Files
jak-project/third-party/SDL/examples/renderer/04-points/points.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 creates an SDL window and renderer, and then draws some points
* to it every frame.
*
* 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 Uint64 last_time = 0;
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define NUM_POINTS 500
#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */
#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */
/* (track everything as parallel arrays instead of a array of structs,
so we can pass the coordinates to the renderer in a single function call.) */
/* Points are plotted as a set of X and Y coordinates.
(0, 0) is the top left of the window, and larger numbers go down
and to the right. This isn't how geometry works, but this is pretty
standard in 2D graphics. */
static SDL_FPoint points[NUM_POINTS];
static float point_speeds[NUM_POINTS];
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* set up the data for a bunch of points. */
for (i = 0; i < SDL_arraysize(points); i++) {
points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
}
last_time = SDL_GetTicks();
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)
{
const Uint64 now = SDL_GetTicks();
const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
int i;
/* let's move all our points a little for a new frame. */
for (i = 0; i < SDL_arraysize(points); i++) {
const float distance = elapsed * point_speeds[i];
points[i].x += distance;
points[i].y += distance;
if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) {
/* off the screen; restart it elsewhere! */
if (SDL_rand(2)) {
points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
points[i].y = 0.0f;
} else {
points[i].x = 0.0f;
points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
}
point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
}
}
last_time = now;
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
SDL_RenderClear(renderer); /* start with a blank canvas. */
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */
SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */
/* You can also draw single points with SDL_RenderPoint(), but it's
cheaper (sometimes significantly so) to do them all at once. */
SDL_RenderPresent(renderer); /* put it all on the screen! */
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. */
}