1. The char pointer returned by SDL is only valid temporarily,
keeping it around is not allowed so we copy the string.
2. Moves the trimming to DiabloUI. It now happens every frame
but that's OK here (not performance-sensitive and there is
little else happening on that screen).
In C++, globals initialization order accross translation units is not
defined. Accessing a global via a function ensures that it is initialized.
This will be needed for #7638, which will statically initialize change
handlers after the Options object has been initialized.
1. Moves more assets-related stuff from `init` to `engine/assets`.
2. Removes `SDL_audiolib` dependency from `soundsample.h`.
3. Cleans up some unused/missing includes.
This commit restricts the use of Test Barbarian and Test Barb to the
Hellfire expansion only.
Signed-off-by: Vinícius Ferrão <vinicius@ferrao.net.br>
Done with the following script:
```ruby
Dir["Source/**/*.{h,c,cc,cpp,hpp}"].each do |path|
v = File.read(path)
next if !v.include?("uint32_t") || v.include?("cstdint")
lines = v.lines
line_num = if lines[2].start_with?(" *")
lines.index { |l| l.start_with?(" */") } + 3
else
3
end
lines.insert(line_num, "#include <cstdint>\n")
File.write(path, lines.join(""))
end
```
then fixed-up manually
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.
Adds simple string / integer concatenation functions.
Many of the uses of `fmt::format` are simply concatenation
of a few strings and integers.
`StrCat` is an easier-to-read alternative to such uses of `fmt`.
1. Do not modify the map after loading. Instead, return string views
(guaranteed to be null-terminated) from look up functions and return
the key directly if not found.
2. Use an `unorded_map` instead of `map` where available (C++20).
Saves a bit of RAM (~50 KiB) and improves lookup performance.
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.