Use SDL_Point instead of rolling our own point struct

The `point` struct was a relic of ActionScript and was added because of
the Flash 'point' object. However, it seems like Simon Roth didn't
realize that SDL has its own point struct.

With this, `Maths.h` can be un-included from a couple headers, which
exposes the fact that `preloader.cpp` was relying on `Maths.h` being
transitively included from `Graphics.h`.
This commit is contained in:
Misa
2023-01-28 23:32:14 -08:00
parent c7098f84e5
commit fbc9b3ddd7
9 changed files with 17 additions and 21 deletions

View File

@@ -610,7 +610,7 @@ void editorrender(void)
// Draw entities backward to remain accurate with ingame
for (int i = customentities.size() - 1; i >= 0; i--)
{
point tpoint;
SDL_Point tpoint;
SDL_Rect drawRect;
//if() on screen
@@ -928,7 +928,7 @@ void editorrender(void)
if (i <= ed.currentghosts) { // We don't want all of them to show up at once :)
if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy)
continue;
point tpoint;
SDL_Point tpoint;
tpoint.x = ed.ghosts[i].x;
tpoint.y = ed.ghosts[i].y;
SDL_Color ct = ed.ghosts[i].realcol;