Migration from SDL1.2 to SDL3

Iam working on a game written in SDL1.2 called the tuxtype so i wish to move it to the next sdl version.

So if i move to the sdl3 will there be issues? or should i choose sdl2 ? or should i move directly to sdl3 ?

Go straight to SDL3. Se the SDL 1.2 to 3.0 Migration Guide.

And you can use the official examples: SDL/examples at main · libsdl-org/SDL · GitHub

For example, this template to start: SDL/examples/template.c at main · libsdl-org/SDL · GitHub

/*
 * This example code $WHAT_IT_DOES.
 *
 * This code is public domain. Feel free to use it for any purpose!
 */

#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>

/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;


/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
    SDL_SetAppMetadata("Example HUMAN READABLE NAME", "1.0", "com.example.CATEGORY-NAME");

    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);

    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
    if (event->type == SDL_EVENT_QUIT) {
        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
    }
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}

/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
    /* SDL will clean up the window/renderer for us. */
}

If you want to limit FPS you can use this example:

SDL_AppResult SDL_AppInit(void** appState, int argc, char* argv)
{
	if(!SDL_Init(SDL_INIT_VIDEO))
		return SDL_AppResult::SDL_APP_FAILURE;

	SDL_Window*		window		= nullptr;
	SDL_Renderer*	renderer	= nullptr;
	if(!SDL_CreateWindowAndRenderer("Window", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_HIDDEN, &window, &renderer))
		return SDL_AppResult::SDL_APP_FAILURE;

	/**
	* "0" = SDL_AppIterate will be called as often as possible
	* "30" = SDL_AppIterate will be called 30 times per seconds (30 FPS)
	* "60" = SDL_AppIterate will be called 60 times per seconds (60 FPS)
	* "120" = SDL_AppIterate will be called 120 times per seconds (120 FPS)
	* Other integer values, in quotes
	* "59.94" = SDL doesn't round values, so 59.94 will be respected and used 
	* "waitevent" = SDL_AppIterate will not be called until new event(s) have arrived (and been processed by SDL_AppEvent)
	*/
	if(!SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "60"))
		return SDL_AppResult::SDL_APP_FAILURE;

	return SDL_APP_CONTINUE;

}