This should gradually replace all the direct rendering of game texts
throughout the code. The interface is made to closly mirror that of the
art fonts as that is what will eventually be used for rendering Unicode
fonts both in the menus and ingame.
fixup! ✨ Generic game text render function
1. Move `SetPixel` definition to the header to make it easier for the
compiler to inline (make it inlinable even without LTO).
2. Add an `operator[](Point)` overload to `CelOutputBuffer`.
There are still subtle bugs in clipping evident in zoom.
Due to how the map is rendered (lots of small segments),
there is little performance difference.
Uses integer math only: This speeds up the rendering and eliminates some
zoom artifacts.
Improves player indicator look -- it's now symmetric and more legible.
Tthis gives us the option to specify what type a file should be loaded
as, avoidng the need to case it and does some automatic checks on the
fitness of the data, while making the process simpler.
If no type is given then the type will be set to std::byte which limit
what operations can be performed on the data.
This is part of the work to allow us to eliminate buffer padding.
As this is a hotspot, we have 4 separate functions for each non-square
primitive, resulting in quite a bit of code:
1. Unclipped ("Full")
2. Vertical-only clip
3. Vertical + Left clip
4. Vertical + Right clip
FPS at 640x480: 1420 -> 1530