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.
109 lines
2.7 KiB
C++
109 lines
2.7 KiB
C++
/*
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** viewport-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 "viewport.h"
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#include "sharedstate.h"
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#include "disposable-binding.h"
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#include "flashable-binding.h"
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#include "sceneelement-binding.h"
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#include "binding-util.h"
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#include "binding-types.h"
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DEF_TYPE(Viewport);
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RB_METHOD(viewportInitialize)
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{
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Viewport *v;
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if (argc == 0 && rgssVer >= 3)
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{
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v = new Viewport();
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}
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else if (argc == 1)
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{
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/* The rect arg is only used to init the viewport,
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* and does NOT replace its 'rect' property */
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VALUE rectObj;
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Rect *rect;
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rb_get_args(argc, argv, "o", &rectObj RB_ARG_END);
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rect = getPrivateDataCheck<Rect>(rectObj, RectType);
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v = new Viewport(rect);
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}
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else
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{
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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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v = new Viewport(x, y, width, height);
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}
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setPrivateData(self, v);
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/* Wrap property objects */
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v->setRect(new Rect(*v->getRect()));
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v->setColor(new Color);
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v->setTone(new Tone);
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wrapProperty(self, v->getRect(), "rect", RectType);
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wrapProperty(self, v->getColor(), "color", ColorType);
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wrapProperty(self, v->getTone(), "tone", ToneType);
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/* 'elements' holds all SceneElements that become children
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* of this viewport, so we can dispose them when the viewport
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* is disposed */
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rb_iv_set(self, "elements", rb_ary_new());
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return self;
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}
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DEF_PROP_OBJ(Viewport, Rect, Rect, "rect")
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DEF_PROP_OBJ(Viewport, Color, Color, "color")
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DEF_PROP_OBJ(Viewport, Tone, Tone, "tone")
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DEF_PROP_I(Viewport, OX)
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DEF_PROP_I(Viewport, OY)
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void
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viewportBindingInit()
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{
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INIT_TYPE(Viewport);
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VALUE klass = rb_define_class("Viewport", rb_cObject);
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rb_define_alloc_func(klass, classAllocate<&ViewportType>);
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disposableBindingInit <Viewport>(klass);
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flashableBindingInit <Viewport>(klass);
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sceneElementBindingInit<Viewport>(klass);
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_rb_define_method(klass, "initialize", viewportInitialize);
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INIT_PROP_BIND( Viewport, Rect, "rect" );
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INIT_PROP_BIND( Viewport, OX, "ox" );
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INIT_PROP_BIND( Viewport, OY, "oy" );
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INIT_PROP_BIND( Viewport, Color, "color" );
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INIT_PROP_BIND( Viewport, Tone, "tone" );
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}
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