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OpenGL-on-top-of-SDL-1.2 shim is obsolete under SDL 3 (SDL_Renderer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>
72 lines
1.9 KiB
C++
72 lines
1.9 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, 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_RANDOM_H_
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#define _KOBO_RANDOM_H_
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#include <time.h>
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#include "sdl_compat.h"
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class rand_num_t
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{
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Uint32 seed;
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public:
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void init(Uint32 _seed = 0)
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{
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if(_seed)
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seed = _seed;
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else
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seed = SDL_GetTicks();
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}
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Uint32 get_seed() { return seed; }
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Uint32 get()
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{
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seed *= 1566083941UL;
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seed++;
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seed &= 0xffffffffUL;
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return seed;
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}
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Uint32 get(Uint32 bit)
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{
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seed *= 1566083941UL;
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seed++;
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seed &= 0xffffffffUL;
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return (seed >> (32 - bit));
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}
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};
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//This instance is *ONLY* for map generation and
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//pure game AI stuff!!! Stealing numbers from here
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//will screw up demo playback totally, as demos
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//record only the seed used for each level; not
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//every random number used.
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extern rand_num_t gamerand;
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//Use this "public" random number generator for
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//other stuff, like explosion effects, and things
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//that may pick different amounts of numbers
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//depending on engine version, configuration,
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//computer speed and the like.
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extern rand_num_t pubrand;
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#endif //_KOBO_RANDOM_H_
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