Commit graph

389 commits

Author SHA1 Message Date
Anders Jenbo
5537fe748e Clean up debug code 2021-06-27 16:16:39 -07:00
Anders Jenbo
0f2ad469ea ♻️Clean up variable initialization 2021-06-27 14:58:51 -07:00
Anders Jenbo
f0e5bd819b 💚 Fix debug builds
This the change from 8e07ef8fe5.
2021-06-27 20:48:39 +02:00
Anders Jenbo
8e07ef8fe5 Clang-tidy: misc-unused-parameters 2021-06-27 17:34:32 +02:00
Juliano Leal Goncalves
fd9f2099d0 ♻️ Leverage 'Point' to represent mouse position 2021-06-27 16:37:59 +02:00
Anders Jenbo
7102724fda Clang-tidy: readability-named-parameter 2021-06-27 00:56:08 +02:00
Anders Jenbo
de4ced7e4f Clang-tidy: readability-qualified-auto 2021-06-27 00:56:08 +02:00
Anders Jenbo
2bdb6caa07
Cleanup majority of remaning implicit bool conversions (#2234) 2021-06-26 21:05:45 +02:00
Anders Jenbo
d8fa29c972 Clean up more implicit bool conversion 2021-06-26 10:07:02 -07:00
obligaron
0bf3943254 Use GetOffsetForWalking in DrawMonsterHelper 2021-06-26 06:10:33 -07:00
obligaron
a4cacfbcbe Enable ADL for Monsters 2021-06-25 11:52:12 -07:00
obligaron
b0ed920a25 Introduce AnimationInfo to MonsterStruct 2021-06-25 11:52:12 -07:00
Andrew James
60a47caf1b
Refactor Draw* functions to use Rectangle and Point types
Added overload for DrawString taking a Point to avoid creating a rect for callers which only use position. This also documents the way DrawString operates when passed a clipping rectangle with a dimension of 0.
As part of this overload removed the logic for 0 width regions from DrawString. This does change the behaviour of the Rectangle version if called with a rect with width 0, all callers using that behaviour have been updated in this commit.

Using Rectangle/Size allowed simplifying the logic for certain calls where they could use DrawText alignment flags, previously this was manually aligning by calculating dimensions and offsetting the position. This also fixes #2169

Also includes a few instances where a temporary buffer was used to set the text to be drawn with unbounded sprintf calls, replaced those with snprintf as is recommended in modern C applications. Moving to C++ strings would be good in a future refactor.
2021-06-24 01:36:06 +02:00
Anders Jenbo
ee7b32d8f6 Player by reference part 3 2021-06-24 00:53:09 +02:00
Gleb Mazovetskiy
4ea7ba0f5f 🚚 engine.h: Extract LoadLE32 and LoadBE32 2021-06-21 02:34:28 -07:00
Gleb Mazovetskiy
43bc08bd63 Hardware Cursor: Fall back to software on failure 2021-06-19 12:36:39 +01:00
Gleb Mazovetskiy
f9d20b44d6 🎉 Hardware cursor (SDL2-only)
Disabled by default because of these known issues:

1. When clicking on inventory item, it briefly appears a bit shifted (in the wrong coordinates).

   This issue can happen with software cursor as well, but is a lot more
   obvious with the hardware cursor.

2. Cursor is scaled with nearest-neighbour scaling, which may look a bit different from
   how the rest of the graphics are scaled.

See also previous attempt: https://github.com/diasurgical/devilutionX/pull/955 by @viciious

Co-authored-by: Victor Luchits <vluchits@gmail.com>
2021-06-19 01:03:40 +02:00
obligaron
b5ad92eb2c Convert _mAnimData to CelSprite 2021-06-18 21:47:19 +02:00
Gleb Mazovetskiy
e9544c2fdc ♻️ Cleanup DrawCursor
1. Only copy the outline if the cursor is an item.
2. Deduplicate clipping math.
2021-06-18 11:54:59 +02:00
Gleb Mazovetskiy
e7b105b6ed 🐞 Fix off-by-one in DrawCursor
The correct size is +2px for the outline, because the outline is on both
sides.

Fixes #2179
2021-06-16 03:53:00 +02:00
obligaron
6d5291b17d Enable ADL for Items 2021-06-08 10:12:09 +02:00
obligaron
ccc1ccf9c3 Introduce ItemStruct.AnimInfo 2021-06-08 10:12:09 +02:00
qndel
15a4ac8e42 fix magic rock highlight 2021-06-05 14:51:35 +02:00
Kalebe Alves
118efe8e6d
Use Point/SDL_Rect for control functions coordinate system 2021-05-28 19:57:16 +02:00
qndel
b1d74d2791
alt highlighting (#2060) 2021-05-25 23:47:29 +02:00
Anders Jenbo
8a7ec56d3a Player by reference part 2
This mostly change player to be by reference instead of by index.
But additionally it does stript checks for gold in the belt, move some
value types to the initialization and short circute a few functiongs.
2021-05-24 21:00:32 +02:00
obligaron
61ba5009ac Convert to CelSprite 2021-05-24 20:12:43 +02:00
Juliano Leal Goncalves
d55cd99dd5 🚚 Rename 'direction' enum to 'Direction' 2021-05-24 04:46:08 +02:00
qndel
69b903743a fix typos 2021-05-23 05:52:52 +02:00
Anders Jenbo
9e2206a673 Format code 2021-05-21 14:12:31 +02:00
obligaron
86e1d488e6 Draw Reflect Icon similiar to Manashield 2021-05-21 13:27:57 +02:00
Anders Jenbo
6acb49bea4 Render quest and menu text using common text rendering 2021-05-21 04:23:49 +02:00
obligaron
417a3f124a DrawPlayerHelper: Use correct player offset 2021-05-19 12:17:01 +02:00
obligaron
4d2ac0502a Add new GetOffsetForWalking helper and use it for player drawing and camera 2021-05-16 21:24:36 +02:00
Anders Jenbo
34744c068f ♻️Consitantly use %i and not %d 2021-05-15 14:17:52 +02:00
qndel
89c40eaa7b
inventory items rendering cleanup (#1938) 2021-05-14 12:46:16 +02:00
Gleb Mazovetskiy
cb9da2cadc 🎉 SDL1: An option to render directly to video mem
Now that we no longer have a buffer border, we can render directly to
the video memory if the output surface is 8-bit and double buffering is
enabled.

Also adds a flag to force this even when double buffering is disabled,
because some systems emulate 8-bit mode with something else, so the
output is always buffered.

This required a tweak to the cursor to make sure that we clear it after
`SDL_Flip`.
2021-05-13 03:17:45 +02:00
Anders Jenbo
8eb9c930fe
🚨 Fix remaning GCC warnings (#1929) 2021-05-11 09:34:45 +02:00
Gleb Mazovetskiy
1181cc68ac 🎉 Remove buffer padding
The padding is no longer needed
2021-05-11 07:57:08 +02:00
Gleb Mazovetskiy
b3c921edac Fix clipping in scrollrt_draw_cursor_item 2021-05-09 05:31:41 +02:00
Anders Jenbo
72598865cc ♻️Replace PrintGameStr with DrawString 2021-05-08 18:48:19 +02:00
Gleb Mazovetskiy
f025d5c910 Remove clipping from scrollrt_draw_cursor_item
There was no reason for this clipping from what I can tell

Now that we actually have working clipping, this just looks odd
2021-05-08 18:23:28 +02:00
Gleb Mazovetskiy
9a9941efdd 🚚 Move CL2 rendering to engine/render/cl2_render.cpp 2021-05-07 01:02:03 +02:00
Gleb Mazovetskiy
0edfa3de66 🚚 Move CEL rendering to engine/render/cel_render.cpp 2021-05-07 00:16:40 +02:00
Gleb Mazovetskiy
59dd42692f 🚚 Move render.cpp to engine/render/dun_render.cpp 2021-05-06 21:30:06 +02:00
Anders Jenbo
f579b2f287 Handle cel/cl2 files as byte arrays 2021-05-06 13:17:54 +02:00
thebigMuh
8e19ef5460 - Fixed outline drawing for item on cursor to match rest of game
- Made GetOutlineColor const
- Made gold outline golden again... because the white outline made me sad
2021-05-04 06:09:05 +02:00
Anders Jenbo
bfc510fb23 Clean up automap.cpp 2021-05-03 05:44:40 +02:00
Anders Jenbo
654a2b8834 ♻️Clean up automap code
Use Point for x,y pairs. Make helpers for drawing door and squares
2021-05-02 15:27:38 +02:00
Gleb Mazovetskiy
34b4ed759a 🐞 Clean up and fix inventory sprite handling 2021-05-02 04:01:03 +02:00