kobodl/gamectl.h
Ville Lindholm f11b6516da
WIP: port renderer + supporting layers to SDL 3 (builds clean)
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>
2026-05-28 21:54:55 +03:00

123 lines
2.8 KiB
C++

/*
------------------------------------------------------------
Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
* Copyright (C) 1995, 1996, Akira Higuchi
* Copyright (C) 2001, 2002, 2006, David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _KOBO_GAMECTL_H_
#define _KOBO_GAMECTL_H_
#include "sdl_compat.h"
#include "config.h"
#define KEY_KP_DOWN SDLK_KP_2
#define KEY_KP_LEFT SDLK_KP_4
#define KEY_KP_UP SDLK_KP_8
#define KEY_KP_RIGHT SDLK_KP_6
#define KEY_KP_DL SDLK_KP_1
#define KEY_KP_DR SDLK_KP_3
#define KEY_KP_UL SDLK_KP_7
#define KEY_KP_UR SDLK_KP_9
enum buttons_t
{
BTN_UP, //Joystick, arrows, numpad etc
BTN_DOWN,
BTN_LEFT,
BTN_RIGHT,
BTN_UL,
BTN_UR,
BTN_DL,
BTN_DR,
BTN_INC, // +
BTN_DEC, // -
BTN_NEXT, // PageUp
BTN_PREV, // PageDn
BTN_YES, // 'Y'
BTN_NO, // 'N'
BTN_FIRE, //ctrl, fire button, mouse button,...
BTN_START, //Space
BTN_SELECT, //Return, enter,...
BTN_EXIT, //ESC
BTN_PAUSE, //Pause or P; also used as an internal event.
BTN_CLOSE, //Window close button, ALT-F4,...
BTN_BACK, //Backspace
BTN_F1, //Function keys
BTN_F2,
BTN_F3,
BTN_F4,
BTN_F5,
BTN_F6,
BTN_F7,
BTN_F8,
BTN_F9,
BTN_F10,
BTN_F11,
BTN_F12
};
enum mousemodes_t
{
MMD_OFF = 0,
MMD_CROSSHAIR,
MMD_RELATIVE
};
class gamecontrol_t
{
static int r_delay, r_interval;
static int afire;
static int space;
static int left, up, down, right, ul, ur, dl, dr;
static int shot;
static int direction, new_direction;
static int latch_timer;
static int movekey_pressed;
static void change();
public:
gamecontrol_t();
static void init(int always_fire);
static void repeat(int delay, int interval);
static void clear();
static int map(SDL_Keycode sym);
static void process(); // Call every frame!
static void press(int k);
static void release(int k);
static void mouse_press(int n);
static void mouse_release(int n);
static void mouse_position(int h, int v);
static inline int dir() { return direction; }
static inline int get_shot() { return shot || afire; }
static inline int dir_push() { return movekey_pressed; }
};
extern gamecontrol_t gamecontrol;
#endif //_KOBO_KEY_H_