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.
132 lines
3.2 KiB
C++
132 lines
3.2 KiB
C++
/*
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** audio-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 "audio.h"
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#include "sharedstate.h"
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#include "binding-util.h"
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#include "exception.h"
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#define DEF_PLAY_STOP_POS(entity) \
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RB_METHOD(audio_##entity##Play) \
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{ \
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RB_UNUSED_PARAM; \
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const char *filename; \
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int volume = 100; \
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int pitch = 100; \
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double pos = 0.0; \
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if (rgssVer >= 3) \
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rb_get_args(argc, argv, "z|iif", &filename, &volume, &pitch, &pos RB_ARG_END); \
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else \
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rb_get_args(argc, argv, "z|ii", &filename, &volume, &pitch RB_ARG_END); \
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GUARD_EXC( shState->audio().entity##Play(filename, volume, pitch, pos); ) \
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return Qnil; \
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} \
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RB_METHOD(audio_##entity##Stop) \
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{ \
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RB_UNUSED_PARAM; \
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shState->audio().entity##Stop(); \
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return Qnil; \
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} \
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RB_METHOD(audio_##entity##Pos) \
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{ \
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RB_UNUSED_PARAM; \
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return rb_float_new(shState->audio().entity##Pos()); \
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}
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#define DEF_PLAY_STOP(entity) \
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RB_METHOD(audio_##entity##Play) \
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{ \
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RB_UNUSED_PARAM; \
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const char *filename; \
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int volume = 100; \
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int pitch = 100; \
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rb_get_args(argc, argv, "z|ii", &filename, &volume, &pitch RB_ARG_END); \
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GUARD_EXC( shState->audio().entity##Play(filename, volume, pitch); ) \
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return Qnil; \
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} \
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RB_METHOD(audio_##entity##Stop) \
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{ \
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RB_UNUSED_PARAM; \
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shState->audio().entity##Stop(); \
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return Qnil; \
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}
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#define DEF_FADE(entity) \
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RB_METHOD(audio_##entity##Fade) \
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{ \
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RB_UNUSED_PARAM; \
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int time; \
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rb_get_args(argc, argv, "i", &time RB_ARG_END); \
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shState->audio().entity##Fade(time); \
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return Qnil; \
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}
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#define DEF_POS(entity) \
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RB_METHOD(audio_##entity##Pos) \
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{ \
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RB_UNUSED_PARAM; \
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return rb_float_new(shState->audio().entity##Pos()); \
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}
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DEF_PLAY_STOP_POS( bgm )
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DEF_PLAY_STOP_POS( bgs )
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DEF_PLAY_STOP( me )
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DEF_FADE( bgm )
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DEF_FADE( bgs )
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DEF_FADE( me )
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DEF_PLAY_STOP( se )
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#define BIND_PLAY_STOP(entity) \
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_rb_define_module_function(module, #entity "_play", audio_##entity##Play); \
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_rb_define_module_function(module, #entity "_stop", audio_##entity##Stop);
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#define BIND_FADE(entity) \
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_rb_define_module_function(module, #entity "_fade", audio_##entity##Fade);
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#define BIND_PLAY_STOP_FADE(entity) \
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BIND_PLAY_STOP(entity) \
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BIND_FADE(entity)
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#define BIND_POS(entity) \
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_rb_define_module_function(module, #entity "_pos", audio_##entity##Pos);
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void
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audioBindingInit()
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{
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VALUE module = rb_define_module("Audio");
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BIND_PLAY_STOP_FADE( bgm );
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BIND_PLAY_STOP_FADE( bgs );
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BIND_PLAY_STOP_FADE( me );
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if (rgssVer >= 3)
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{
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BIND_POS( bgm );
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BIND_POS( bgs );
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}
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BIND_PLAY_STOP( se )
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}
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