This is the first commit of the SDL 1.2 -> SDL 3 migration. It lands
the build-system change and the include-path rewrites; the code does
NOT compile against SDL 3 yet, by design. Stays on this branch until
the migration is finished.
- CMakeLists.txt: find_package(SDL3 CONFIG) + SDL3::SDL3 /
SDL3_image::SDL3_image. Drops the legacy FindSDL machinery.
- glSDL.h, sprite.c, glSDL.c, filters.c, gfxengine.cpp, audio.c:
rewrite #include "SDL*.h" -> <SDL3/...> / <SDL3_image/...>.
Known wall: graphics/glSDL.{c,h} collides with SDL 3's surface API
renames (SDL_FreeSurface, SDL_FillRect, SDL_SetColorKey,
SDL_SetClipRect, SDL_bool). The next phase deletes the entire glSDL
shim and rewrites graphics/ against SDL_Renderer / SDL_Texture.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
400 lines
12 KiB
C
400 lines
12 KiB
C
/*(LGPL)
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------------------------------------------------------------
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glSDL 0.9 - SDL 2D API on top of OpenGL
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------------------------------------------------------------
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* Copyright (C) 2001-2004, 2006-2007 David Olofson
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* This code is released under the terms of the GNU LGPL.
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*/
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#ifndef _GLSDL_H_
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#define _GLSDL_H_
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/*
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* If you don't use GNU autotools or similar, uncomment this to
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* compile with OpenGL enabled:
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#define HAVE_OPENGL
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*
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* NOTE:
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* See README about using this glSDL wrapper with
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* SDL versions that have the glSDL backend!
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*/
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/* We're still using SDL datatypes here - we just add some stuff. */
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#include <SDL3/SDL.h>
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/*
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* Ignore the flag from SDL w/ glSDL backend, since we're going
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* to use glSDL/wrapper by default.
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*/
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#ifdef SDL_GLSDL
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#undef SDL_GLSDL
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#endif
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#ifndef HAVE_OPENGL
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/* Fakes to make glSDL code compile with SDL. */
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#define SDL_GLSDL 0
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#define GLSDL_FIX_SURFACE(s)
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#else /* HAVE_OPENGL */
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#ifdef __cplusplus
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extern "C" {
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#endif
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#if (SDL_MAJOR_VERSION <= 1) && (SDL_MINOR_VERSION <= 2) && \
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(SDL_PATCHLEVEL < 5)
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#warning glSDL: Using SDL version 1.2.5 or later is strongly recommended!
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#endif
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/*----------------------------------------------------------
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SDL style API
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----------------------------------------------------------*/
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typedef enum glSDL_TileModes
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{
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GLSDL_TM_SINGLE,
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GLSDL_TM_HORIZONTAL,
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GLSDL_TM_VERTICAL,
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GLSDL_TM_HUGE
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} glSDL_TileModes;
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typedef struct glSDL_TexInfo
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{
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int textures;
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int *texture;
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int texsize; /* width/height of OpenGL texture */
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glSDL_TileModes tilemode;
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int tilew, tileh; /* At least one must equal texsize! */
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int tilespertex;
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/* Area of surface to download when/after unlocking */
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SDL_Rect invalid_area;
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} glSDL_TexInfo;
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#define GLSDL_FIX_SURFACE(s) (s)->unused1 = 0;
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#define IS_GLSDL_SURFACE(s) ((s) && texinfotab && glSDL_GetTexInfo(s))
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#ifdef SDL_GLSDL
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#undef SDL_GLSDL /* In case SDL has the glSDL backend... */
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#endif
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#define SDL_GLSDL 0x00100000 /* Create an OpenGL 2D rendering context */
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/*
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* Wraps SDL_SetVideoMode(), and adds support for the SDL_GLSDL flag.
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*
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* If 'flags' contains SDL_GLSDL, glSDL_SetVideoMode() sets up a "pure"
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* OpenGL rendering context for use with the glSDL_ calls.
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*
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* SDL can be closed as usual (using SDL_ calls), but you should call
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* glSDL_Quit() (kludge) to allow glSDL to clean up it's internal stuff.
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*/
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SDL_Surface *glSDL_SetVideoMode(int width, int height, int bpp, Uint32 flags);
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void glSDL_Quit(void);
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void glSDL_QuitSubSystem(Uint32 flags);
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/* Replaces SDL_Quit() entirely, when using the override defines */
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void glSDL_FullQuit(void);
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SDL_Surface *glSDL_GetVideoSurface(void);
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void glSDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
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void glSDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h);
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/*
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* Works like SDL_Flip(), but may also perform enqueued blits.
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* (That is, it's possible that the implementation renders
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* *nothing* until glSDL_Flip() is called.)
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*/
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int glSDL_Flip(SDL_Surface *screen);
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void glSDL_FreeSurface(SDL_Surface *surface);
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int glSDL_LockSurface(SDL_Surface *surface);
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void glSDL_UnlockSurface(SDL_Surface *surface);
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/*
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* Like the respective SDL functions, although they ignore
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* SDL_RLEACCEL, as it makes no sense in this context.
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*/
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int glSDL_SetColorKey(SDL_Surface *surface, Uint32 flag, Uint32 key);
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int glSDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha);
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/*
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* Sets up clipping for the screen, or a SDL_Surface.
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*
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* Note that this function takes both SDL_Surfaces and
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* glSDL_Surfaces.
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*/
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SDL_bool glSDL_SetClipRect(SDL_Surface *surface, SDL_Rect *rect);
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int glSDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect,
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SDL_Surface *dst, SDL_Rect *dstrect);
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int glSDL_FillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
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/*
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* Convert the given surface into a SDL_Surface (if it isn't
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* one already), and makes sure that the underlying SDL_Surface
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* is of a pixel format suitable for fast texture downloading.
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*
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* Note that you *only* have to use this function if you want
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* fast pixel access to surfaces (ie "procedural textures").
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* Any surfaces that aren't converted will be downloaded
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* automatically upon the first call to glSDL_BlitSurface(),
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* but if conversion is required, it will be required for
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* every glSDL_UnlockSurface() call.
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*
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* IMPORTANT:
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* You *can* pass an SDL_Surface directly to this function,
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* and it will try to deal with it nicely. However, this
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* requires that a temporary SDL_Surface is created, and
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* this surface is cached only until the texture memory is
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* needed for new surfaces.
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*/
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SDL_Surface *glSDL_DisplayFormat(SDL_Surface *surface);
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SDL_Surface *glSDL_DisplayFormatAlpha(SDL_Surface *surface);
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SDL_Surface *glSDL_ConvertSurface
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(SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags);
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SDL_Surface *glSDL_CreateRGBSurface
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(Uint32 flags, int width, int height, int depth,
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Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
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SDL_Surface *glSDL_CreateRGBSurfaceFrom(void *pixels,
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int width, int height, int depth, int pitch,
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Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
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SDL_Surface *glSDL_LoadBMP(const char *file);
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int glSDL_SaveBMP(SDL_Surface *surface, const char *file);
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#ifdef __cplusplus
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}
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#endif
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/* Some ugly "overriding"... */
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#ifndef _GLSDL_NO_REDEFINES_
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/*
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* You *always* need to lock and unlock a glSDL surface in
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* order to get glSDL to update the OpenGL texture!
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*/
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#undef SDL_MUSTLOCK
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#define SDL_MUSTLOCK(surface) \
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(surface->offset || \
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((surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT|SDL_RLEACCEL)) != 0) || \
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IS_GLSDL_SURFACE(surface))
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#define SDL_SetVideoMode glSDL_SetVideoMode
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#define SDL_GetVideoSurface glSDL_GetVideoSurface
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#define SDL_Quit glSDL_FullQuit
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#define SDL_QuitSubSystem glSDL_QuitSubSystem
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#define SDL_UpdateRects glSDL_UpdateRects
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#define SDL_UpdateRect glSDL_UpdateRect
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#define SDL_Flip glSDL_Flip
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#define SDL_FreeSurface glSDL_FreeSurface
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#define SDL_LockSurface glSDL_LockSurface
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#define SDL_UnlockSurface glSDL_UnlockSurface
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#define SDL_SetColorKey glSDL_SetColorKey
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#define SDL_SetAlpha glSDL_SetAlpha
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#define SDL_SetClipRect glSDL_SetClipRect
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#undef SDL_BlitSurface
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#define SDL_BlitSurface glSDL_BlitSurface
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#define SDL_FillRect glSDL_FillRect
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#define SDL_DisplayFormat glSDL_DisplayFormat
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#define SDL_DisplayFormatAlpha glSDL_DisplayFormatAlpha
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#define SDL_ConvertSurface glSDL_ConvertSurface
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#define SDL_CreateRGBSurface glSDL_CreateRGBSurface
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#define SDL_CreateRGBSurfaceFrom glSDL_CreateRGBSurfaceFrom
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#undef SDL_AllocSurface
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#define SDL_AllocSurface glSDL_CreateRGBSurface
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#undef SDL_LoadBMP
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#define SDL_LoadBMP glSDL_LoadBMP
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#undef SDL_SaveBMP
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#define SDL_SaveBMP glSDL_SaveBMP
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#define IMG_Load(x) glSDL_IMG_Load(x)
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#endif
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#endif /* HAVE_OPENGL */
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#ifdef HAVE_OPENGL
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/* Some extra overloading for common external lib calls... */
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#include "SDL_image.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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SDL_Surface *glSDL_IMG_Load(const char *file);
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#ifdef __cplusplus
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}
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#endif
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#endif /* HAVE_OPENGL */
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/*----------------------------------------------------------
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glSDL API extensions, transparent
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----------------------------------------------------------*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* Invalidate part of a texture.
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*
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* This function can be used either between calls to
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* glSDL_LockSurface() and glSDL_UnlockSurface(), or before
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* calling glSDL_DownloadSurface().
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*
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* In either case, it causes only the specified area to be
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* downloaded when unlocking the surface, or calling
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* glSDL_UnlockSurface(), respectively.
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*
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* Note that if this function is not used, glSDL assumes that
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* the entire surface has to be updated. (That is, it's safe
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* to ignore this function - it's "just a performance hack.")
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*
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* Passing a rectangle with zero height or width cancels the
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* downloading when/after unlocking the surface. Use if you
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* just want to read the texture, but feel like being nice and
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* obeying SDL_MUSTLOCK() - which is a good idea, as things
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* may change...
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*
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* Passing NULL for the 'area' argument results in the entire
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* surface being invalidated.
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*
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* NOTE: This function does NOT perform clipping! Weird or
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* even Bad Things may happen if you specify areas
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* that protrude outside the edges of the actual
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* surface.
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*/
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void glSDL_Invalidate(SDL_Surface *surface, SDL_Rect *area);
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/*
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* Make sure that the texture of the specified surface is up
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* to date in OpenGL texture memory.
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*
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* This can be used together with glSDL_UnloadSurface() to
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* implement custom texture caching schemes.
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*
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* Returns 0 on success, or a negative value if something
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* went wrong.
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*/
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int glSDL_UploadSurface(SDL_Surface *surface);
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/*
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* Free the texture space used by the specified surface.
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*
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* Normally, glSDL should download textures when needed, and
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* unload the oldest (in terms of use) surfaces, if it runs out
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* of texture space.
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*/
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void glSDL_UnloadSurface(SDL_Surface *surface);
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/*----------------------------------------------------------
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glSDL API extensions, OpenGL mode ONLY
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----------------------------------------------------------*/
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/*
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* Enable, disable or check the state of "vsync" or
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* vertical retrace synchronization. Note that enabling
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* this does not *guarantee* that the driver actually
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* uses vsync; it only instructs OpenGL to do so if
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* possible.
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* Pass 1 for 'use' to enable vsync, '0' to disable
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* it, and -1 to just return the current state without
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* changing it.
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* Returns the vsync state *before* any change made
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* by the call.
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*
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* NOTE: Ignored when not using OpenGL acceleration!
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*/
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int glSDL_VSync(int use);
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/*
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* Set alpha multiplier. This is multiplied with any full
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* surface alpha or alpha channels of surfaces.
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*
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* The default value is 255, which makes glSDL render like
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* the standard SDL 2D backends, ie based only on the
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* surface settings.
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*
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* This function affects the global state of glSDL.
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*
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* NOTE: NOT available without OpenGL acceleration!
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*/
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void glSDL_SetBlendAlpha(Uint8 alpha);
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/*
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* Set color multipliers. These are multiplied with the
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* respective color channers of rendered surfaces,
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* modulating the brightness of the resulting output.
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*
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* The default values are 255, which makes glSDL render
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* like the standard SDL 2D backends.
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*
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* This function affects the global state of glSDL.
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*
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* NOTE: NOT available without OpenGL acceleration!
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*/
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void glSDL_SetBlendColor(Uint8 r, Uint8 g, Uint8 b);
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/*
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* Set center offset in pixels for scaling and rotation.
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*
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* The default is (0, 0), which makes surfaces rotate and
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* scale around their centers.
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*
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* This function affects the global state of glSDL.
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*
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* NOTE: NOT available without OpenGL acceleration!
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*/
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void glSDL_SetCenter(float x, float y);
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/*
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* Set rotation angle in degrees. Rotation is done around
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* the center point, which is defined as
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* (w/2 + cx, h/2 + cy)
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* where w and h are the width and height of the source
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* surface, and cx and cy are the center offsets set by
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* glSDL_SetCenter().
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*
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* The default value is 0.0f, which makes glSDL render
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* like a normal SDL 2D backend.
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*
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* This function affects the global state of glSDL.
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*
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* NOTE: NOT available without OpenGL acceleration!
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*/
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void glSDL_SetRotation(float angle);
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/*
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* Set scale factor. Scaling is centered around around
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* the point
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* (w/2 + cx, h/2 + cy)
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* where w and h are the width and height of the source
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* surface, and cx and cy are the center offsets set by
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* glSDL_SetCenter().
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*
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* The default value is 1.0f, which makes glSDL render
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* like a normal SDL 2D backend.
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*
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* This function affects the global state of glSDL.
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*
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* NOTE: NOT available without OpenGL acceleration!
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*/
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void glSDL_SetScale(float x, float y);
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/*
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* Reset glSDL global state to defaults.
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*/
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void glSDL_ResetState(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* _GLSDL_H_ */
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