Commit Graph

468 Commits

Author SHA1 Message Date
Jonas Kulla 1b7ed5ed78 Font: Fix default 'shadow' value for RGSS1 2014-10-09 18:53:24 +02:00
Jonas Kulla 0c08fc2d16 gl-fun.h: Fix function type signature 2014-10-06 21:10:19 +02:00
Jonas Kulla df73045d81 TileAtlasVX: Followup fix
Use rectangle intersection to correctly clip source
rectangles with origin != (0,0).
2014-10-03 06:51:39 +02:00
Jonas Kulla db78e55371 TileAtlasVX: Clamp blit src rect to tileset bitmap size 2014-10-02 16:41:53 +02:00
Jonas Kulla 95cda4035e fluid-fun: Fix fluidsynth soname on OSX 2014-10-01 19:19:25 +02:00
Jonas Kulla fa911b8018 gl-fun: Don't rely on SDL_opengl.h for function type definitions 2014-10-01 04:48:23 +02:00
Jonas Kulla 51a0f3903c Audio: Clean up threading and add AudioStream fadein (RGSS3) 2014-09-30 09:13:12 +02:00
Jonas Kulla 4a015c6397 Bitmap: Add font shadow rendering 2014-09-29 10:30:41 +02:00
Jonas Kulla 9e64dff01c Bitmap: Fix mem leak 2014-09-29 10:30:16 +02:00
Jonas Kulla 9758e660c4 Tilemap/VX: Ensure proxy objects don't outlive their parents
Either of these would previously crash (same for VX):

tm = Tilemap.new
at = tm.autotiles
tm = nil
GC.start
at[0] = Bitmap.new(1, 1)

tm = Tilemap.new
at = tm.autotiles
tm.dispose
at[0] = Bitmap.new(1, 1)

Funnily, this makes RMXP itself crash too, but crashing is
never acceptable except for possibly resource exhaustion.
2014-09-26 18:21:50 +02:00
Jonas Kulla d223d83cbf Implement F12 game reset (MRI only)
Can be disabled with "enableReset=false".

While at it, also replace the flakey volatile bool flags
with proper atomics.
2014-09-26 06:25:47 +02:00
Jonas Kulla 3a2e560139 Input: Fix default keybinds 2014-09-26 06:25:47 +02:00
Jonas Kulla 2550fd8ccc WindowVX: Initialize all dirty flags and connect tmp tone 2014-09-26 06:24:43 +02:00
Jonas Kulla 81ac0780f8 Revert Disposable concept back into core
Pretty much a revert of
e858bbdcf5.

We need this in core to properly implement F12 reset.
2014-09-23 21:12:58 +02:00
Jonas Kulla 3983fe66e9 Config: Print parsing errors instead of ignoring them 2014-09-23 19:23:11 +02:00
Jonas Kulla 17efcbbbbd tl;dr: I fucking suck at coding (fix double free)
MRI: Filesystem: A garbage collected SDL_RWops file handle
will call close on itself even if 'close' was explicitly
called on it on the script side before.
2014-09-23 17:26:30 +02:00
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 673a25f811 Bitmap: Don't use 'pixman_region_clear'
It's not included in older pixman versions.
2014-09-07 19:11:20 +02:00
Jonas Kulla ac9b98157e TilemapVX: Use SimpleShader for unanimated ground layers
Also remove some useless member variables.
2014-09-06 22:02:00 +02:00
Jonas Kulla 6bc3460294 Core, MRI: Don't expose RGSS3 functionality in 2 2014-09-06 02:01:20 +02:00
Jonas Kulla 7f41b9cc45 Config: Correctly setup rgssVer / screen size with customScript 2014-09-05 21:54:16 +02:00
Jonas Kulla f8c26fc515 Core/MRI: Fix handling of Etc/Font properties
The gist of it is that for Etc and Font props, the assignment
operator (eg. 'sprite.color=') does not take a reference of the
right hand parameter and replaces its previous one with it (this
was the old behavior). Rather, it keeps its internal property
object and copies the parameter object into it by value.
The getter is unchanged; it still returns a reference to the
internal property object.

s = Sprite.new
c = Color.new
s.color = c
p s.color == c # => true
p s.color.object_id == c.object_id # => false (true before)
c = s.color
p s.color.object_id == c.object_id # => true
2014-09-05 01:58:41 +02:00
Jonas Kulla f665d8b41c BoostSet: Add 'remove' and rename BoostHash::erase to remove
This is more consistent with Qt's method naming.
2014-09-05 01:06:08 +02:00
Jonas Kulla 10186e8dcc Input: Fix isRepeated off-by-one error and do small optim. 2014-09-03 02:35:57 +02:00
cremno 4b08eee81f add RGSS2/3 Input.repeat? 2014-09-02 19:14:05 +02:00
Jonas Kulla d8bb6aa2fc Replicate RMVX/VXA's broken sprite Z sorting implementation
Fixes Window_NameBox visual appearance in Skyborn.

Also nuke the second SceneElement constructor that has been
obsolete since the Tilemap mapViewport rewrite.
2014-08-31 01:10:32 +02:00
Jonas Kulla 1a98760b31 Config: Properly clamp rgssVersion to allowed range 2014-08-30 12:00:56 +02:00
Jonas Kulla 3da785b293 FileSystem: RGSS2 means ogg vorbis support is always available 2014-08-30 12:00:56 +02:00
Jonas Kulla 6d414c0777 Print RGSS version on startup 2014-08-29 03:16:12 +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 b1981055e1 Core: Remove ifdefs that don't influence RGSS specific behavior
This is the first step in eliminating the build time RGSS
versioning.
2014-08-28 19:43:13 +02:00
Jonas Kulla 28421a0ce5 Tilemap: Remove RGSS2 viewport setter
This class is not used in RGSS2 at all.
2014-08-28 15:37:04 +02:00
Jonas Kulla c88b4b03d6 Bitmap: Fix blitshader draw_text path not taking squeezing into account 2014-08-28 14:53:28 +02:00
Jonas Kulla 20081cb07e Wrap include in feature macro 2014-08-28 11:27:36 +02:00
Jonas Kulla 7bcc31fb53 Silence "unused param" warning in release mode 2014-08-28 11:26:20 +02:00
Jonas Kulla 18c74e0f24 SoundEmitter: Only detach/attach buffer if necessary 2014-08-25 05:35:46 +02:00
Jonas Kulla b1ebc655f9 SoundEmitter: Make SE source count configurable
Default is still 6.
2014-08-25 05:34:19 +02:00
Jonas Kulla 5ee62ba0fd SoundEmitter: Optimize source allocation strategy a bit
If no source is free, instead of seizing the lowest priority one,
first try to find the lowest priority source with the same buffer
that is about to be played and use it. Otherwise, take lowest priority
one as before.
2014-08-24 09:19:54 +02:00
Jonas Kulla ce72e6d0ee Input: Fix keyboard bindings (RGSS1 and 2 differ), add numpad enter -> C binding 2014-08-24 08:03:12 +02:00
Jonas Kulla 117ddeee5c Config: Add 'preloadScript' entry to run raw scripts before the game scripts
Useful to insert common code, wrappers etc. without touching Scripts.rxdata.
2014-08-24 07:32:44 +02:00
Jonas Kulla 3968ebb538 Graphics: Transition without previous freeze is a noop 2014-08-23 21:26:50 +02:00
Jonas Kulla b380a0ebdd SharedState: Fix asset path priority (rgssad -> "." -> RTPs) 2014-08-22 23:58:14 +02:00
Jonas Kulla b751858b16 Graphics: Fadein/out should interpolate from current brightness 2014-08-22 23:57:12 +02:00
Jonas Kulla 24ad0990da TilemapVX: Deal correctly with Graphics.resize_screen 2014-08-22 23:57:12 +02:00
Jonas Kulla 50e393fe6e Graphics: Fix resize_screen 2014-08-22 23:57:12 +02:00
Jonas Kulla c5c58fa9cd SoundEmitter: Show filename that caused the SDL_Sound error 2014-08-22 23:50:52 +02:00
Jonas Kulla 10bfcb57b7 Config: Convert game title to valid UTF-8 (if it isn't already)
Removes the need to manually convert the Game.ini to UTF-8 every
time with eg. Japanese games. Also, setting the window title on
OSX with invalid UTF-8 crashes.

This functionality and the dependency on libiconv and libguess
are optional and can be enabled with `CONFIG+=INI_ENCODING`.
If turned off and invalid UTF-8 is encountered, the game title
is treated as being empty (ie. the folder name is used instead).
2014-08-20 23:32:18 +02:00
Jonas Kulla 622845a404 TileAtlasVX: Handle table autotiles properly 2014-08-19 19:47:22 +02:00
Jonas Kulla fb2b2b7260 WindowVX: Fix scroll arrows not showing initially 2014-08-19 19:47:22 +02:00
Jonas Kulla 0c72659025 Remove stale code 2014-08-19 19:47:22 +02:00
Mathew f89216368d NFD filename translation on OS X 2014-08-19 10:57:03 -04:00
Jonas Kulla 7452331e04 Bitmap: Normalize rect passed to glState.scissorBox
glScissorBox doesn't like negative values.
2014-08-17 15:43:03 +02:00
Jonas Kulla 724d52f61e Tilemap: Finally get rid of that terrible name 'ScanRow'
Replacement: ZLayer
I'd really have loved to have used something alluding to physical
roof tiles (as that's the closest image I have to them), but without
reusing the word "tiles".. yeah, impossible.
2014-08-17 03:58:01 +02:00
Jonas Kulla 9311aff017 Bitmap: Draw line feed and carriage return as whitespace 2014-08-17 03:07:53 +02:00
Jonas Kulla 52e2f2304a Spacing 2014-08-17 00:27:08 +02:00
Jonas Kulla f0e045d057 Font: Add RGSS2 default values 2014-08-17 00:27:07 +02:00
Jonas Kulla 4daff93e29 Put bundled font into its own translation unit 2014-08-17 00:26:35 +02:00
Jonas Kulla cbdd19e525 WindowVX: Make more compatible with RGSS2 2014-08-16 22:32:06 +02:00
Jonas Kulla 8042289291 WindowVX: Fix window resizing from big to small 2014-08-16 20:11:46 +02:00
Jonas Kulla e7882c0d3e Plane: Fix screen shaking in wrong direction 2014-08-16 16:14:00 +02:00
Jonas Kulla 9c421aed45 Add minor comments 2014-08-16 16:14:00 +02:00
Jonas Kulla e208bc49e8 Sprite: Implement Y based Z draw ordering (RGSS2)
If two sprites have the same Z, their order is decided based
on their Y coordinate first, and only then (if equal) by creation
time.
2014-08-16 16:12:51 +02:00
Jonas Kulla 3887342439 Disposable: Emit 'wasDisposed' on destruction, not dispose()
Fixes segfaults when objects that were not explicitly disposed
were collected by the GC.
2014-08-16 11:47:07 +02:00
Jonas Kulla b32d6c69cb SharedState: Add RGSS2 default encrypted archive filename 2014-08-16 11:47:07 +02:00
Jonas Kulla 840ecee084 Fix 'uninitialized value used' warnings 2014-08-16 11:47:07 +02:00
Jonas Kulla f58e4ab00d WindowVX: Don't use uninitialized index value 2014-08-16 11:47:07 +02:00
Jonas Kulla 1195dc15bd WindowVX: Add small hack to visually improve background
Make the stretched background source rect smaller by one pixel.
Greatly improves look of Windows in Majo no Ie.
2014-08-16 11:47:07 +02:00
Jonas Kulla ded18f9a02 TileAtlasVX: RGSS2 knows no shadow layer 2014-08-16 11:47:06 +02:00
Jonas Kulla f036e83a2d WindowVX: Remove faulty cursor rect positioning logic 2014-08-16 11:47:06 +02:00
Jonas Kulla 3277663944 WindowVX: Fix padding rect not updating on size change 2014-08-16 11:47:06 +02:00
Jonas Kulla bce4eb2bee WindowVX: Fix cursor rectangle geometry not updating 2014-08-16 11:47:06 +02:00
Jonas Kulla 062c7267d7 TilemapVX: Fix map viewport not updating on scene geometry change 2014-08-16 11:47:06 +02:00
Jonas Kulla 9003f9a435 Font: Add missing RGSS2+ props basic plumbing (and bind most in MRI)
No core implementations yet for shadow and outline color.
2014-08-16 11:46:25 +02:00
Jonas Kulla 36eea09c7e SharedState: Add RGSS3 default encrypted archive filename 2014-08-16 06:04:02 +02:00
Jonas Kulla bdd60291a7 Bitmap: Fix vertical gradient direction 2014-08-16 06:04:02 +02:00
Jonas Kulla 8d375b5cac Graphics: Execute one frame reset at construction
Fixes RGSS3 title screen transition looking skipped
2014-08-16 06:04:02 +02:00
Jonas Kulla 150c280c1e Graphics: Default framerate in RGSS2 is 60 2014-08-16 06:04:02 +02:00
Jonas Kulla 7a655528e4 Viewport: Add zero arg constructor (RGSS3) and bind in MRI 2014-08-16 06:03:48 +02:00
Jonas Kulla 5bc6f6f32c Etc: Implement missing RGSS3 functionality (and bind in MRI) 2014-08-15 22:58:08 +02:00
Jonas Kulla 7790bd6c2c Implement RGSS2 Tilemap class (TilemapVX) 2014-08-15 15:20:32 +02:00
Jonas Kulla 3717609142 Tilemap: Make Autotiles con/destructor private 2014-08-15 15:20:32 +02:00
Jonas Kulla 4742226e7c Tilemap: Fix typo 2014-08-15 15:20:32 +02:00
Jonas Kulla 91d19d0a73 Implement RGSS2 Window class (WindowVX) 2014-08-15 15:20:15 +02:00
Jonas Kulla d654fb7dd6 Add internal 'KeepDestAlpha' BlendType (for use in WindowVX) 2014-08-12 22:26:54 +02:00
Jonas Kulla d95e90db34 Tone: Add 'valueChanged' signal 2014-08-12 22:26:54 +02:00
Jonas Kulla 3550cc0ff5 Use correct default resolution for RGSS2/3 (544x416) 2014-08-12 22:21:57 +02:00
Jonas Kulla d128375d62 DisposeWatch: Make private and constify members 2014-08-12 21:41:59 +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 7d30ce1a00 quad.h: Cleanup static functions to use templated Vertex parameter
Collapses all the different Vertex/SVertex/CVertex variants
into one generic one per function.
2014-08-12 21:41:59 +02:00
Jonas Kulla 0af5e9d66c gl-util.h: Add GL ID != operator and TEXFBO::clear
TEXFBO::clear resets the struct into its state right
after creation, nulling all IDs inside so they're invaid.
2014-08-12 21:41:59 +02:00
Jonas Kulla 1767b200c7 etc.h: Constify methods 2014-08-12 21:41:28 +02:00
Jonas Kulla 9967ae022d window.cpp: small cleanups
Constify static numbers
'unsigned char' -> 'uint8_t'
2014-08-12 19:38:31 +02:00
Jonas Kulla e858bbdcf5 Lift 'Disposable' concept from core into bindings
Instead of replicating the RGSS Disposable interface in C++
and merely binding it, redefine the 'disposed' state as the
entire core object being deleted (and the binding object's
private pointer being null).

This makes the behavior more accurate in regard to RMXP.
It is now for example possible to subclass disposable classes
and access their 'dispose'/'disposed?' methods without
initializing the base class first (because the internal pointer
is simply null before initialization). Accessing any other
base methods will still raise an exception.

There are some quirks and irregular behavior in RMXP; eg.
most nullable bitmap attributes of disposable classes
(Sprite, Plane etc.) can still be queried afterwards, but
some cannot (Tilemap#tileset), and disposing certain
attributes crashes RMXP entirely (Tilemap#autotiles[n]).
mkxp tries to behave as close possible, but will be more
lenient some circumstances.

To the core, disposed bitmap attributes will look
identically to null, which slightly diverges from RMXP
(where they're treated as still existing, but aren't drawn).
The Disposable interface has been retained containing a
single signal, for the binding to inform core when
objects are disposed (so active attributes can be set to null).
2014-08-09 21:21:38 +02:00
Jonas Kulla cc0ab35f10 Font: 'exist?' allows any object (returns false if not string) 2014-08-09 21:21:38 +02:00
Jonas Kulla 6c9fbc1465 Bitmap: Clip dest rect when blitting from mega surface 2014-08-09 21:21:38 +02:00
Jonas Kulla bdcf1503bd Bitmap: Normalize rectangle passed to pixman 2014-08-09 21:21:38 +02:00
Jonas Kulla 656c5099ea autotiles.cpp: Fix subrect pattern for indices 23 and 46
Fixes #51.
2014-08-07 10:46:58 +02:00
Jonas Kulla 24759fb97b EventThread: Simplify user event handling 2014-08-06 15:54:44 +02:00
Jonas Kulla 151a1f0d1b Table: Add clone constructor (and bind in MRI)
Fixes #50.
2014-08-05 05:24:13 +02:00