Files
jak-project/third-party/SDL/examples/asyncio/01-load-bitmaps/load-bitmaps.c
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
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.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### 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
2025-03-02 16:36:22 -05:00

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/*
* This example code loads a bitmap with asynchronous i/o and renders it.
*
* 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;
static SDL_AsyncIOQueue *queue = NULL;
#define TOTAL_TEXTURES 4
static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" };
static SDL_Texture *textures[TOTAL_TEXTURES];
static const SDL_FRect texture_rects[TOTAL_TEXTURES] = {
{ 116, 156, 408, 167 },
{ 20, 200, 96, 60 },
{ 525, 180, 96, 96 },
{ 288, 375, 64, 64 }
};
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
queue = SDL_CreateAsyncIOQueue();
if (!queue) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create async i/o queue!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
/* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */
for (i = 0; i < SDL_arraysize(bmps); i++) {
char *path = NULL;
SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */
/* you _should) check for failure, but we'll just go on without files here. */
SDL_LoadFileAsync(path, queue, (void *) bmps[i]); /* attach the filename as app-specific data, so we can see it later. */
SDL_free(path);
}
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)
{
SDL_AsyncIOOutcome outcome;
int i;
if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */
if (outcome.result == SDL_ASYNCIO_COMPLETE) {
/* this might be _any_ of the bmps; they might finish loading in any order. */
for (i = 0; i < SDL_arraysize(bmps); i++) {
/* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */
if (outcome.userdata == bmps[i]) {
break;
}
}
if (i < SDL_arraysize(bmps)) { /* (just in case.) */
SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true);
if (surface) { /* the renderer is not multithreaded, so create the texture here once the data loads. */
textures[i] = SDL_CreateTextureFromSurface(renderer, surface);
if (!textures[i]) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create texture!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
SDL_DestroySurface(surface);
}
}
}
SDL_free(outcome.buffer);
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
for (i = 0; i < SDL_arraysize(textures); i++) {
SDL_RenderTexture(renderer, textures[i], NULL, &texture_rects[i]);
}
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
int i;
SDL_DestroyAsyncIOQueue(queue);
for (i = 0; i < SDL_arraysize(textures); i++) {
SDL_DestroyTexture(textures[i]);
}
/* SDL will clean up the window/renderer for us. */
}