Completes phases 3-6 of the migration plan. After this commit, the
codebase compiles and links against pure SDL 3 (no compat shim). The
binary is unverified at runtime but the build is clean.
Renderer (graphics/gfxengine.{cpp,h}):
- Replace SDL_SetVideoMode + SDL_Flip + page-flip machinery with
SDL_CreateWindow + SDL_CreateRenderer + a streaming SDL_Texture.
The CPU-side back buffer (softbuf) is now always ARGB8888; legacy
HW/double-buffer/page flags are dead.
- flip() does a single full-frame SDL_UpdateTexture + SDL_RenderClear
+ SDL_RenderTexture + SDL_RenderPresent each frame. The dirtyrect
iteration is retained only to drive widget phys_refresh() callbacks.
- SDL_SetRenderLogicalPresentation gives us letterbox scaling for free.
- SDL_SetRenderVSync replaces glSDL_VSync.
- title()/cursor() ported to SDL 3 window/cursor APIs.
Surface API (graphics/sprite.c, filters.c, window.cpp, sofont.cpp,
region.c):
- SDL_FreeSurface → SDL_DestroySurface
- SDL_FillRect → SDL_FillSurfaceRect
- SDL_SetClipRect → SDL_SetSurfaceClipRect
- SDL_SetColorKey(s, flags, key) → SDL_SetSurfaceColorKey(s, bool, key)
- SDL_SetAlpha(s, flags, a) → SDL_SetSurfaceAlphaMod + BlendMode
- SDL_SetColors → SDL_SetSurfacePalette
- SDL_CreateRGBSurface(...) → SDL_CreateSurface(w, h, format_enum)
- SDL_DisplayFormat[Alpha] → SDL_ConvertSurface(s, ARGB8888)
- SDL_MapRGB(surf->format, ...) → SDL_MapSurfaceRGB(surf, ...)
- surface->format->Field → SDL_GetPixelFormatDetails(surf->format)->field
- surface->format->Amask test → SDL_ISPIXELFORMAT_ALPHA
- surface->clip_rect → SDL_GetSurfaceClipRect
Events (kobo.cpp):
- SDL_{KEYDOWN,KEYUP,QUIT,VIDEOEXPOSE,MOUSE*,JOY*} → SDL_EVENT_*
- SDL_ACTIVEEVENT (with gain check) → SDL_EVENT_WINDOW_FOCUS_LOST
- ev.key.keysym.sym → ev.key.key (.unicode → text input, deferred)
- SDLK_PRINT/SYSREQ → SDLK_PRINTSCREEN; lowercase SDLK_p/y/n → uppercase
- ev.motion.x/y for button events → ev.button.x/y (struct layout differs)
- KMOD_META → SDL_KMOD_GUI
- SDL_INIT_NOPARACHUTE → SDL_Init(0) (no parachute by default in SDL 3)
Keymap (gamectl.{cpp,h}):
- SDLKey → SDL_Keycode
- SDLK_KP{1..9} → SDLK_KP_{1..9}
Stubs deferred for later phases (binary will run but with degraded
behavior):
- sound/audio.c: _start_SDL_output returns -1 immediately; SDL 1.2
audio callback model needs full rewrite onto SDL_AudioStream.
- kobo.cpp init_js/close_js: SDL 3 joystick API uses instance IDs;
re-port deferred.
- states.cpp SDL_WM_GrabInput/SDL_EnableUNICODE: need window pointer
exposed from gfxengine; stubbed.
- gamectl.cpp SDL_EnableKeyRepeat: removed; relies on ev.key.repeat.
Other adjustments:
- options.cpp: GFX_DRIVER_GLSDL menu paths removed; show vsync option
always (renderer handles it).
- sound/a_wave.c: AUDIO_S8/AUDIO_S16SYS → SDL_AUDIO_S8/S16, SDL_FreeWAV
→ SDL_free.
- gfxengine.cpp: SDL_putenv("SDL_VIDEO_CENTERED=1") obsolete (handled
by SDL_CreateWindow defaults).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
123 lines
2.8 KiB
C++
123 lines
2.8 KiB
C++
/*
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------------------------------------------------------------
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Kobo Deluxe - An enhanced SDL port of XKobo
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------------------------------------------------------------
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* Copyright (C) 1995, 1996, Akira Higuchi
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* Copyright (C) 2001, 2002, 2006, David Olofson
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef _KOBO_GAMECTL_H_
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#define _KOBO_GAMECTL_H_
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#include "sdl_compat.h"
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#include "config.h"
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#define KEY_KP_DOWN SDLK_KP_2
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#define KEY_KP_LEFT SDLK_KP_4
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#define KEY_KP_UP SDLK_KP_8
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#define KEY_KP_RIGHT SDLK_KP_6
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#define KEY_KP_DL SDLK_KP_1
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#define KEY_KP_DR SDLK_KP_3
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#define KEY_KP_UL SDLK_KP_7
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#define KEY_KP_UR SDLK_KP_9
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enum buttons_t
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{
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BTN_UP, //Joystick, arrows, numpad etc
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BTN_DOWN,
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BTN_LEFT,
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BTN_RIGHT,
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BTN_UL,
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BTN_UR,
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BTN_DL,
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BTN_DR,
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BTN_INC, // +
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BTN_DEC, // -
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BTN_NEXT, // PageUp
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BTN_PREV, // PageDn
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BTN_YES, // 'Y'
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BTN_NO, // 'N'
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BTN_FIRE, //ctrl, fire button, mouse button,...
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BTN_START, //Space
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BTN_SELECT, //Return, enter,...
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BTN_EXIT, //ESC
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BTN_PAUSE, //Pause or P; also used as an internal event.
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BTN_CLOSE, //Window close button, ALT-F4,...
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BTN_BACK, //Backspace
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BTN_F1, //Function keys
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BTN_F2,
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BTN_F3,
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BTN_F4,
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BTN_F5,
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BTN_F6,
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BTN_F7,
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BTN_F8,
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BTN_F9,
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BTN_F10,
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BTN_F11,
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BTN_F12
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};
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enum mousemodes_t
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{
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MMD_OFF = 0,
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MMD_CROSSHAIR,
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MMD_RELATIVE
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};
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class gamecontrol_t
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{
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static int r_delay, r_interval;
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static int afire;
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static int space;
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static int left, up, down, right, ul, ur, dl, dr;
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static int shot;
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static int direction, new_direction;
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static int latch_timer;
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static int movekey_pressed;
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static void change();
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public:
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gamecontrol_t();
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static void init(int always_fire);
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static void repeat(int delay, int interval);
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static void clear();
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static int map(SDL_Keycode sym);
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static void process(); // Call every frame!
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static void press(int k);
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static void release(int k);
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static void mouse_press(int n);
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static void mouse_release(int n);
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static void mouse_position(int h, int v);
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static inline int dir() { return direction; }
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static inline int get_shot() { return shot || afire; }
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static inline int dir_push() { return movekey_pressed; }
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};
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extern gamecontrol_t gamecontrol;
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#endif //_KOBO_KEY_H_
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