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>
111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
/*(GPL)
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------------------------------------------------------------
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Kobo Deluxe - An enhanced SDL port of XKobo
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------------------------------------------------------------
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* Copyright (C) 1995, 1996 Akira Higuchi
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* Copyright (C) 2002 Jeremy Sheeley
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* Copyright (C) 2001-2003, 2007 David Olofson
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef _KOBO_MANAGE_H_
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#define _KOBO_MANAGE_H_
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#include "sdl_compat.h"
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#include "score.h"
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class _manage
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{
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static int blank;
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static int next_state_out;
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static int next_state_next;
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static int game_seed;
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static int bonus_next;
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static int scroll_jump;
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static int delay_count;
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static int introtime;
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static int rest_cores;
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static int exit_manage;
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static int playing;
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static int _get_ready;
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static int _game_over;
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static s_hiscore_t hi;
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static int noise_flash;
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static int noise_duration;
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static int noise_timer;
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static float noise_level;
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static int intro_x;
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static int intro_y;
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static int show_bars;
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static void next_scene();
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static void retry();
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static int scene_num;
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static int score;
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static float disp_health;
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static float disp_temp;
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static int flush_score_count;
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static int flush_ships_count;
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static int score_changed;
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static int ships_changed;
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static void put_health(int force = 0);
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static void put_temp(int force = 0);
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static void put_info();
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static void put_score();
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static void put_ships();
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static void flush_score();
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static void flush_ships();
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static void game_stop();
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static void run_noise();
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public:
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static int ships;
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static void init();
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static void set_bars();
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static void init_resources_title();
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static void init_resources_to_play(int newship);
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static void noise(int duration, int flash);
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static void noise_out(int duration);
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static void noise_damage(float amt);
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static void update();
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static void run_intro();
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static void run_pause();
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static void run_game();
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static void lost_myship();
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static void destroyed_a_core();
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static void add_score(int sc);
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static void key_down(SDL_Keycode sym);
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static void key_up(SDL_Keycode sym);
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static int title_blank() { return blank; }
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static void select_next(int redraw_map = 1);
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static void select_prev(int redraw_map = 1);
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static void regenerate();
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static void select_scene(int scene, int redraw_map = 1);
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static int scene() { return scene_num; }
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static void abort();
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static void freeze_abort();
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static int aborted() { return exit_manage; }
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static void reenter();
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static int game_stopped() { return !playing; }
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static int get_ready();
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static void game_start();
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static int game_over();
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};
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extern _manage manage;
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#endif //_KOBO_MANAGE_H_
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