As we recently confirmed, Square and Left/RightTriangle primitives
never use masks other than Transparent and Solid.
Simplify the code to take advantage of that.
We notice that masks can be described by 2 parameters:
1. Whether they have 0 or 1 as their high bits.
2. Whether they shift to the left or to the right on the next line.
Describing masks this way allows us to lift them to template variables and simplify the code.
We also avoid handling the mask in the `RenderLine` loop entirely.
Also fixes a foliage rendering bug: Transparent foliage pixels were previously blended but they should have been simply skipped.
1. Fixes the return value (bytes rendered).
2. Fixes line wrapping / end-of-rendering based on the given rectangle:
1. Accounts for `BaseLineOffset`.
2. Fixes an off-by-one error for the y coordinate.
3. Wraps the cursor when needed.
3. Fix chat input box dimensions (height is 3 * line height).
4. Set the hint that indicates that we do not render the current
IME suggestion (SDL_TEXTEDITING). This indicates to IME
that it should render the suggestion instead.
When using `UNPACKED_MPQS`, avoid all the SDL machinery for reading
files.
This is beneficial not only due to reduced indirection but also because
we can test for the file's existence and get the file size without
opening it, which is much faster.
When rendering directly to the output buffer, we need to maintain the
state of what has been drawn and what needs redrawing per-buffer.
We previously tried to do it implicitly by checking `SDL_DOUBLEBUF` and
other flags. The previous implementation was broken in several
ways, resulting in rendering issues on devices that support 8-bit output
directly.
Changes this mechanism to explicitly maintain buffer state per output
buffer. The new mechanism doesn't require knowledge of the number of
buffers, and thus also works correctly with triple-buffering.
Fixes#5447
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`
We want to be able to use unpacked MPQs on low-end platforms
(PS2/rg99/etc).
This is tricky on case-sensitive filesystems. Avoids case issues by
lowercasing all paths in the code (then we'll just need lowercased
listfiles).