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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
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.
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2 changed files with 64 additions and 6 deletions
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@ -10,6 +10,14 @@ OPTION(ENABLE_WERROR "Treat compilation warnings as errors" OFF)
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SET(CUSTOM_LEVEL_SUPPORT ENABLED CACHE STRING "Optionally disable playing and/or editing of custom levels")
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SET_PROPERTY(CACHE CUSTOM_LEVEL_SUPPORT PROPERTY STRINGS ENABLED NO_EDITOR DISABLED)
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SET(STEAM OFF CACHE BOOL "Use the Steam API")
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SET(GOG OFF CACHE BOOL "Use the GOG API")
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IF(CMAKE_BUILD_TYPE STREQUAL "Release" OR CMAKE_BUILD_TYPE STREQUAL "RelWithDebInfo" OR CMAKE_BUILD_TYPE STREQUAL "MinSizeRel")
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SET(STEAM ON)
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SET(GOG ON)
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ENDIF()
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# Architecture Flags
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IF(APPLE)
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# Wow, Apple is a huge jerk these days huh?
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@ -95,12 +103,18 @@ SET(VVV_SRC
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src/WarpClass.cpp
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src/main.cpp
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src/Network.c
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src/SteamNetwork.c
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src/GOGNetwork.c
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)
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IF(NOT CUSTOM_LEVEL_SUPPORT STREQUAL "DISABLED")
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LIST(APPEND VVV_SRC src/editor.cpp)
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ENDIF()
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IF(STEAM)
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LIST(APPEND VVV_SRC src/SteamNetwork.c)
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ADD_DEFINITIONS(-DSTEAM_NETWORK)
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ENDIF()
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IF(GOG)
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LIST(APPEND VVV_SRC src/GOGNetwork.c)
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ADD_DEFINITIONS(-DGOG_NETWORK)
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ENDIF()
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SET(XML_SRC
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../third_party/tinyxml/tinystr.cpp
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@ -1,6 +1,19 @@
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#include "Network.h"
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#define NUM_BACKENDS 2
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#define UNUSED(expr) (void)(expr)
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#ifdef STEAM_NETWORK
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#define STEAM_NUM 1
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#else
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#define STEAM_NUM 0
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#endif
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#ifdef GOG_NETWORK
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#define GOG_NUM 1
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#else
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#define GOG_NUM 0
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#endif
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#define NUM_BACKENDS (STEAM_NUM+GOG_NUM)
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#define DECLARE_BACKEND(name) \
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extern int32_t name##_init(); \
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extern void name##_shutdown(); \
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@ -8,8 +21,12 @@
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extern void name##_unlockAchievement(); \
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extern int32_t name##_getAchievementProgress(const char *name); \
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extern void name##_setAchievementProgress(const char *name, int32_t stat);
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#ifdef STEAM_NETWORK
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DECLARE_BACKEND(STEAM)
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#endif
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#ifdef GOG_NETWORK
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DECLARE_BACKEND(GOG)
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#endif
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#undef DECLARE_BACKEND
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typedef struct NetworkBackend
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@ -23,11 +40,13 @@ typedef struct NetworkBackend
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void (*SetAchievementProgress)(const char*, int32_t);
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} NetworkBackend;
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#if NUM_BACKENDS > 0
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static NetworkBackend backends[NUM_BACKENDS];
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#endif
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int NETWORK_init()
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{
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int32_t i, any = 0;
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int32_t any = 0;
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#define ASSIGN_BACKEND(name, index) \
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backends[index].Init = name##_init; \
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backends[index].Shutdown = name##_shutdown; \
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@ -35,51 +54,68 @@ int NETWORK_init()
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backends[index].UnlockAchievement = name##_unlockAchievement; \
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backends[index].GetAchievementProgress = name##_getAchievementProgress; \
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backends[index].SetAchievementProgress = name##_setAchievementProgress;
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#ifdef STEAM_NETWORK
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ASSIGN_BACKEND(STEAM, 0)
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ASSIGN_BACKEND(GOG, 1)
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#endif
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#ifdef GOG_NETWORK
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ASSIGN_BACKEND(GOG, STEAM_NUM)
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#endif
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#undef ASSIGN_BACKEND
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#if NUM_BACKENDS > 0
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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{
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backends[i].IsInit = backends[i].Init();
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any |= backends[i].IsInit;
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}
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#endif
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return any;
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}
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void NETWORK_shutdown()
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{
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#if NUM_BACKENDS > 0
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].Shutdown();
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}
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#endif
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}
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void NETWORK_update()
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{
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#if NUM_BACKENDS > 0
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].Update();
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}
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#endif
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}
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void NETWORK_unlockAchievement(const char *name)
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{
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#if NUM_BACKENDS > 0
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].UnlockAchievement(name);
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}
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#else
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UNUSED(name);
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#endif
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}
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int32_t NETWORK_getAchievementProgress(const char *name)
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{
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/* The highest stat gets priority, will eventually pass to the others */
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int32_t i, stat, max = 0;
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int32_t max = 0;
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#if NUM_BACKENDS > 0
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int32_t i, stat;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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@ -89,15 +125,23 @@ int32_t NETWORK_getAchievementProgress(const char *name)
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max = stat;
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}
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}
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#else
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UNUSED(name);
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#endif
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return max;
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}
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void NETWORK_setAchievementProgress(const char *name, int32_t stat)
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{
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#if NUM_BACKENDS > 0
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].SetAchievementProgress(name, stat);
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}
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#else
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UNUSED(name);
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UNUSED(stat);
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#endif
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}
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