitmapType);
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bitmapInitProps(contents, contentsObj);
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rb_iv_set(self, "contents", contentsObj);
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}
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return self;
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}
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RB_METHOD(windowVXUpdate)
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{
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RB_UNUSED_PARAM;
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WindowVX *w = getPrivateData<WindowVX>(self);
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w->update();
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return Qnil;
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}
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RB_METHOD(windowVXMove)
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{
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WindowVX *w = getPrivateData<WindowVX>(self);
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int x, y, width, height;
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rb_get_args(argc, argv, "iiii", &x, &y, &width, &height RB_ARG_END);
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w->move(x, y, width, height);
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return Qnil;
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}
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RB_METHOD(windowVXIsOpen)
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{
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RB_UNUSED_PARAM;
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WindowVX *w = getPrivateData<WindowVX>(self);
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return rb_bool_new(w->isOpen());
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}
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RB_METHOD(windowVXIsClosed)
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{
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RB_UNUSED_PARAM;
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WindowVX *w = getPrivateData<WindowVX>(self);
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return rb_bool_new(w->isClosed());
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}
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DEF_PROP_OBJ_NIL(WindowVX, Bitmap, Windowskin, "windowskin")
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DEF_PROP_OBJ_NIL(WindowVX, Bitmap, Contents, "contents")
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DEF_PROP_OBJ(WindowVX, Rect, CursorRect, "cursor_rect")
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DEF_PROP_OBJ(WindowVX, Tone, Tone, "tone")
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DEF_PROP_I(WindowVX, X)
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DEF_PROP_I(WindowVX, Y)
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DEF_PROP_I(WindowVX, OX)
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DEF_PROP_I(WindowVX, OY)
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DEF_PROP_I(WindowVX, Width)
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DEF_PROP_I(WindowVX, Height)
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DEF_PROP_I(WindowVX, Padding)
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DEF_PROP_I(WindowVX, PaddingBottom)
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DEF_PROP_I(WindowVX, Opacity)
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DEF_PROP_I(WindowVX, BackOpacity)
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DEF_PROP_I(WindowVX, ContentsOpacity)
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DEF_PROP_I(WindowVX, Openness)
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DEF_PROP_B(WindowVX, Active)
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DEF_PROP_B(WindowVX, ArrowsVisible)
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DEF_PROP_B(WindowVX, Pause)
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void
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windowVXBindingInit()
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{
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// FIXME: data type name will end up as "WindowVX"
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INIT_TYPE(WindowVX);
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VALUE klass = rb_define_class("Window", rb_cObject);
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rb_define_alloc_func(klass, classAllocate<&WindowVXType>);
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disposableBindingInit <WindowVX>(klass);
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viewportElementBindingInit<WindowVX>(klass);
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_rb_define_method(klass, "initialize", windowVXInitialize);
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_rb_define_method(klass, "update", windowVXUpdate);
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_rb_define_method(klass, "move", windowVXMove);
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_rb_define_method(klass, "open?", windowVXIsOpen);
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_rb_define_method(klass, "close?", windowVXIsClosed);
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INIT_PROP_BIND( WindowVX, Windowskin, "windowskin" );
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INIT_PROP_BIND( WindowVX, Contents, "contents" );
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INIT_PROP_BIND( WindowVX, CursorRect, "cursor_rect" );
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INIT_PROP_BIND( WindowVX, Active, "active" );
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INIT_PROP_BIND( WindowVX, ArrowsVisible, "arrows_visible" );
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INIT_PROP_BIND( WindowVX, Pause, "pause" );
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INIT_PROP_BIND( WindowVX, X, "x" );
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INIT_PROP_BIND( WindowVX, Y, "y" );
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INIT_PROP_BIND( WindowVX, Width, "width" );
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INIT_PROP_BIND( WindowVX, Height, "height" );
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INIT_PROP_BIND( WindowVX, OX, "ox" );
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INIT_PROP_BIND( WindowVX, OY, "oy" );
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INIT_PROP_BIND( WindowVX, Padding, "padding" );
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INIT_PROP_BIND( WindowVX, PaddingBottom, "padding_bottom" );
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INIT_PROP_BIND( WindowVX, Opacity, "opacity" );
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INIT_PROP_BIND( WindowVX, BackOpacity, "back_opacity" );
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INIT_PROP_BIND( WindowVX, ContentsOpacity, "contents_opacity" );
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INIT_PROP_BIND( WindowVX, Openness, "openness" );
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INIT_PROP_BIND( WindowVX, Tone, "tone" );
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}
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