From 03489e249a9346300db7beea12452fbbb9ca8134 Mon Sep 17 00:00:00 2001
From: Michael Fitzmayer <[EMAIL REDACTED]>
Date: Wed, 2 Jul 2025 21:27:24 +0200
Subject: [PATCH] [Nokia N-Gage] Re-enable FPS counter, fix link in README. -
Re-enable FPS counter, which is hidden by default anyway - but essential
while working on an actual project. - Fix link in the platform's README. -
Re-order list of supported platforms (alphabetical order to maintain
consistency).
---
docs/README-ngage.md | 2 +-
docs/README-platforms.md | 2 +-
src/render/ngage/SDL_render_ngage.cpp | 6 ------
3 files changed, 2 insertions(+), 8 deletions(-)
diff --git a/docs/README-ngage.md b/docs/README-ngage.md
index ab5b402c39ee7..beed7af0af0d9 100644
--- a/docs/README-ngage.md
+++ b/docs/README-ngage.md
@@ -44,7 +44,7 @@ a state-of-the-art C23 compiler. The irony writes itself.
## Existing Issues and Limitations
- For now, the new
- [SDL3 main callbacks](https://wiki.libsdl.org/SDL3/README/main-functions#how-to-use-main-callbacks-in-sdl3)
+ [SDL3 main callbacks](https://wiki.libsdl.org/SDL3/README-main-functions#main-callbacks-in-sdl3)
are not optional and must be used. This is important as the callbacks
are optional on other platforms.
diff --git a/docs/README-platforms.md b/docs/README-platforms.md
index 765cace35de76..c86361ceca071 100644
--- a/docs/README-platforms.md
+++ b/docs/README-platforms.md
@@ -12,6 +12,7 @@
- [NetBSD](README-bsd.md)
- [Nintendo Switch](README-switch.md)
- [Nintendo 3DS](README-n3ds.md)
+- [Nokia N-Gage](README-ngage.md)]
- [OpenBSD](README-bsd.md)
- [PlayStation 2](README-ps2.md)
- [PlayStation 4](README-ps4.md)
@@ -24,7 +25,6 @@
- [Windows](README-windows.md)
- [Windows GDK](README-gdk.md)
- [Xbox](README-gdk.md)
-- [Nokia N-Gage](README-ngage.md)
## Unsupported Platforms
diff --git a/src/render/ngage/SDL_render_ngage.cpp b/src/render/ngage/SDL_render_ngage.cpp
index cfc9bf8fb39ae..1717f3635b414 100644
--- a/src/render/ngage/SDL_render_ngage.cpp
+++ b/src/render/ngage/SDL_render_ngage.cpp
@@ -512,7 +512,6 @@ void CRenderer::Flip()
return;
}
-#ifdef SDL_VIDEO_RENDER_NGAGE_FPS
iRenderer->Gc()->UseFont(iFont);
if (iShowFPS && iRenderer->Gc()) {
@@ -537,7 +536,6 @@ void CRenderer::Flip()
iRenderer->Gc()->DrawText(_L(""), TPoint(0, 0));
}
iRenderer->Gc()->DiscardFont();
-#endif // SDL_VIDEO_RENDER_NGAGE_FPS
iRenderer->Flip(iDirectScreen);
// Keep the backlight on.
@@ -571,7 +569,6 @@ void CRenderer::SetClipRect(TInt aX, TInt aY, TInt aWidth, TInt aHeight)
}
}
-#ifdef SDL_VIDEO_RENDER_NGAGE_FPS
void CRenderer::UpdateFPS()
{
static TTime lastTime;
@@ -593,7 +590,6 @@ void CRenderer::UpdateFPS()
lastTime = currentTime;
}
}
-#endif
void CRenderer::SuspendScreenSaver(TBool aSuspend)
{
@@ -688,7 +684,6 @@ void CRenderer::HandleEvent(const TWsEvent &aWsEvent)
timestamp = SDL_GetPerformanceCounter();
SDL_SendKeyboardKey(timestamp, 1, aWsEvent.Key()->iCode, ConvertScancode(aWsEvent.Key()->iScanCode), true);
-#ifdef SDL_VIDEO_RENDER_NGAGE_FPS
if (aWsEvent.Key()->iScanCode == EStdKeyHash) {
if (iShowFPS) {
iShowFPS = EFalse;
@@ -696,7 +691,6 @@ void CRenderer::HandleEvent(const TWsEvent &aWsEvent)
iShowFPS = ETrue;
}
}
-#endif
break;
case EEventKeyUp: /* Key events */