mirror of
https://github.com/open-goal/jak-project
synced 2026-05-23 06:54:31 -04:00
1f6438e517
This PR updates to SDL3, and with it, adds a handful of new features. Everything seems to work but I'm going to look over the code once last time before merging, some of the API changes are hard to spot. Fixes #2773 ### Pressure sensitivity support for DS3 Controllers SDL3 adds pressure sensitivity support for DS3 controllers on windows. I have not tested on linux. The option is disabled by default. On windows you will need https://docs.nefarius.at/projects/DsHidMini/ and to be using SXS mode. ### DualSense and Xbox One Trigger Effects If enabled, Jak 2 will have certain trigger effects. They are: - xbox1: - small vibrate when collecting dark eco - big vibrate when changing to dark jak - vibrate when shooting gun, proportional to gun type - ps5: - resistance when changing to dark jak - different gun shooting effects - red (resistance) - yellow (weapon trigger) - blue (vibrates) - purple (less resistance) > **Gun Shooting effects are only enabled if the new "Swap R1 and R2" option is enabled** There are more effects that could be used in `dualsense_effects.cpp`, but I only exposed the ones I needed to OpenGOAL. If a modder wants to use some of the others and wires them up end-to-end, please consider contributing that upstream. ### New ImGUI Menu Added new imgui options for selecting the active controller, for those people that struggle to select the initial controller.  ### Testing The highlights of what I tested successfully: - display - [x] all mode switch permutations - [x] launch with all modes saved - [x] switch monitors / unplug monitor that was active, how does it handle it - [x] load with alternate monitor saved and all modes - [x] allowing hidpi doesnt break macos - controls - [x] keyboard and mouse still work - [x] pressure sensitivity on linux
242 lines
8.8 KiB
Python
Vendored
Generated
242 lines
8.8 KiB
Python
Vendored
Generated
#!/usr/bin/env python3
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import os
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from argparse import ArgumentParser
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from pathlib import Path
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import re
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import shutil
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import sys
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import textwrap
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SDL_ROOT = Path(__file__).resolve().parents[1]
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def extract_sdl_version() -> str:
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"""
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Extract SDL version from SDL3/SDL_version.h
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"""
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with open(SDL_ROOT / "include/SDL3/SDL_version.h") as f:
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data = f.read()
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major = int(next(re.finditer(r"#define\s+SDL_MAJOR_VERSION\s+([0-9]+)", data)).group(1))
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minor = int(next(re.finditer(r"#define\s+SDL_MINOR_VERSION\s+([0-9]+)", data)).group(1))
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micro = int(next(re.finditer(r"#define\s+SDL_MICRO_VERSION\s+([0-9]+)", data)).group(1))
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return f"{major}.{minor}.{micro}"
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def replace_in_file(path: Path, regex_what: str, replace_with: str) -> None:
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with path.open("r") as f:
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data = f.read()
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new_data, count = re.subn(regex_what, replace_with, data)
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assert count > 0, f"\"{regex_what}\" did not match anything in \"{path}\""
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with open(path, "w") as f:
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f.write(new_data)
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def android_mk_use_prefab(path: Path) -> None:
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"""
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Replace relative SDL inclusion with dependency on prefab package
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"""
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with path.open() as f:
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data = "".join(line for line in f.readlines() if "# SDL" not in line)
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data, _ = re.subn("[\n]{3,}", "\n\n", data)
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data, count = re.subn(r"(LOCAL_SHARED_LIBRARIES\s*:=\s*SDL3)", "LOCAL_SHARED_LIBRARIES := SDL3 SDL3-Headers", data)
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assert count == 1, f"Must have injected SDL3-Headers in {path} exactly once"
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newdata = data + textwrap.dedent("""
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# https://google.github.io/prefab/build-systems.html
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# Add the prefab modules to the import path.
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$(call import-add-path,/out)
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# Import SDL3 so we can depend on it.
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$(call import-module,prefab/SDL3)
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""")
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with path.open("w") as f:
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f.write(newdata)
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def cmake_mk_no_sdl(path: Path) -> None:
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"""
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Don't add the source directories of SDL/SDL_image/SDL_mixer/...
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"""
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with path.open() as f:
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lines = f.readlines()
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newlines: list[str] = []
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for line in lines:
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if "add_subdirectory(SDL" in line:
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while newlines[-1].startswith("#"):
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newlines = newlines[:-1]
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continue
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newlines.append(line)
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newdata, _ = re.subn("[\n]{3,}", "\n\n", "".join(newlines))
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with path.open("w") as f:
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f.write(newdata)
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def gradle_add_prefab_and_aar(path: Path, aar: str) -> None:
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with path.open() as f:
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data = f.read()
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data, count = re.subn("android {", textwrap.dedent("""
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android {
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buildFeatures {
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prefab true
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}"""), data)
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assert count == 1
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data, count = re.subn("dependencies {", textwrap.dedent(f"""
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dependencies {{
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implementation files('libs/{aar}')"""), data)
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assert count == 1
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with path.open("w") as f:
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f.write(data)
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def gradle_add_package_name(path: Path, package_name: str) -> None:
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with path.open() as f:
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data = f.read()
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data, count = re.subn("org.libsdl.app", package_name, data)
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assert count >= 1
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with path.open("w") as f:
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f.write(data)
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def main() -> int:
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description = "Create a simple Android gradle project from input sources."
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epilog = textwrap.dedent("""\
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You need to manually copy a prebuilt SDL3 Android archive into the project tree when using the aar variant.
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Any changes you have done to the sources in the Android project will be lost
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""")
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parser = ArgumentParser(description=description, epilog=epilog, allow_abbrev=False)
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parser.add_argument("package_name", metavar="PACKAGENAME", help="Android package name (e.g. com.yourcompany.yourapp)")
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parser.add_argument("sources", metavar="SOURCE", nargs="*", help="Source code of your application. The files are copied to the output directory.")
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parser.add_argument("--variant", choices=["copy", "symlink", "aar"], default="copy", help="Choose variant of SDL project (copy: copy SDL sources, symlink: symlink SDL sources, aar: use Android aar archive)")
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parser.add_argument("--output", "-o", default=SDL_ROOT / "build", type=Path, help="Location where to store the Android project")
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parser.add_argument("--version", default=None, help="SDL3 version to use as aar dependency (only used for aar variant)")
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args = parser.parse_args()
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if not args.sources:
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print("Reading source file paths from stdin (press CTRL+D to stop)")
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args.sources = [path for path in sys.stdin.read().strip().split() if path]
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if not args.sources:
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parser.error("No sources passed")
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if not os.getenv("ANDROID_HOME"):
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print("WARNING: ANDROID_HOME environment variable not set", file=sys.stderr)
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if not os.getenv("ANDROID_NDK_HOME"):
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print("WARNING: ANDROID_NDK_HOME environment variable not set", file=sys.stderr)
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args.sources = [Path(src) for src in args.sources]
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build_path = args.output / args.package_name
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# Remove the destination folder
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shutil.rmtree(build_path, ignore_errors=True)
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# Copy the Android project
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shutil.copytree(SDL_ROOT / "android-project", build_path)
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# Add the source files to the ndk-build and cmake projects
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replace_in_file(build_path / "app/jni/src/Android.mk", r"YourSourceHere\.c", " \\\n ".join(src.name for src in args.sources))
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replace_in_file(build_path / "app/jni/src/CMakeLists.txt", r"YourSourceHere\.c", "\n ".join(src.name for src in args.sources))
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# Remove placeholder source "YourSourceHere.c"
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(build_path / "app/jni/src/YourSourceHere.c").unlink()
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# Copy sources to output folder
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for src in args.sources:
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if not src.is_file():
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parser.error(f"\"{src}\" is not a file")
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shutil.copyfile(src, build_path / "app/jni/src" / src.name)
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sdl_project_files = (
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SDL_ROOT / "src",
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SDL_ROOT / "include",
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SDL_ROOT / "LICENSE.txt",
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SDL_ROOT / "README.md",
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SDL_ROOT / "Android.mk",
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SDL_ROOT / "CMakeLists.txt",
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SDL_ROOT / "cmake",
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)
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if args.variant == "copy":
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(build_path / "app/jni/SDL").mkdir(exist_ok=True, parents=True)
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for sdl_project_file in sdl_project_files:
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# Copy SDL project files and directories
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if sdl_project_file.is_dir():
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shutil.copytree(sdl_project_file, build_path / "app/jni/SDL" / sdl_project_file.name)
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elif sdl_project_file.is_file():
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shutil.copyfile(sdl_project_file, build_path / "app/jni/SDL" / sdl_project_file.name)
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elif args.variant == "symlink":
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(build_path / "app/jni/SDL").mkdir(exist_ok=True, parents=True)
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# Create symbolic links for all SDL project files
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for sdl_project_file in sdl_project_files:
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os.symlink(sdl_project_file, build_path / "app/jni/SDL" / sdl_project_file.name)
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elif args.variant == "aar":
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if not args.version:
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args.version = extract_sdl_version()
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major = args.version.split(".")[0]
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aar = f"SDL{ major }-{ args.version }.aar"
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# Remove all SDL java classes
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shutil.rmtree(build_path / "app/src/main/java")
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# Use prefab to generate include-able files
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gradle_add_prefab_and_aar(build_path / "app/build.gradle", aar=aar)
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# Make sure to use the prefab-generated files and not SDL sources
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android_mk_use_prefab(build_path / "app/jni/src/Android.mk")
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cmake_mk_no_sdl(build_path / "app/jni/CMakeLists.txt")
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aar_libs_folder = build_path / "app/libs"
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aar_libs_folder.mkdir(parents=True)
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with (aar_libs_folder / "copy-sdl-aars-here.txt").open("w") as f:
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f.write(f"Copy {aar} to this folder.\n")
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print(f"WARNING: copy { aar } to { aar_libs_folder }", file=sys.stderr)
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# Add the package name to build.gradle
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gradle_add_package_name(build_path / "app/build.gradle", args.package_name)
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# Create entry activity, subclassing SDLActivity
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activity = args.package_name[args.package_name.rfind(".") + 1:].capitalize() + "Activity"
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activity_path = build_path / "app/src/main/java" / args.package_name.replace(".", "/") / f"{activity}.java"
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activity_path.parent.mkdir(parents=True)
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with activity_path.open("w") as f:
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f.write(textwrap.dedent(f"""
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package {args.package_name};
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import org.libsdl.app.SDLActivity;
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public class {activity} extends SDLActivity
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{{
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}}
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"""))
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# Add the just-generated activity to the Android manifest
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replace_in_file(build_path / "app/src/main/AndroidManifest.xml", 'name="SDLActivity"', f'name="{activity}"')
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# Update project and build
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print("To build and install to a device for testing, run the following:")
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print(f"cd {build_path}")
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print("./gradlew installDebug")
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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