mirror of
https://github.com/open-goal/jak-project
synced 2026-07-30 07:55:01 -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
138 lines
5.1 KiB
C
Vendored
Generated
138 lines
5.1 KiB
C
Vendored
Generated
/*
|
|
* This example creates an SDL window and renderer, and then draws a scene
|
|
* to it every frame, while sliding around a clipping rectangle.
|
|
*
|
|
* 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>
|
|
|
|
#define WINDOW_WIDTH 640
|
|
#define WINDOW_HEIGHT 480
|
|
#define CLIPRECT_SIZE 250
|
|
#define CLIPRECT_SPEED 200 /* pixels per second */
|
|
|
|
/* We will use this renderer to draw into this window every frame. */
|
|
static SDL_Window *window = NULL;
|
|
static SDL_Renderer *renderer = NULL;
|
|
static SDL_Texture *texture = NULL;
|
|
static SDL_FPoint cliprect_position;
|
|
static SDL_FPoint cliprect_direction;
|
|
static Uint64 last_time = 0;
|
|
|
|
/* A lot of this program is examples/renderer/02-primitives, so we have a good
|
|
visual that we can slide a clip rect around. The actual new magic in here
|
|
is the SDL_SetRenderClipRect() function. */
|
|
|
|
/* This function runs once at startup. */
|
|
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|
{
|
|
SDL_Surface *surface = NULL;
|
|
char *bmp_path = NULL;
|
|
|
|
SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
|
|
|
|
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
|
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
|
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
cliprect_direction.x = cliprect_direction.y = 1.0f;
|
|
|
|
last_time = SDL_GetTicks();
|
|
|
|
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
|
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
|
times) with data from a bitmap file. */
|
|
|
|
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
|
Load a .bmp into a surface, move it to a texture from there. */
|
|
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
|
surface = SDL_LoadBMP(bmp_path);
|
|
if (!surface) {
|
|
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
|
|
|
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
|
if (!texture) {
|
|
SDL_Log("Couldn't create static texture: %s", SDL_GetError());
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
|
|
|
|
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 SDL_Rect cliprect = { (int) SDL_roundf(cliprect_position.x), (int) SDL_roundf(cliprect_position.y), CLIPRECT_SIZE, CLIPRECT_SIZE };
|
|
const Uint64 now = SDL_GetTicks();
|
|
const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
|
|
const float distance = elapsed * CLIPRECT_SPEED;
|
|
|
|
/* Set a new clipping rectangle position */
|
|
cliprect_position.x += distance * cliprect_direction.x;
|
|
if (cliprect_position.x < 0.0f) {
|
|
cliprect_position.x = 0.0f;
|
|
cliprect_direction.x = 1.0f;
|
|
} else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) {
|
|
cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1;
|
|
cliprect_direction.x = -1.0f;
|
|
}
|
|
|
|
cliprect_position.y += distance * cliprect_direction.y;
|
|
if (cliprect_position.y < 0.0f) {
|
|
cliprect_position.y = 0.0f;
|
|
cliprect_direction.y = 1.0f;
|
|
} else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) {
|
|
cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1;
|
|
cliprect_direction.y = -1.0f;
|
|
}
|
|
SDL_SetRenderClipRect(renderer, &cliprect);
|
|
|
|
last_time = now;
|
|
|
|
/* okay, now draw! */
|
|
|
|
/* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */
|
|
SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* grey, full alpha */
|
|
SDL_RenderClear(renderer); /* start with a blank canvas. */
|
|
|
|
/* stretch the texture across the entire window. Only the piece in the
|
|
clipping rectangle will actually render, though! */
|
|
SDL_RenderTexture(renderer, texture, NULL, NULL);
|
|
|
|
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_DestroyTexture(texture);
|
|
/* SDL will clean up the window/renderer for us. */
|
|
}
|
|
|