With this PR we refactor `StringUtils::replaceAll` to accept `string_view` as suggested in a code comment. In addition, while we are touching this rebuild happy file, we slim it down a bit by moving a few sparingly used functions elsewhere.
With this PR we refactor a `premultiplied alpha` user string set by `characterpreview.cpp` into a more flexible mechanism allowing us to assign any state to GUI textures. We can consider these changes more future proof than the previous approach.
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
[Refactoring] Add marker size method instead of using magic constant
[Refactoring] Simplify worldPosToImageSpace and cellTopLeftCornerToImageSpace usage
[Refactoring] Add a missing 'f' to specify the float type
[Refactoring] Make cellTopLeftCornerToImageSpace more homogenous with worldPosToImageSpace
[Refactoring] Extract createmakrercoords method
[Refactoring] Use worldPosToImageSpace instead of cellTopLeftCornerToImageSpace
Remove cellTopLeftCornerToImageSpace as it is not used anymore
Remove getCellSize as it is not used anymore
[Refactoring] Extract new method createMarker
[Refactoring] Extract new method getMarkerCoordinates
[Refactoring] Extract new method getPosition
[Refactoring] Extract new method centerView
[Refactoring] Extract new method createDoorMarker
[Refactoring] Simplify for loop
[Refactoring] Make the test before the loop
Show message about saved screenshot via schedule message box. Since screenshot
saving happens not in the main thread calling messageBox directly is unsafe.
WindowManager::scheduleMessageBox delays message box showing until next update
in the main thread.