This means we are no longer copy-pasting PhysFS source files directly.
Since the source files reside in a src/ subdirectory, the paths in the
CMakeLists.txt have to be adjusted.
We are no longer copy-pasting LodePNG source files directly.
As we can't rename lodepng.cpp to lodepng.c in the submodule itself, we
need to make a wrapper file, lodepng_wrapper.c, that #includes
lodepng.cpp, but gets compiled as C.
The RWops stuff isn't a part of any standard PhysFS package (and given
that it explicitly wraps around SDL I'm not sure how you _would_ package
it). So we need to get the physfsrwops.h include in if
BUNDLE_DEPENDENCIES is off, otherwise this results in a compile-time
include-not-found failure.
Additionally, I've placed the PhysFS RWops stuff in their own extras/
folder, so none of the other PhysFS stuff gets included in a
-DBUNDLE_DEPENDENCIES=OFF build.
- use fseeko and ftello like FreeBSD in tinyxml2
- use current directory as basePath if NULL (OpenBSD doesn't actually support this feature it is disabled via a patch in their ports)
This removes the TinyXML source files, removes it from CMakeLists.txt,
removes all the includes, and removes the functions
FILESYSTEM_saveTiXmlDocument() and FILESYSTEM_loadTiXmlDocument() (use
FILESYSTEM_saveTiXml2Document() and FILESYSTEM_loadTiXml2Document()
instead).
Additionally I've cleaned up the tinyxml2.h include in FileSystemUtils.h
so that it doesn't actually include tinyxml2.h unnecessarily, meaning a
change to TinyXML2 shouldn't rebuild all files that include
FileSystemUtils.h.
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.