Our implementation has a more modern interface and only
supports the features that we care about.
It always outputs `\n` as newlines and does not output BOM.
The modern interface eliminates awkward `c_str()/data()` conversions.
This implementation preserves comments and the file order of sections
and keys. New keys are written in insertion order.
We now also support modifying and adding default comments,
which may be a useful thing to do for the especially tricky
ini options (this PR doesn't add any but adds the ability to do so).
Sadly, this increases the RG99 binary size by 24 KiB.
I'm guessing this is because the map implementation generates
quite a bit of code.
Note that while it might seem that using `std::string` for every key and
value would do a lot of allocations, most of these strings are
small and thus benefit from Small String Optimization (= no allocations).
Looks like the KallistiOS Dreamcast SDK disables double support
by default: 495e77fd60/environ_dreamcast.sh (L16)
We don't really need doubles in this code.
The one place where we might have needed them is the SMK video
decoder, handled in a separate PR.
This is enough to make it usable as a backing storage for a
`priority_queue`. Had it in one of my branches and figured it might come
in handy in the future.
This gives a very slight FPS boost.
1140 to 1143 FPS on my machine as measured by:
```bash
tools/linux_reduced_cpu_variance_run.sh tools/measure_timedemo_performance.py -n 5 --binary build-rel/devilutionx
```
On Ubuntu 24.04 when running in a window,
`SDL_GetVideoInfo` returns the display size rather than the window size,
resulting in incorrect scaling.
Using `SDL_GetVideoSurface` instead of `SDL_GetVideoInfo` fixes this.
When we switched to `fmt` for logging, the log functions were
implemented in such a way that the strings were always constructed,
even if log priority was such that they weren't ever logged.
The new algorithm is a lot less code, slightly faster, and results
in a smaller binary (-40 KiB on rg99).
The previous algorithm filled all the pixels around every solid pixel.
The new algorithm only fills pixels that will be visible.
We first collect the outline pixels into an array (which may contain a
small amount of duplicates). Then, we render the entire array in a
single loop. This turns out to be slightly faster than rendering inline,
at the cost of ~4 KiB of stack (basically free).
To collect the pixels, we go through the CLX sprite, keeping track
of the solid runs in the current row, and the filled pixels on the line
above and the line below.
To be able to quickly test the pixels above and below, we introduce a
new data structure, `StaticBitVector`. It is similar to a bitset,
except the size is determined at runtime (capacity is fixed),
and it supports quick updates of entire subspans.
We know that length is never 0.
Letting the compiler know that allows it to optimize one instruction
away.
Moreover, for Fill runs, we also know that the length is at least 2.
Inlines blit command parsing.
We previously had blit commands because we supported rendering multiple
formats (CEL, CL2, CLX) but now we only ever render CLX, so this is
no longer necessary.
For monsters with the same sprite, load the sprite from the file system only once.
Example:
```
VERBOSE: Loaded monster graphics: falspear\phall 452 KiB x1
VERBOSE: Loaded monster graphics: skelbow\sklbw 618 KiB x1
VERBOSE: Loaded monster graphics: skelsd\sklsr 610 KiB x1
VERBOSE: Loaded monster graphics: goatbow\goatb 832 KiB x1
VERBOSE: Loaded monster graphics: bat\bat 282 KiB x2 <-- here we only load the sprite once
VERBOSE: Loaded monster graphics: rhino\rhino 1306 KiB x1
VERBOSE: Loaded monster graphics: golem\golem 298 KiB x1
VERBOSE: Total monster graphics: 4401 KiB 4684 KiB
```
Here, the bat sprite will be loaded from the MPQ only once.
For the second sprite, we simply clone the first sprite before applying TRNs.
This also reduces the size of `MonsterData` from 88 bytes to 80.
When we migrate monster data to a TSV, the sprite IDs can be generated automatically at load time.
Enabled only in Debug mode.
Runs Lua similar to the `lua` CLI.
Supports multiline input with Shift+Enter.
Missing features:
1. Scrollback.
2. Input history on up/down.
Open with backtick, close with Esc.
```lua
local render = devilutionx.render
local function drawGreet ()
render.string("Hello from " .. _VERSION, 10, 40)
end
Events.OnGameDrawComplete.Add(drawGreet)
```