kobodl/gamectl.h
Ville Lindholm 762b095462
WIP: delete glSDL shim, replace with sdl_compat.h
Step 1+2 of the SDL 3 migration. The 2300-line graphics/glSDL.{c,h}
OpenGL-on-top-of-SDL-1.2 shim is obsolete under SDL 3 (SDL_Renderer
does what glSDL did natively), and its #define overrides of SDL
surface APIs collided directly with SDL 3's SDL_oldnames.h.

- Add graphics/sdl_compat.h: a one-line umbrella that just pulls in
  <SDL3/SDL.h>.
- Replace every #include "glSDL.h" with #include "sdl_compat.h" (15
  files across the tree).
- Delete graphics/glSDL.c, graphics/glSDL.h.
- Drop glSDL.c from graphics/CMakeLists.txt.
- Remove GFX_DRIVER_GLSDL from the gfx_drivers_t enum and from all
  switches/conditions in gfxengine.cpp.
- Drop the glSDL_VSync() call site (will be re-introduced as
  SDL_SetRenderVSync once gfxengine is ported to SDL_Renderer).
- Drop the two glSDL_Invalidate() calls in window.cpp (texture
  re-upload hints with no equivalent in a pure-surface compositor).
- options.cpp: remove the now-empty "OpenGL/glSDL" menu item; force
  videodriver to GFX_DRIVER_SDL2D.
- prefs.cpp: collapse legacy GLSDL setting onto SDL2D on load.

After this commit the macro-collision wall is gone (renamed_-token
errors drop from many to zero). The build still fails on the next
layer of work: SDL 1.2 surface APIs that no longer exist
(SDL_FreeSurface, SDL_SetAlpha, SDL_CreateRGBSurface, SDL_DisplayFormat,
SDL_PixelFormat struct member access, SDL audio callback API, etc.).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2026-05-28 21:37:01 +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_KP2
#define KEY_KP_LEFT SDLK_KP4
#define KEY_KP_UP SDLK_KP8
#define KEY_KP_RIGHT SDLK_KP6
#define KEY_KP_DL SDLK_KP1
#define KEY_KP_DR SDLK_KP3
#define KEY_KP_UL SDLK_KP7
#define KEY_KP_UR SDLK_KP9
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(SDLKey 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_