kobodl/gamectl.cpp
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

412 lines
7.0 KiB
C++

/*
------------------------------------------------------------
Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
* Copyright (C) 1995, 1996, Akira Higuchi
* Copyright (C) 2001 - 2003, 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.
*/
#include "manage.h"
#include "kobo.h"
#include "gamectl.h"
#include "myship.h"
int gamecontrol_t::afire;
int gamecontrol_t::r_delay = 250;
int gamecontrol_t::r_interval = 40;
int gamecontrol_t::space;
int gamecontrol_t::left;
int gamecontrol_t::up;
int gamecontrol_t::down;
int gamecontrol_t::right;
int gamecontrol_t::dl;
int gamecontrol_t::dr;
int gamecontrol_t::ul;
int gamecontrol_t::ur;
int gamecontrol_t::shot;
int gamecontrol_t::direction = 1;
int gamecontrol_t::new_direction = 0;
int gamecontrol_t::latch_timer = 0;
int gamecontrol_t::movekey_pressed;
void gamecontrol_t::init(int always_fire)
{
afire = always_fire;
left = 0;
right = 0;
up = 0;
down = 0;
shot = 0;
movekey_pressed = 0;
// SDL 3 removed SDL_EnableKeyRepeat; OS-level key repeat fires
// SDL_EVENT_KEY_DOWN with ev.key.repeat set. r_delay/r_interval
// retained in case we re-implement software repeat later.
(void)r_delay; (void)r_interval;
}
gamecontrol_t::gamecontrol_t()
{
init(0);
}
void gamecontrol_t::repeat(int delay, int interval)
{
r_delay = delay;
r_interval = interval;
// SDL_EnableKeyRepeat is gone in SDL 3. Stored for future
// software-side repeat handling.
}
void gamecontrol_t::clear()
{
direction = 1;
}
int gamecontrol_t::map(SDL_Keycode sym)
{
/*
FIXME: This should be replaced by a configurable mapping system.
*/
switch(sym)
{
case KEY_KP_LEFT:
case SDLK_LEFT:
return BTN_LEFT;
case KEY_KP_RIGHT:
case SDLK_RIGHT:
return BTN_RIGHT;
case KEY_KP_UP:
case SDLK_UP:
return BTN_UP;
case KEY_KP_DOWN:
case SDLK_DOWN:
return BTN_DOWN;
case KEY_KP_DL:
return BTN_DL;
case KEY_KP_DR:
return BTN_DR;
case KEY_KP_UL:
return BTN_UL;
case KEY_KP_UR:
return BTN_UR;
case SDLK_PAGEUP:
if(prefs->broken_numdia)
return BTN_UR;
else
return BTN_NEXT;
case SDLK_PAGEDOWN:
if(prefs->broken_numdia)
return BTN_DR;
else
return BTN_PREV;
case SDLK_HOME:
if(prefs->broken_numdia)
return BTN_UL;
else
return -1;
case SDLK_END:
if(prefs->broken_numdia)
return BTN_UL;
else
return -1;
case SDLK_LSHIFT:
case SDLK_RSHIFT:
case SDLK_LCTRL:
case SDLK_RCTRL:
return BTN_FIRE;
case SDLK_ESCAPE:
return BTN_EXIT;
case SDLK_PAUSE:
case SDLK_P:
return BTN_PAUSE;
case SDLK_SPACE:
return BTN_START;
case SDLK_KP_ENTER:
case SDLK_RETURN:
return BTN_SELECT;
case SDLK_KP_PLUS:
return BTN_INC;
case SDLK_KP_MINUS:
return BTN_DEC;
case SDLK_Y:
return BTN_YES;
case SDLK_N:
return BTN_NO;
case SDLK_BACKSPACE:
return BTN_BACK;
case SDLK_F1:
return BTN_F1;
case SDLK_F2:
return BTN_F2;
case SDLK_F3:
return BTN_F3;
case SDLK_F4:
return BTN_F4;
case SDLK_F5:
return BTN_F5;
case SDLK_F6:
return BTN_F6;
case SDLK_F7:
return BTN_F7;
case SDLK_F8:
return BTN_F8;
case SDLK_F9:
return BTN_F9;
case SDLK_F10:
return BTN_F10;
case SDLK_F11:
return BTN_F11;
case SDLK_F12:
return BTN_F12;
default:
return -1;
}
}
void gamecontrol_t::press(int k)
{
switch(k)
{
case BTN_LEFT:
left = 1;
break;
case BTN_RIGHT:
right = 1;
break;
case BTN_UP:
up = 1;
break;
case BTN_DOWN:
down = 1;
break;
case BTN_UL:
ul = 1;
break;
case BTN_UR:
ur = 1;
break;
case BTN_DL:
dl = 1;
break;
case BTN_DR:
dr = 1;
break;
case BTN_FIRE:
shot = 1;
break;
}
gamecontrol_t::change();
}
void gamecontrol_t::release(int k)
{
switch(k)
{
case BTN_LEFT:
left = 0;
break;
case BTN_RIGHT:
right = 0;
break;
case BTN_UP:
up = 0;
break;
case BTN_DOWN:
down = 0;
break;
case BTN_UL:
ul = 0;
break;
case BTN_UR:
ur = 0;
break;
case BTN_DL:
dl = 0;
break;
case BTN_DR:
dr = 0;
break;
case BTN_FIRE:
shot = 0;
break;
}
gamecontrol_t::change();
}
void gamecontrol_t::mouse_press(int n)
{
if(n == 1)
shot = 1;
// else if(n == 3)
// manage.key_down(KEY_START);
gamecontrol_t::change();
}
void gamecontrol_t::mouse_release(int n)
{
if(n == 1)
shot = 0;
gamecontrol_t::change();
}
void gamecontrol_t::mouse_position(int h, int v)
{
switch(prefs->mousemode)
{
case MMD_OFF:
return;
case MMD_CROSSHAIR:
myship.put_crosshair();
break;
case MMD_RELATIVE:
/* Insert delta pos sensitivity filter here */
break;
}
if(h > 0)
{
if(v > 0)
{
if(h > (v << 1))
direction = 3;
else if(v > (h << 1))
direction = 5;
else
direction = 4;
}
else if(v <= 0)
{
if(h > ((-v) << 1))
direction = 3;
else if((-v) > (h << 1))
direction = 1;
else
direction = 2;
}
else
direction = 3;
}
else if(h <= 0)
{
if(v > 0)
{
if((-h) > (v << 1))
direction = 7;
else if(v > ((-h) << 1))
direction = 5;
else
direction = 6;
}
else if(v <= 0)
{
if((-h) > ((-v) << 1))
direction = 7;
else if((-v) > ((-h) << 1))
direction = 1;
else
direction = 8;
}
else
direction = 7;
}
}
void gamecontrol_t::change()
{
int lr = left - right + ul - ur + dl - dr;
int ud = up - down + ul + ur - dl - dr;
if(lr > 0)
{
if(ud > 0)
new_direction = 8;
else if(ud < 0)
new_direction = 6;
else
new_direction = 7;
}
else if(lr < 0)
{
if(ud > 0)
new_direction = 2;
else if(ud < 0)
new_direction = 4;
else
new_direction = 3;
}
else
{
if(ud > 0)
new_direction = 1;
else if(ud < 0)
new_direction = 5;
else
new_direction = 0;
}
if(prefs->dia_emphasis)
{
if(!new_direction)
{
//Change to neutral. Cancel delayed latch!
latch_timer = 0;
}
else if(!movekey_pressed)
{
//Change from neutral - latch immediately.
direction = new_direction;
latch_timer = 0;
}
else if(new_direction & 1)
{
//Change from diagonal!
latch_timer = prefs->dia_emphasis;
}
else
{
//Change to diagonal - latch immediately.
direction = new_direction;
latch_timer = 0;
}
}
else if(new_direction)
direction = new_direction;
movekey_pressed = (new_direction != 0);
mouse_x = 0;
mouse_y = 0;
}
void gamecontrol_t::process()
{
if(latch_timer)
if(!--latch_timer)
direction = new_direction;
}