Incorporate LUS CMake CVar system (#4093)

* Incorporate LUS CMake CVar system.
Customize all LUS CMake CVars to align with plans for preset system.
Swap "gOverlayFont" usage back to LUS CVar macro.

* Change CMake sets to use the cache to allow for including LUS's file for the add_compile_defines and remove the duplication on SoH's side.

* Move SoH CMake CVars to `soh-cvars.cmake` for clarity.
This commit is contained in:
Malkierian 2024-05-01 11:48:51 -07:00 committed by GitHub
commit 715bf39d43
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15 changed files with 113 additions and 61 deletions

View file

@ -467,7 +467,7 @@ void GameState_Destroy(GameState* gameState) {
// Performing clear skeletons before unload resources fixes an actor heap corruption crash due to the skeleton patching system.
ResourceMgr_ClearSkeletons();
if (CVarGetInteger("gAltAssets", 0)) {
if (CVarGetInteger(CVAR_ALT_ASSETS, 0)) {
ResourceUnloadDirectory("alt/*");
gfx_texture_cache_clear();
}

View file

@ -141,7 +141,7 @@ static const ALIGN_ASSET(2) char rGfxPrintFontDataAlt[] = drGfxPrintFontDataAlt;
// https://github.com/HarbourMasters/Shipwright/issues/2762
typedef enum {hardcoded, otrDefault, otrAlt} font_texture_t;
font_texture_t GfxPrint_TextureToUse() {
if (CVarGetInteger("gAltAssets", 0) && ResourceMgr_FileExists(rGfxPrintFontDataAlt)) {
if (CVarGetInteger(CVAR_ALT_ASSETS, 0) && ResourceMgr_FileExists(rGfxPrintFontDataAlt)) {
// If we have alt assets enabled, and we have alt prefixed font texture, use that
return otrAlt;
} else if (ResourceMgr_FileExists(rGfxPrintFontData)) {