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.
This commit is contained in:
Jonas Kulla 2014-08-28 23:11:10 +02:00
parent b1981055e1
commit 55f1542c76
41 changed files with 460 additions and 465 deletions

View file

@ -1,5 +1,15 @@
# Lines starting with '#' are comments
# Specify the RGSS version to run under.
# Possible values are 0, 1, 2, 3. If set to 0,
# mkxp will try to guess the required version
# based on the game files found in gameFolder.
# If this fails, the version defaults to 1.
# (default: 0)
#
# rgssVersion=1
# Create a debug context and log
# OpenGL debug information to the console
# (default: disabled)
@ -40,12 +50,20 @@
# vsync=false
# Create the window with 640 in width at startup
# Specify the window width on startup. If set to 0,
# it will default to the default resolution width
# specific to the RGSS version (640 in RGSS1, 544
# in RGSS2 or higher).
# (default: 0)
#
# defScreenW=640
# Create the window with 480 in height at startup
# Specify the window height on startup. If set to 0,
# it will default to the default resolution height
# specific to the RGSS version (480 in RGSS1, 416
# in RGSS2 or higher).
# (default: 0)
#
# defScreenH=480