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>
412 lines
7.0 KiB
C++
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;
|
|
}
|