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Allow for conditional building of Steam and GOG APIs

I think it's a bit silly to always include the Steam and GOG APIs
whenever we build VVVVVV, since the only time they'll ever be used is in
a live build and not a dev build.

So now Steam and GOG are disabled by default. If you want them, you'll
need to add -DSTEAM=ON or -DGOG=ON respectively at CMake time. They're
also both automatically enabled for release builds.
This commit is contained in:
Misa 2020-06-01 09:23:07 -07:00 committed by Ethan Lee
parent 58df371c3e
commit 2ef6a056aa
2 changed files with 64 additions and 6 deletions

View file

@ -10,6 +10,14 @@ OPTION(ENABLE_WERROR "Treat compilation warnings as errors" OFF)
SET(CUSTOM_LEVEL_SUPPORT ENABLED CACHE STRING "Optionally disable playing and/or editing of custom levels")
SET_PROPERTY(CACHE CUSTOM_LEVEL_SUPPORT PROPERTY STRINGS ENABLED NO_EDITOR DISABLED)
SET(STEAM OFF CACHE BOOL "Use the Steam API")
SET(GOG OFF CACHE BOOL "Use the GOG API")
IF(CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "RelWithDebInfo" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")
SET(STEAM ON)
SET(GOG ON)
ENDIF()
# Architecture Flags
IF(APPLE)
# Wow, Apple is a huge jerk these days huh?
@ -95,12 +103,18 @@ SET(VVV_SRC
src/WarpClass.cpp
src/main.cpp
src/Network.c
src/SteamNetwork.c
src/GOGNetwork.c
)
IF(NOT CUSTOM_LEVEL_SUPPORT STREQUAL "DISABLED")
LIST(APPEND VVV_SRC src/editor.cpp)
ENDIF()
IF(STEAM)
LIST(APPEND VVV_SRC src/SteamNetwork.c)
ADD_DEFINITIONS(-DSTEAM_NETWORK)
ENDIF()
IF(GOG)
LIST(APPEND VVV_SRC src/GOGNetwork.c)
ADD_DEFINITIONS(-DGOG_NETWORK)
ENDIF()
SET(XML_SRC
../third_party/tinyxml/tinystr.cpp

View file

@ -1,6 +1,19 @@
#include "Network.h"
#define NUM_BACKENDS 2
#define UNUSED(expr) (void)(expr)
#ifdef STEAM_NETWORK
#define STEAM_NUM 1
#else
#define STEAM_NUM 0
#endif
#ifdef GOG_NETWORK
#define GOG_NUM 1
#else
#define GOG_NUM 0
#endif
#define NUM_BACKENDS (STEAM_NUM+GOG_NUM)
#define DECLARE_BACKEND(name) \
extern int32_t name##_init(); \
extern void name##_shutdown(); \
@ -8,8 +21,12 @@
extern void name##_unlockAchievement(); \
extern int32_t name##_getAchievementProgress(const char *name); \
extern void name##_setAchievementProgress(const char *name, int32_t stat);
#ifdef STEAM_NETWORK
DECLARE_BACKEND(STEAM)
#endif
#ifdef GOG_NETWORK
DECLARE_BACKEND(GOG)
#endif
#undef DECLARE_BACKEND
typedef struct NetworkBackend
@ -23,11 +40,13 @@ typedef struct NetworkBackend
void (*SetAchievementProgress)(const char*, int32_t);
} NetworkBackend;
#if NUM_BACKENDS > 0
static NetworkBackend backends[NUM_BACKENDS];
#endif
int NETWORK_init()
{
int32_t i, any = 0;
int32_t any = 0;
#define ASSIGN_BACKEND(name, index) \
backends[index].Init = name##_init; \
backends[index].Shutdown = name##_shutdown; \
@ -35,51 +54,68 @@ int NETWORK_init()
backends[index].UnlockAchievement = name##_unlockAchievement; \
backends[index].GetAchievementProgress = name##_getAchievementProgress; \
backends[index].SetAchievementProgress = name##_setAchievementProgress;
#ifdef STEAM_NETWORK
ASSIGN_BACKEND(STEAM, 0)
ASSIGN_BACKEND(GOG, 1)
#endif
#ifdef GOG_NETWORK
ASSIGN_BACKEND(GOG, STEAM_NUM)
#endif
#undef ASSIGN_BACKEND
#if NUM_BACKENDS > 0
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
{
backends[i].IsInit = backends[i].Init();
any |= backends[i].IsInit;
}
#endif
return any;
}
void NETWORK_shutdown()
{
#if NUM_BACKENDS > 0
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].Shutdown();
}
#endif
}
void NETWORK_update()
{
#if NUM_BACKENDS > 0
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].Update();
}
#endif
}
void NETWORK_unlockAchievement(const char *name)
{
#if NUM_BACKENDS > 0
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].UnlockAchievement(name);
}
#else
UNUSED(name);
#endif
}
int32_t NETWORK_getAchievementProgress(const char *name)
{
/* The highest stat gets priority, will eventually pass to the others */
int32_t i, stat, max = 0;
int32_t max = 0;
#if NUM_BACKENDS > 0
int32_t i, stat;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
@ -89,15 +125,23 @@ int32_t NETWORK_getAchievementProgress(const char *name)
max = stat;
}
}
#else
UNUSED(name);
#endif
return max;
}
void NETWORK_setAchievementProgress(const char *name, int32_t stat)
{
#if NUM_BACKENDS > 0
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].SetAchievementProgress(name, stat);
}
#else
UNUSED(name);
UNUSED(stat);
#endif
}