getBGR, when used in FillRect, was actually passing colors in RGB order.
But now the masks are fixed, so remove it, and fix up all existing
getBGR colors to use getRGB instead.
Due to the mask inconsistencies, getRGB calls that were passed to
FillRect ended up actually being passed in BGR order. But now that the
masks are fixed, all these BGR colors look wrong. So, fix up all of them
(...that's a _lot_ of copy-pasted code...) to be passed in RGB order.
If it's at all possible to use `const std::string&` when passing
`std::string`s around, then we use it. This is to limit the amount of
memory usage as a result of the frequent use of `std::string`s, so the
game no longer unnecessarily copies strings when it doesn't need to.
This object basically had no reason to exist... it was just more verbose
to use, which really reminded me of Java. Anyway, this is the last thing
named after the editor for no reason when it should be a part of the
customlevelclass, so I moved its attributes to customlevelclass.
This fixes the fact that the name of the singular type is plural, but
the name of the plural array is singular. Which has always annoyed me,
too. Also this makes it more clear that custom entities don't have much
to do with the editor.
That's what it is - it's an entity in a custom level. Not something to
do with the editor, necessarily. Like before, the name of the XML
element will remain the same.
That's what edlevelclass is... so that's what it should be named. (Also
removes that "ed", too, making this less coupled to the in-game editor.)
Unfortunately, for compatibility reasons, the name of the XML element
will still remain the same.
This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.
Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
This accompanies the editor.cpp -> CustomLevels.cpp change; I'll be
splitting out the editor functions in the next commit. The name of the
include guard has been changed as well, but not anything else.
This moves editorrenderfixed(), editorrender(), editorinput(),
editorlogic(), and their associated functions to a new file named
Editor.cpp - which is exactly what it says on the tin; it stores all the
functions related to the actual in-game editor loop. Also, the existing
editor.cpp has been renamed to CustomLevels.cpp.
2021-09-01 15:30:02 -07:00
Renamed from desktop_version/src/editor.cpp (Browse further)