A popup-like error dialog in selhero resulted in a heap-use-after-free:
https://gist.github.com/glebm/f014bd87f066d2b79965b7c48bd8f6d7
This is because the popup's `Deinit()` freed the background art.
The fix is simply to not free the background art.
This is OK because the popup never has a background.
It used to load an empty background in the past just to load the
palette but luckily it no longer does (otherwise this would require more
work).
Also, fixes dialog rendering:
1. Fixes what is rendered behind the dialog.
2. Draws the mouse (if possible) regardless of whether the background is
present.
3. Clears the screen if the background doesn't cover it completely.
Fixes#4195
https://github.com/diasurgical/devilutionx-mpq-tools produces an unpacked MPQ
with all the graphics converted to CLX and the unused files removed.
This is primarily useful on RAM-constrained platforms, such as PS2,
because it eliminates the MPQ overhead.
Adds a build option to load from such unpacked directories instead of the MPQ.
These directories are searched for in the same locations
where the MPQs would be searched for otherwise.
Example directory layout:
* /usr/local/share/diasurgical/devilutionx/diabdat/ -- unpacked and converted diabdat.mpq
* /usr/local/share/diasurgical/devilutionx/hellfire/ -- unpacked and converted hellfire MPQs (all of them merged into 1 directory)
* /usr/local/share/diasurgical/devilutionx/fonts/ -- unpacked fonts.mpq
* /usr/local/share/diasurgical/devilutionx/pl/ -- unpacked pl.mpq
These directory structure is produced by calling `unpack_and_minify_mpq`
* Difficulty indicator improvements
1. Clean up positioning code.
2. Do not show for non-save portraits.
3. Remove `vecDifficultyIndicators` - render the items on the fly instead
The format is almost identical to CL2, except it uses the frame header
to store frame width and height instead of 5 32-line offsets.
This means we always have access to frame dimensions, so we can use it
as an on-disk format for our graphics as well.
Additionally, we may be able to optimize the rendering even more
in the future now that we have guaranteed knowledge of frame dimensions.
Diablo and Hellfire have different palettes in `ui_art\black.pcx`.
We now ship our own tiny `black.pcx` that takes priority over the
other ones. This `black.pcx` had the Diablo palette which resulted in an
incorrect palette in the Settings screen.
Split our own `black.pcx` file into `black_diablo.pcx` and
`black_hellfire.pcx` and load the correct one depending on the mode.
1. There is no small logo. Simply use 2 variables.
2. The medium logo is much smaller as PCX:
* Hellfire (`ui_art\hf_logo2.pcx`): 1591816 bytes -> 195850 bytes
* Diablo (`ui_art\smlogo.pcx`): 341923 bytes -> 333099 bytes
* Move `ArtLogoBig` to `title.cpp`
It is only ever used there
The backgrounds can be quite large, for example
the Hellfire title background is a 2.4 MiB PCX file.
Previously, we converted all background to SDL surfaces.
This required extra memory, e.g. the 2.4 MiB Hellfire
title background uses 4.6 MiB as an SDL surface.
Changes the background to render directly from PCX instead
to reduce the allocator pressure.
Double clicking a menu list was not intuitive and could leave some
people confused about how to progress from the very first screen.
This is unfortunatly more important then having a nice preview when
using arrow keys to high light the other option :(