kobodl/random.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OpenGL-on-top-of-SDL-1.2 shim is obsolete under SDL 3 (SDL_Renderer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

72 lines
1.9 KiB
C++

/*(GPL)
------------------------------------------------------------
Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
* Copyright (C) 1995, 1996, Akira Higuchi
* Copyright (C) 2002, 2007 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_RANDOM_H_
#define _KOBO_RANDOM_H_
#include <time.h>
#include "sdl_compat.h"
class rand_num_t
{
Uint32 seed;
public:
void init(Uint32 _seed = 0)
{
if(_seed)
seed = _seed;
else
seed = SDL_GetTicks();
}
Uint32 get_seed() { return seed; }
Uint32 get()
{
seed *= 1566083941UL;
seed++;
seed &= 0xffffffffUL;
return seed;
}
Uint32 get(Uint32 bit)
{
seed *= 1566083941UL;
seed++;
seed &= 0xffffffffUL;
return (seed >> (32 - bit));
}
};
//This instance is *ONLY* for map generation and
//pure game AI stuff!!! Stealing numbers from here
//will screw up demo playback totally, as demos
//record only the seed used for each level; not
//every random number used.
extern rand_num_t gamerand;
//Use this "public" random number generator for
//other stuff, like explosion effects, and things
//that may pick different amounts of numbers
//depending on engine version, configuration,
//computer speed and the like.
extern rand_num_t pubrand;
#endif //_KOBO_RANDOM_H_