Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources.
As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general.
Also dispose some bitmaps.
This enables the map importer to map the .ini video definitions to ours.
The mapping generally is as follows:
Intro => BackgroundInfo
Brief => Briefing
Action => GameStart
Win => GameWon
Lose => GameLost
An issue in some Red Alert maps means that this mapping is not always
quite correct. In those maps that do not have a 'Brief' video defined
(scg03a is an example), Westwood has assigned the video that should
probaby have been the 'Action' video to the 'Intro' slot instead. I can
only assume that that was done due to some limitation in the original
game code. Mappers will have to correct that assignment manually in
those cases.
The managed byte buffer is created on demand, meaning a newly allocated sheet will not waste memory holding onto the buffer until some changes are actually required to be written. This avoids a newly allocated sheet wasting memory on buffers that do not differ from their backing texture.
Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked. The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality. A trait can register for multiple upgrade types which then all affect the internal level counter.
IDisabledTrait for identifying (and filtering) disabled traits
UpgradableTrait provides an abstract base for traits to support upgrade levels
Added IDisabledTrait support to GlobalButtonOrderGenerator
Includes rework by pchote with alterations.