After the SDL 3 renderer migration, the engine has exactly one back buffer (a CPU-side ARGB8888 SDL_Surface) and one presentation path (upload to streaming SDL_Texture, RenderPresent). All the SDL 1.2 hardware-surface / page-flipping / depth / driver knobs were dead. Removed from gfxengine_t: - _doublebuf, doublebuffer() setter+getter - _pages, pages() setter - _shadow, shadow() setter+getter - _depth + the depth argument processing in mode() - _driver, driver() setter, gfx_drivers_t enum, GFX_DRIVER_SDL2D - xflags + the extraflags parameter to open() - broken_rgba8 (the OpenGL RGBA→RGBA4 workaround field) - MAX_PAGES + backpage/frontpage + the per-page dirtyrects[]/ dirtytable[]/dirtywtable[] arrays. Collapsed to 1-D dirtytable. - __invalidate(int page, ...) → __invalidate(rect, window). - The per-page invalidate() switch on _pages. - vsync() now hot-applies via SDL_SetRenderVSync (no hide/show cycle). - mode() keeps the int-bits arg for API compat but ignores it. Removed from prefs_t: - videodriver, depth, doublebuf, shadow, pages, broken_rgba8. Their config-file keys are now read as obsolete fields (silently consumed, never re-written) so existing config files load cleanly without breaking on unknown keys. Removed from the options menu: - Display Depth, Display Buffering Mode, Software Shadow Buffer, Display Buffer Pages, Broken RGBA8. Removed from the escape-hammering safe-video-mode reset path the fields that no longer exist (doublebuf, pages, shadow, depth, videodriver). dashboard.cpp: dropped the doublebuffer()-guarded second pass of the loading-animation nibble draw; SDL 3's single back buffer doesn't need it. Build clean, binary still runs. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
139 lines
4.2 KiB
C++
139 lines
4.2 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) 2001-2003, 2007 David Olofson
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* Copyright (C) 2005 Erik Auerswald
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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_PREFS_H_
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#define _KOBO_PREFS_H_
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#include "aconfig.h"
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#include "cfgparse.h"
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class prefs_t : public config_parser_t
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{
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public:
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//System options
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int logfile; //Log messages to log.txt/html
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int logformat; //0: text, 1: ANSI, 2: HTML
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int logverbosity;
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//Input options
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int use_joystick;
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int joystick_no; //which joystick to use
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int use_mouse;
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int mousemode;
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int broken_numdia;
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int dia_emphasis;
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int always_fire;
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int mousecapture;
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//Game options
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int filter; //Use motion filtering
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int timefilter; //Delta time filter
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int scrollradar; //Radar display mode
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int countdown; //"Get Ready" countdown
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int starfield; //None/Old/parallax
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int stars; //Number of parallax stars
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int overheatloud; //Overheat warning loudness
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int cannonloud; //Cannon loudness
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//Sound: System
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int use_sound; //Enable sound
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int use_music; //Enable "real" music
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int cached_sounds; //Use prerendered waveforms
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int use_oss; //Use OSS audio driver
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int samplerate;
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int latency; //Audio latency in ms
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int mixquality; //Mixer quality control
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int volume; //Digital master volume
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//Sound: Mixer
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int intro_vol; //Intro music volume
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int sfx_vol; //Sound effects volume
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int music_vol; //In-game music volume
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//Sound: Master Effects
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int reverb; //Master reverb level
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int vol_boost; //Master volume boost
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//Video settings
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int fullscreen; //Use fullscreen mode
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int width; //Screen/window width
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int height; //Screen/window height
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int aspect; //Pixel aspect ratio * 1000
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int max_fps; //Maximum fps
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int max_fps_strict; //Strictly regulated fps limiter
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int videomode; //Selected entry from the vidmodes table
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int vsync; //Vertical (retrace) sync
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//Graphics settings
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int scalemode; //Scaling filter mode
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int use_dither;
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int dither_type;
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int alpha; //Alpha blending
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int brightness; //Graphics brightness
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int contrast; //Graphics contrast
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//File paths
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cfg_string_t dir; //Path to kobo-deluxe/
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cfg_string_t gfxdir; //Path to gfx/
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cfg_string_t sfxdir; //Path to sfx/
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cfg_string_t scoredir; //Path to scores/
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//Obsolete stuff (compatibility)
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int o_size; //Screen scale
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int o_wait_msec; //ms per control system frame
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cfg_string_t o_bgm_indexfile; //Ext playlist path
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int o_threshold; //Limiter threshold
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int o_release; //Limiter release rate
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int o_internalres; //Internal resolution for OpenGL
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// SDL 1.2 video settings, read for back-compat but unused under SDL 3
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int o_videodriver;
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int o_depth;
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int o_doublebuf;
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int o_shadow;
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int o_pages;
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int o_broken_rgba8;
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//"Hidden" stuff ("to remember until next startup")
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int last_profile; //Last used player profile
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int number_of_joysticks; //no of connected joysticks
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void init();
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void postload();
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/* "Commands" - never written to config files */
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int cmd_showcfg;
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int cmd_hiscores;
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int cmd_override;
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int cmd_debug;
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int cmd_fps;
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int cmd_noframe;
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int cmd_midi;
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int cmd_cheat; //Unlimited lives; select any starting stage
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int cmd_indicator; //Enable collision testing mode
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int cmd_pushmove; //Stop when not holding any direction down
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int cmd_noparachute; //Disable SDL parachute
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int cmd_pollaudio; //Use polling based audio instead of thread
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int cmd_autoshot; //Take ingame screenshots
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int cmd_help; //Show help and exit
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int cmd_options_man; //Output OPTIONS doc in Un*x man source format
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};
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#endif //_KOBO_PREFS_H_
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