diff --git a/src/core/config.h b/src/core/config.h index 87791f2e..ddd2643b 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -201,6 +201,22 @@ enum Config { #define NO_CDCHECK // skip audio CD check #define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch) +// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts). +// Enabled by default on Switch; the RE3_RT CMake option passes NO_RT to turn it off. +// Every other platform builds vanilla. Platform necessities (audio/loading tweaks) +// are gated on __SWITCH__ separately, so a vanilla NX build still keeps those. +// Kept above VANILLA_DEFINES so the tunables below exist in every configuration. +#if defined(__SWITCH__) && !defined(NO_RT) +#define RT +#endif + +// RT tunables, centralized so shared code stays readable. RT off = upstream values. +#ifdef RT +#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30% +#else +#define RT_RADAR_SCALE 1.0f +#endif + #ifdef VANILLA_DEFINES #if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64) #error Vanilla can only be built for win-x86 @@ -272,21 +288,6 @@ enum Config { #define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES #define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS -// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts). -// Enabled by default on Switch; comment out to build a clean "vanilla NX". -// Platform necessities (audio/loading tweaks) are gated on __SWITCH__ separately, -// so a vanilla NX build (RT off) still keeps those. -#if defined(__SWITCH__) && !defined(NO_RT) -#define RT -#endif - -// RT tunables, centralized so shared code stays readable. RT off = upstream values. -#ifdef RT -#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30% -#else -#define RT_RADAR_SCALE 1.0f -#endif - //#define NO_MOVIES // compile-time: when defined, intro videos are skipped entirely #define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look diff --git a/src/skel/glfw/MoviePlayer.cpp b/src/skel/glfw/MoviePlayer.cpp index 1f25fa48..18dd1709 100644 --- a/src/skel/glfw/MoviePlayer.cpp +++ b/src/skel/glfw/MoviePlayer.cpp @@ -1,6 +1,12 @@ // Nintendo Switch / GLFW movie player. Ported from the SDL2 build; only the // windowing-system glue differs (GLFW proc address / buffer swap / timer). -#if defined RW_GL3 && !defined LIBRW_SDL2 +// +// Switch-only on purpose: Windows D3D9 builds play the intro through the win.cpp +// skeleton (DirectShow), and the other GLFW targets never played it at all - the +// MPEG states there have always just fallen through. Everyone else gets the stub +// at the bottom of this file, which keeps glfw.cpp's intro state machine linkable +// without dragging pl_mpeg and OpenAL into those builds. +#if defined __SWITCH__ && defined RW_GL3 && !defined LIBRW_SDL2 && defined AUDIO_OAL #include "common.h" diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp index 9aa37605..5a9faaf8 100644 --- a/src/skel/glfw/glfw.cpp +++ b/src/skel/glfw/glfw.cpp @@ -1835,6 +1835,17 @@ windowIconifyCB(GLFWwindow* window, int iconified) { /* ***************************************************************************** */ +// True if the player pressed a button to skip an intro movie. Uses the menu +// confirm button so it follows the selected controller type (Nintendo layout: +// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard. +// Defined for every platform - the intro state machine below is not #ifdef'd. +static bool SkipMovieButtonJustDown() +{ + return CPad::GetPad(0)->GetMenuConfirmJustDown() + || CPad::GetPad(0)->GetStartJustDown() + || CPad::GetPad(0)->GetEnterJustDown(); +} + #ifdef _WIN32 int PASCAL WinMain(HINSTANCE instance, @@ -1858,16 +1869,6 @@ WinMain(HINSTANCE instance, #endif #else -// True if the player pressed a button to skip an intro movie. Uses the menu -// confirm button so it follows the selected controller type (Nintendo layout: -// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard. -static bool SkipMovieButtonJustDown() -{ - return CPad::GetPad(0)->GetMenuConfirmJustDown() - || CPad::GetPad(0)->GetStartJustDown() - || CPad::GetPad(0)->GetEnterJustDown(); -} - int main(int argc, char *argv[]) {