We color a 1x1 `SDL_Surface` with the desired color. This surface is
then stretched over the area we need to cover using `SDL_BlitScaled`.
This way we avoid having to do the blending ourselves.
* Update meson.build
- add logic to loop over more lua names (in the future more names might be discovered)
- disable warnings and errors on dependencies
* adding missing includes and checks, correct data types, pointer mess […]
- various functions from string.h were used but never defined
- logic was done across multiple different data types with different signedness, got all of them up to snuff
- give 0 sized array size of 1 (array of size 0 is illegal, but rewriting the code is out of the scope of this commit)
- add preprocessor that marks possibly unused argument as such (does not mean they will get optimized out or anything)
- correctly initialize structs with all data needed
All these were found by generating the project using `meson -Dwarning_level=3 -Dwerror=true`
* remove undefined behavior, correct data types
* Comment manual bit manipulation to be investigated
* check for more edge cases, replace multiple cleanups with goto
* remove system specific includes
* Fixed some issues with inotify and multiple events at the same time. Seems to be working now.
* Cleaned up and simplified function, and commented, and fixed a number of bugs.
* Simplifying and fixing further.
* Improved performance for skipping large amounts of files.
* Added in extra checks, and changed paths. We should probably unify these path styles.
* Fixed stutter.
* Removed extraneous functions.
* Cleaned up more, added more testing; dealt with multiple sequential events correctly.
Removed dmon, and replaced with logic that works across Linux, Mac, FreeBSD and Windows. Have tested on all platforms, and seems to work.
Co-authored-by: Jan200101 <sentrycraft123@gmail.com>
Before, if `offset > 1` was used, the match would have failed because
the beginning of the string was never met.
Now we force the beginning of the string to be the one specified by the
offset.
* Fixed rendering computations for y offset.
* Force monospacing if every ascii character has the same integer advance.
* Added in explanatory comment.
* Fixed issues.
* Made lines less long.
Simplifies and uniformize the logic on the Lua side for the
setting of directories' watches. Now we always use the methods:
systems.watch_dir_add / rm
on all the project's directories at any depth when we are not
in files limit mode.
In files limited mode the functions systems.watch_dir_add/rm are
called only on the expanded folders. The shown_subdir table is also
updated only in files limited mode.
On the C side, using the dmon library, we remove the recursive argument
from the system.watch_dir and we always call it recursively except on
Linux. At the same time the functions:
systems.watch_dir_add / rm
are provided but as dummy functions that does nothing except on Linux
where they work as before to add / remove sub-directories in the inotify
watch.
In this was on the Lua side we always act we if the watches needed to be
set for each sub-directory explicitly, independently of the system.
The important improvement introduced is that we always avoid calling
dmon_watch recursively on Linux. This latter thing is problematic with
inotify and is therefore avoided on Linux.
On the other side we simplifies the logic on the Lua side and remove
conditions based on the OS used.
Fix a conspicuous omission to call the dmon_unwatch function
when changing project directory.
This uncovered a bug or a quirk of the dmon library where the watch_ids
can change as a result of calling dmon_unwatch because they are just
indexes on a contiguous array. Use a workaround to always unwatch the
first valid watch_id N times.
The last column of pixel on the window's right side isn't correctly
drawn and pixels appear dirty and more noticeably when the a NagView
message was previously shown, a stripe of red pixels remains on the right.
We use now a more souding roundig scheme. Now the rectangles to clip or to
draw are passed around as Lua numbers without any rounding. In turns, when
the rect coordinates are passed to the renderer we ensure the border of the
rect are correctly snapped to the pixel's grid. It works by computing the
coordinates of the edges, round them to integers and then compute the rect's
width based on the rounded coordinates values.