Move from SDL_Surface* to abstract RGBA storage class#11
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Move from SDL_Surface* to abstract RGBA storage class#11
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Untested, incomplete. This was the idea: > Across the codebase, move from SDLSurface* as storage for RGBA data to an abstract RGBA storage class which can be subclassed to either contain an SDLSurface or an OpenGL texture, while also containing the RGBA data. Move Sprite* and other classes to use that. --- Update the codebase to use an abstract RGBA storage class instead of SDL_Surface* for RGBA data storage. * Add `rgba_storage.h` to define an abstract class `RGBAStorage` with subclasses `SDLSurfaceStorage` and `OpenGLTextureStorage`. * Modify `sprite.h` and `sprite.cpp` to replace `SDL_Surface*` with `std::shared_ptr<RGBAStorage>` and update methods accordingly. * Modify `spritesdl.cpp` to use `RGBAStorage` methods for accessing RGBA data. * Modify `spritegl.h` and `spritegl.cpp` to use `std::shared_ptr<RGBAStorage>` for RGBA data storage. * Modify `automap.cpp` to use `std::shared_ptr<RGBAStorage>` for RGBA data storage. * Modify `engine.cpp` to use `std::shared_ptr<RGBAStorage>` for RGBA data storage. --- For more details, open the [Copilot Workspace session](https://copilot-workspace.githubnext.com/opentibia/yatc?shareId=XXXX-XXXX-XXXX-XXXX).
ivucica
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Feb 6, 2026
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| m_screen = NULL; | ||
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Unnecessary use of C++-style name for the same thing. No need to modify existing code like this.
ivucica
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Feb 6, 2026
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Trying to give approval
| @@ -121,12 +121,12 @@ bool MiniMapArea::load() | |||
| //Create the sprite | |||
| // FIXME (nfries88): OpenGL does not work well when SDL is being used on the screen. | |||
| // this operation must be changed for GL engine to work. | |||
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Untested, incomplete. This was the idea:
Update the codebase to use an abstract RGBA storage class instead of SDL_Surface* for RGBA data storage.
rgba_storage.hto define an abstract classRGBAStoragewith subclassesSDLSurfaceStorageandOpenGLTextureStorage.sprite.handsprite.cppto replaceSDL_Surface*withstd::shared_ptr<RGBAStorage>and update methods accordingly.spritesdl.cppto useRGBAStoragemethods for accessing RGBA data.spritegl.handspritegl.cppto usestd::shared_ptr<RGBAStorage>for RGBA data storage.automap.cppto usestd::shared_ptr<RGBAStorage>for RGBA data storage.engine.cppto usestd::shared_ptr<RGBAStorage>for RGBA data storage.For more details, open the Copilot Workspace session.