Converting from UTF-8 to UTF-16 could have resulted in a buffer overflow if the buffer size was exactly the length of the converted string.
Pass string_view/span to convert_from/to_fs instead, and ensure the buffer is terminated. This replaces passing a pointer to the buffer and the buffer size as separate parameters, allowing the compiler to pass both in one parameter.
Removes use of `lengthof()`.
Combine two separate fixed length arrays to allow simpler iteration.
No need to check that arrays are all the same length.
No need to separately store the number of sprites to draw.
Removes the upper limit of the number of sprites that can be drawn.
Removes lengthof and array indices.
This hint was once needed because of the way we handled surfaces.
But as OpenGL already uses a hardware surface, we already had to
fix all the issues that comes with it. As that is generic code,
this hint is no longer actually needed. Further more, recent SDL
versions break because of it on Wayland.
Add `SpriteLoader::SpriteCollection` type which is an array of `SpriteLoad::Sprite`.
This removes the ambiguity of what `SpriteLoader::Sprite *` is pointing to,
and cleans up mismatches using both dereference -> and array access [] for the
same object.
It is very likely Vista hasn't been working for years, but the
amount of users that use an OS that has been EoL for over 11 years
is very small, so reports happen rarely.
This is the only enumeration with a COUNT and END. The logic of the COUNT
implied that BEGIN could be non-zero, but all but two uses of zoom level
assume that BEGIN is zero, making the separate count only confusing.
When changing a Game Option and pressing Exit Game, the changes
were not actually stored. This because the post-mainloop code
was never executed for Emscripten.
The define kCGBitmapByteOrder32Host changed (around SDK 12?)
into an enum, which means an old #ifndef was triggering,
overwriting the value to 0. Sadly, 0 means Order16Big, causing
RGBA to become GRAB, which results in strange colours.
As we no longer support PPC, drop that piece of code completely.
On Windows in fullscreen you cannot reach the top with
the cursor for the halve of the height of your toolbar.
Additionally, on Win10 in fullscreen you can see the actual toolbar.