After this change, SolveSpace does not contain nonfree assets.
Additionally, Perl is not required for the build.
Note that in the US, case law suggests that copyright does
not apply to bitmap fonts:
http://www.renpy.org/wiki/renpy/misc/Bitmap_Fonts_and_Copyright
Nevertheless, it was prudent to replace the asset with something
that is unambiguously free.
As a side effect, zlib and libpng are now git submodules,
based on their respective official git repositories.
This is necessary, because MinGW has a different ABI and
it cannot use the prebuilt binaries built by MSVC.
The submodules are also used for Windows, for several reasons:
* to allow 64-bit builds;
* to allow using newer MSVC, which doesn't like the prebuilt
libraries;
* to keep the libraries updated.
This change comprehensively replaces the use of Microsoft-standard integer
and boolean types with their C99/C++ standard equivalents, as the latter is
more appropriate for a cross-platform application. With matter-of-course
exceptions in the Win32-specific code, the types/values have been converted
as follows:
QWORD --> uint64_t
SQWORD --> int64_t
DWORD --> uint32_t
SDWORD --> int32_t
WORD --> uint16_t
SWORD --> int16_t
BYTE --> uint8_t
BOOL --> bool
TRUE --> true
FALSE --> false
The following related changes are also included:
* Added C99 integer type definitions for Windows, as stdint.h is not
available prior to Visual Studio 2010
* Changed types of some variables in the SolveSpace class from 'int' to
'bool', as they actually represent boolean settings
* Implemented new Cnf{Freeze,Thaw}Bool() functions to support boolean
variables in the Registry
* Cnf{Freeze,Thaw}DWORD() are now Cnf{Freeze,Thaw}Int()
* TtfFont::Get{WORD,DWORD}() are now TtfFont::Get{USHORT,ULONG}() (names
inspired by the OpenType spec)
* RGB colors are packed into an integer of type uint32_t (nee DWORD), but
in a few places, these were represented by an int; these have been
corrected to uint32_t
buttons. This requires some tools to convert .png images to that,
and that I put the characters in a two-dimensional grid in the
texture (since one-dimensional strip gets wider than the hardware
supports).
[git-p4: depot-paths = "//depot/solvespace/": change = 2138]
code. This is now drawn using gl, and the bitmap font (both there
and in the graphics window) is drawn from a texture from a static
table, not from the Win32 functions, since that's ~1000x faster.
So this adds a tool to generate that table. With luck that will
also fix my font issues under WINE, which won't have to render the
TTF itself.
Still needs some cleanup, and to make all the cosmetic improvements
that I want.
[git-p4: depot-paths = "//depot/solvespace/": change = 2130]