After the SDL 3 renderer migration, the engine has exactly one back
buffer (a CPU-side ARGB8888 SDL_Surface) and one presentation path
(upload to streaming SDL_Texture, RenderPresent). All the SDL 1.2
hardware-surface / page-flipping / depth / driver knobs were dead.
Removed from gfxengine_t:
- _doublebuf, doublebuffer() setter+getter
- _pages, pages() setter
- _shadow, shadow() setter+getter
- _depth + the depth argument processing in mode()
- _driver, driver() setter, gfx_drivers_t enum, GFX_DRIVER_SDL2D
- xflags + the extraflags parameter to open()
- broken_rgba8 (the OpenGL RGBA→RGBA4 workaround field)
- MAX_PAGES + backpage/frontpage + the per-page dirtyrects[]/
dirtytable[]/dirtywtable[] arrays. Collapsed to 1-D dirtytable.
- __invalidate(int page, ...) → __invalidate(rect, window).
- The per-page invalidate() switch on _pages.
- vsync() now hot-applies via SDL_SetRenderVSync (no hide/show cycle).
- mode() keeps the int-bits arg for API compat but ignores it.
Removed from prefs_t:
- videodriver, depth, doublebuf, shadow, pages, broken_rgba8.
Their config-file keys are now read as obsolete fields (silently
consumed, never re-written) so existing config files load cleanly
without breaking on unknown keys.
Removed from the options menu:
- Display Depth, Display Buffering Mode, Software Shadow Buffer,
Display Buffer Pages, Broken RGBA8.
Removed from the escape-hammering safe-video-mode reset path the
fields that no longer exist (doublebuf, pages, shadow, depth,
videodriver).
dashboard.cpp: dropped the doublebuffer()-guarded second pass of the
loading-animation nibble draw; SDL 3's single back buffer doesn't
need it.
Build clean, binary still runs.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Phase 7-8 of the migration. Replaces the per-subsystem stubs added in
the earlier "builds clean" commit with proper SDL 3 implementations.
- gfxengine: add SDL_Window* accessor window_handle() so callers that
need to talk to SDL 3's window APIs (grab, text input) can reach it.
- states.cpp mouse grab: SDL_WM_GrabInput → SDL_SetWindowMouseGrab.
Drops the local SDL_GRAB_* / SDL_WM_GrabInput stub macros.
- states.cpp text input: SDL_EnableUNICODE → SDL_StartTextInput /
SDL_StopTextInput. kobo.cpp event loop now handles
SDL_EVENT_TEXT_INPUT (in both quit_requested() and the main game
loop) and forwards each byte of the UTF-8 string as a unicode value
to gsm.press(-1, ch) so the high-score name-entry path keeps
working without any state-side changes.
- kobo.cpp joystick: full re-port of init_js / close_js using
SDL_GetJoysticks (returns SDL_JoystickID array), SDL_OpenJoystick,
SDL_CloseJoystick. options.cpp joystick enumeration already used
the new API from the previous commit.
- sound/audio.c: replace the silent stub with a real SDL 3 backend
built on SDL_OpenAudioDeviceStream + an SDL_AudioStreamCallback.
The engine's existing _audio_callback (Sint16 stereo fill-buffer)
is kept; a small adapter (sdl3_stream_callback) runs it on a
scratch buffer and pushes the result via SDL_PutAudioStreamData.
audio_lock/unlock now call SDL_LockAudioStream / SDL_UnlockAudioStream.
After this commit the binary opens an audio device successfully and
the joystick path resolves real SDL 3 calls. Renderer + audio +
input are now all on SDL 3 with no compat shims.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Import existing source tree; original VCS history is no longer available.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>