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VVVVVV/desktop_version/src/Network.c
Misa 2ef6a056aa 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.
2020-06-01 14:21:06 -04:00

147 lines
2.9 KiB
C

#include "Network.h"
#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(); \
extern void name##_update(); \
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
{
int32_t IsInit;
int32_t (*Init)();
void (*Shutdown)();
void (*Update)();
void (*UnlockAchievement)();
int32_t (*GetAchievementProgress)(const char*);
void (*SetAchievementProgress)(const char*, int32_t);
} NetworkBackend;
#if NUM_BACKENDS > 0
static NetworkBackend backends[NUM_BACKENDS];
#endif
int NETWORK_init()
{
int32_t any = 0;
#define ASSIGN_BACKEND(name, index) \
backends[index].Init = name##_init; \
backends[index].Shutdown = name##_shutdown; \
backends[index].Update = name##_update; \
backends[index].UnlockAchievement = name##_unlockAchievement; \
backends[index].GetAchievementProgress = name##_getAchievementProgress; \
backends[index].SetAchievementProgress = name##_setAchievementProgress;
#ifdef STEAM_NETWORK
ASSIGN_BACKEND(STEAM, 0)
#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 max = 0;
#if NUM_BACKENDS > 0
int32_t i, stat;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
stat = backends[i].GetAchievementProgress(name);
if (stat > max)
{
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
}