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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@ -38,15 +38,18 @@ static int getButtonArg(int argc, VALUE *argv)
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{
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int num;
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#ifdef RGSS3
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ID sym;
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rb_get_args(argc, argv, "n", &sym RB_ARG_END);
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if (rgssVer >= 3)
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{
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ID sym;
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rb_get_args(argc, argv, "n", &sym RB_ARG_END);
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VALUE symHash = getRbData()->buttoncodeHash;
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num = FIX2INT(rb_hash_lookup2(symHash, ID2SYM(sym), INT2FIX(Input::None)));
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#else
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rb_get_args(argc, argv, "i", &num RB_ARG_END);
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#endif
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VALUE symHash = getRbData()->buttoncodeHash;
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num = FIX2INT(rb_hash_lookup2(symHash, ID2SYM(sym), INT2FIX(Input::None)));
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}
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else
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{
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rb_get_args(argc, argv, "i", &num RB_ARG_END);
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}
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return num;
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}
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@ -161,29 +164,32 @@ inputBindingInit()
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_rb_define_module_function(module, "mouse_x", inputMouseX);
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_rb_define_module_function(module, "mouse_y", inputMouseY);
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#ifndef RGSS3
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for (size_t i = 0; i < buttonCodesN; ++i)
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if (rgssVer >= 3)
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{
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ID sym = rb_intern(buttonCodes[i].str);
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VALUE val = INT2FIX(buttonCodes[i].val);
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VALUE symHash = rb_hash_new();
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rb_const_set(module, sym, val);
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for (size_t i = 0; i < buttonCodesN; ++i)
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{
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ID sym = rb_intern(buttonCodes[i].str);
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VALUE val = INT2FIX(buttonCodes[i].val);
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/* In RGSS3 all Input::XYZ constants are equal to :XYZ symbols,
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* to be compatible with the previous convention */
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rb_const_set(module, sym, ID2SYM(sym));
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rb_hash_aset(symHash, ID2SYM(sym), val);
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}
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rb_iv_set(module, "buttoncodes", symHash);
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getRbData()->buttoncodeHash = symHash;
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}
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#else
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VALUE symHash = rb_hash_new();
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for (size_t i = 0; i < buttonCodesN; ++i)
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else
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{
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ID sym = rb_intern(buttonCodes[i].str);
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VALUE val = INT2FIX(buttonCodes[i].val);
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for (size_t i = 0; i < buttonCodesN; ++i)
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{
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ID sym = rb_intern(buttonCodes[i].str);
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VALUE val = INT2FIX(buttonCodes[i].val);
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/* In RGSS3 all Input::XYZ constants are equal to :XYZ symbols,
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* to be compatible with the previous convention */
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rb_const_set(module, sym, ID2SYM(sym));
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rb_hash_aset(symHash, ID2SYM(sym), val);
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rb_const_set(module, sym, val);
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}
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}
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rb_iv_set(module, "buttoncodes", symHash);
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getRbData()->buttoncodeHash = symHash;
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#endif
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}
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