kobodl/options.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

495 lines
12 KiB
C++

/*(GPL)
------------------------------------------------------------
Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
* Copyright (C) 2001-2003, 2006-2007 David Olofson
* Copyright (C) 2005 Erik Auerswald
*
* 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 "config.h"
#include "options.h"
#include "gfxengine.h"
#include "gamectl.h"
#include "a_types.h"
#include "kobo.h"
void system_options_t::build()
{
medium();
label("System Options");
space();
small();
xoffs = 0.6;
list("Maximum Frame Rate", &prf->max_fps, OS_REBUILD);
{
char buf[10];
item("OFF", 0);
for(int i = 1; i < 25; i += 1)
{
snprintf((char *)&buf, sizeof(buf),
"%d Hz", i);
item(buf, i);
}
for(int i = 25; i < 100; i += 5)
{
snprintf((char *)&buf, sizeof(buf),
"%d Hz", i);
item(buf, i);
}
for(int i = 100; i <= 200; i += 10)
{
snprintf((char *)&buf, sizeof(buf),
"%d Hz", i);
item(buf, i);
}
}
if(prf->max_fps)
yesno("Strictly Regulated", &prf->max_fps_strict, 0);
space();
xoffs = 0.6;
list("Time Filter", &prf->timefilter, OS_UPDATE_ENGINE);
item("Off", 100);
item("Fast", 75);
item("Normal", 50);
item("Slow", 10);
item("Logic/Video Lock", 0);
onoff("Motion Interpolation", &prf->filter, OS_UPDATE_ENGINE);
space();
xoffs = 0.6;
yesno("Log Messages to File", &prf->logfile, OS_RESTART_LOGGER);
list("Log Output Format", &prf->logformat, 0);
item("Plain Text", 0);
item("ANSI Coloring", 1);
item("HTML", 2);
xoffs = 0.45;
list("Log Verbosity", &prf->logverbosity, 0);
item("Critical Errors Only", 0);
item("Errors Only", 1);
item("Errors & Warnings", 2);
item("Some Debug", 3);
item("More Debug", 4);
item("Everything", 5);
big();
space();
xoffs = 0.5;
button("ACCEPT", OS_CLOSE);
button("CANCEL", OS_CANCEL);
}
void video_options_t::build()
{
medium();
label("Video Options");
space();
small();
if(firstbuild)
{
vmm_Init(VMM_ALL, 0);
VMM_Mode *vm = vmm_FindMode(prf->videomode);
if(vm)
{
if(vm->flags & VMM_PC)
showmodes = VMM_PC;
else if(vm->flags & VMM_TV)
showmodes = VMM_TV;
else if(vm->flags & VMM_4_3)
showmodes = VMM_4_3;
else if(vm->flags & VMM_3_2)
showmodes = VMM_3_2;
else if(vm->flags & VMM_5_4)
showmodes = VMM_5_4;
else if(vm->flags & VMM_16_10)
showmodes = VMM_16_10;
else if(vm->flags & VMM_16_9)
showmodes = VMM_16_9;
else
showmodes = VMM_ALL;
if(vm->flags & VMM_LORES)
showlow = 1;
}
else
{
showmodes = VMM_PC;
showlow = 0;
prf->videomode = -1;
}
firstbuild = 0;
}
xoffs = 0.35;
list("Show Modes" , &showmodes, OS_REBUILD);
item("Show All", VMM_ALL);
item("Common PC/Mac Modes", VMM_PC);
item("Common TV Modes", VMM_TV);
item("4:3 (Standard CRT)", VMM_4_3);
item("3:2 (NTSC TV)", VMM_3_2);
item("5:4 (Some TFTs)", VMM_5_4);
item("16:10 (PC/Mac Widescreen)", VMM_16_10);
item("16:9 (TV Widescreen)", VMM_16_9);
xoffs = 0.7;
yesno("Show Odd Low Resolutions" , &showlow, OS_REBUILD);
xoffs = 0.5;
list("Display Mode", &prf->videomode, OS_RESTART_VIDEO | OS_REBUILD);
vmm_Init(showmodes, showlow ? 0 : VMM_LORES);
VMM_Mode *vm = vmm_First();
char buf[256];
buf[sizeof(buf) - 1] = 0;
while(vm)
{
if(vm->name)
snprintf(buf, sizeof(buf) - 1, "%dx%d (%s)",
vm->width, vm->height, vm->name);
else
snprintf(buf, sizeof(buf) - 1, "%dx%d",
vm->width, vm->height);
item(buf, vm->id);
vm = vmm_Next(vm);
}
item("Custom", -1);
if(prf->videomode < 0)
{
spin("Width", &prf->width, 32, 4096, "pixels",
OS_RESTART_VIDEO | OS_REBUILD);
spin("Height", &prf->height, 32, 4096, "pixels",
OS_RESTART_VIDEO | OS_REBUILD);
}
space();
yesno("Fullscreen Display", &prf->fullscreen, OS_RESTART_VIDEO);
list("Display Depth", &prf->depth, OS_RESTART_VIDEO);
item("Default", 0);
item("8 bits", 8);
item("15 bits", 15);
item("16 bits", 16);
item("24 bits", 24);
item("32 bits", 32);
prf->videodriver = GFX_DRIVER_SDL2D;
space();
xoffs = 0.55;
// Only the SDL 2D driver remains since the SDL 3 migration; the
// OpenGL driver is now handled by the SDL renderer itself.
list("Display Buffering Mode", &prf->doublebuf, OS_RESTART_VIDEO);
item("Single", 0);
item("Double", 1);
yesno("Software Shadow Buffer", &prf->shadow, OS_RESTART_VIDEO);
yesno("Vertical Retrace Sync", &prf->vsync, OS_RESTART_VIDEO);
list("Display Buffer Pages", &prf->pages, OS_UPDATE_ENGINE);
item("Assume Standard", -1);
item("Always Repaint", 0);
item("Single", 1);
item("Double", 2);
item("Triple", 3);
big();
space();
xoffs = 0.5;
button("ACCEPT", OS_CLOSE);
button("CANCEL", OS_CANCEL);
}
void graphics_options_t::build()
{
medium();
label("Graphics Options");
space();
small();
xoffs = 0.6;
list("Scale Mode", &prf->scalemode, OS_RELOAD_GRAPHICS);
item("Nearest", GFX_SCALE_NEAREST);
item("Bilinear", GFX_SCALE_BILINEAR);
// FIXME: Bilinear+Oversampling is unreliable and doesn't help much anyway
// item("Bilinear+Oversampling", GFX_SCALE_BILIN_OVER);
// FIXME: We need to specify a fallback chain for when filters do not support
// FIXME: ratios. So, we have quality and image specific requirements, and we
// FIXME: want a list of filters/modes in order of preference.
// if((gengine->xscale() == 2.0f) && (gengine->yscale() == 2.0f))
// {
item("Scale2x", GFX_SCALE_SCALE2X);
item("Diamond2x", GFX_SCALE_DIAMOND);
// }
// else if(prf->scalemode >= GFX_SCALE_SCALE2X)
// prf->scalemode = GFX_SCALE_BILINEAR;
space(1);
yesno("Dithering", &prf->use_dither, OS_RELOAD_GRAPHICS);
list("Dither Type", &prf->dither_type, OS_RELOAD_GRAPHICS);
item("2x2 Filter", 0);
item("4x4 Filter", 1);
item("Random", 2);
// "Broken RGBA8" was a glSDL workaround for cards that supported
// RGB8 but not RGBA8 textures; SDL 3's renderer handles this
// transparently.
space();
yesno("Alpha Blending", &prf->alpha, OS_RELOAD_GRAPHICS);
space();
list("Brightness", &prf->brightness, OS_RELOAD_GRAPHICS);
perc_list(50, 150, 10);
list("Contrast", &prf->contrast, OS_RELOAD_GRAPHICS);
perc_list(50, 150, 10);
big();
space();
xoffs = 0.5;
button("ACCEPT", OS_CLOSE);
button("CANCEL", OS_CANCEL);
}
void audio_options_t::build()
{
medium();
label("Sound Options");
small();
space();
xoffs = 0.57;
yesno("Enable Sound", &prf->use_sound, OS_RESTART_AUDIO | OS_REBUILD);
if(prf->use_sound)
{
yesno("Enable Music", &prf->use_music, OS_RESTART_AUDIO | OS_REBUILD);
yesno("Cached Sounds", &prf->cached_sounds, OS_RELOAD_AUDIO_CACHE);
//System
space();
list("Sample Rate", &prf->samplerate, OS_RESTART_AUDIO);
item("8 kHz", 8000);
item("11025 Hz", 11025);
item("16 kHz", 16000);
item("22050", 22050);
item("32 kHz", 32000);
item("44.1 kHz", 44100);
item("48 kHz", 48000);
item("88.2 kHz", 88200);
item("96 kHz", 96000);
item("176.4 kHz", 176400);
item("192 kHz", 192000);
list("Mixing Quality", &prf->mixquality, OS_UPDATE_AUDIO);
item("Very Low", AQ_VERY_LOW);
item("Low", AQ_LOW);
item("Normal", AQ_NORMAL);
item("High", AQ_HIGH);
item("Very High", AQ_VERY_HIGH);
list("Sound Latency", &prf->latency, OS_RESTART_AUDIO);
{
char buf[10];
for(int i = 1; i < 20; i += 1)
{
snprintf((char *)&buf, sizeof(buf),
"%d ms", i);
item(buf, i);
}
for(int i = 20; i < 50; i += 5)
{
snprintf((char *)&buf, sizeof(buf),
"%d ms", i);
item(buf, i);
}
for(int i = 50; i < 100; i += 10)
{
snprintf((char *)&buf, sizeof(buf),
"%d ms", i);
item(buf, i);
}
for(int i = 100; i <= 500; i += 25)
{
snprintf((char *)&buf, sizeof(buf),
"%d ms", i);
item(buf, i);
}
}
#ifdef HAVE_OSS
yesno("Use OSS Sound Driver", &prf->use_oss, OS_RESTART_AUDIO);
#else
// We're running out of space here... :-/
space();
#endif
//Mixer
list("Sound Effects Level", &prf->sfx_vol, OS_UPDATE_AUDIO);
item("OFF", 0);
perc_list(10, 90, 10);
perc_list(100, 200, 25);
if(prf->use_music)
{
list("Intro Music Level", &prf->intro_vol, OS_UPDATE_AUDIO);
item("OFF", 0);
perc_list(10, 90, 10);
perc_list(100, 200, 25);
list("In-Game Music Level", &prf->music_vol, OS_UPDATE_AUDIO);
item("OFF", 0);
perc_list(10, 90, 10);
perc_list(100, 200, 25);
}
//Master effects
list("Ambience", &prf->reverb, OS_UPDATE_AUDIO);
item("OFF", 0);
item("Low", 50);
item("Normal", 100);
item("High", 175);
item("Extreme", 250);
list("Volume Boost", &prf->vol_boost, OS_UPDATE_AUDIO);
item("OFF", 0);
item("Low", 1);
item("Moderate", 2);
item("High", 3);
item("Extreme", 4);
}
space();
big();
xoffs = 0.5;
button("ACCEPT", OS_CLOSE);
button("CANCEL", OS_CANCEL | OS_UPDATE_AUDIO);
}
void audio_options_t::undo_hook()
{
clearstatus(OS_RELOAD | OS_RESTART | OS_UPDATE);
setstatus(OS_UPDATE_AUDIO);
}
void control_options_t::build()
{
medium();
label("Control Options");
space();
small();
xoffs = 0.67;
yesno("Always Fire", &prf->always_fire, OS_RESTART_INPUT);
space();
yesno("Broken NumPad Diagonals", &prf->broken_numdia, 0);
list("Diagonals Emphasis Filter", &prf->dia_emphasis, 0);
item("OFF", 0);
item("1 frame", 1);
item("2 frames", 2);
item("3 frames", 3);
item("4 frames", 4);
item("5 frames", 5);
space();
if(!SDL_InitSubSystem(SDL_INIT_JOYSTICK))
label("Could not initialize joysticks!");
else
{
// SDL 3: SDL_NumJoysticks → SDL_GetJoysticks(&count).
int njs = 0;
SDL_JoystickID *jids = SDL_GetJoysticks(&njs);
SDL_free(jids);
prf->number_of_joysticks = njs;
yesno("Use Joystick", &prf->use_joystick,
OS_RESTART_INPUT | OS_REBUILD);
if(prf->use_joystick)
{
if(prf->number_of_joysticks)
{
list("Joystick Number", &prf->joystick_no,
OS_RESTART_INPUT);
enum_list(0, prf->number_of_joysticks - 1);
}
else
label("No Joysticks Found!");
}
}
space();
yesno("Use Mouse", &prf->use_mouse, OS_RESTART_INPUT | OS_REBUILD);
if(prf->use_mouse)
{
list("Mouse Control Mode", &prf->mousemode, OS_RESTART_INPUT);
item("Disabled", MMD_OFF);
item("Crosshair", MMD_CROSSHAIR);
}
space();
yesno("In-game Mouse Capture", &prf->mousecapture, 0);
big();
space();
xoffs = 0.5;
button("ACCEPT", OS_CLOSE);
button("CANCEL", OS_CANCEL);
}
void game_options_t::build()
{
medium();
label("Game Options");
space();
small();
xoffs = 0.6;
list("Radar Scroll Mode", &prf->scrollradar, 0);
item("Off", 0);
// FIXME: Radar sweep mode is broken!
// item("Sweep", 1);
item("Scroll", 2);
space();
list("Get Ready Countdown", &prf->countdown, 0);
item("Quick Start", 0);
item("1 second", 1);
item("2 seconds", 2);
item("3 seconds", 3);
item("4 seconds", 4);
item("5 seconds", 5);
item("6 seconds", 6);
item("7 seconds", 7);
item("8 seconds", 8);
item("9 seconds", 9);
item("Wait Forever", 10);
space();
list("Starfield Mode", &prf->starfield, OS_REBUILD);
item("None", STARFIELD_NONE);
item("Old (Flat)", STARFIELD_OLD);
item("Parallax", STARFIELD_PARALLAX);
if(prf->starfield == STARFIELD_PARALLAX)
{
list("Starfield Density", &prf->stars, 0);
item("Minimal", 50);
item("Low", 250);
item("Normal", 500);
item("High", 1000);
item("Massive", 2500);
item("Insane", 8000);
}
space();
xoffs = 0.7;
list("Cannon Overheat Warning", &prf->overheatloud, 0);
item("Off", 0);
item("Soft", 50);
item("Normal", 100);
item("Loud", 200);
list("Cannon Sound Suppression", &prf->cannonloud, 0);
item("Off", 200);
item("Low", 100);
item("High", 50);
big();
space();
xoffs = 0.5;
button("ACCEPT", OS_CLOSE);
button("CANCEL", OS_CANCEL | OS_UPDATE_ENGINE);
}
void game_options_t::undo_hook()
{
clearstatus(OS_RELOAD | OS_RESTART | OS_UPDATE);
setstatus(OS_UPDATE_ENGINE);
}