mirror of
https://github.com/open-goal/jak-project
synced 2026-06-21 00:31:41 -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
532 lines
16 KiB
C
Vendored
Generated
532 lines
16 KiB
C
Vendored
Generated
/*
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program: Loop, watching keystrokes
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Note that you need to call SDL_PollEvent() or SDL_WaitEvent() to
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pump the event loop and catch keystrokes.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#define TEXT_WINDOW_OFFSET_X 2.0f
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#define TEXT_WINDOW_OFFSET_Y (2.0f + FONT_LINE_HEIGHT)
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#define CURSOR_BLINK_INTERVAL_MS 500
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typedef struct
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{
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SDLTest_TextWindow *textwindow;
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char *edit_text;
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int edit_cursor;
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int edit_length;
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} TextWindowState;
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static SDLTest_CommonState *state;
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static TextWindowState *windowstates;
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static bool escape_pressed;
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static bool cursor_visible;
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static Uint64 last_cursor_change;
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static int done;
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static TextWindowState *GetTextWindowStateForWindowID(SDL_WindowID id)
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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if (id == SDL_GetWindowID(state->windows[i])) {
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return &windowstates[i];
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}
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}
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return NULL;
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}
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static SDLTest_TextWindow *GetTextWindowForWindowID(SDL_WindowID id)
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{
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TextWindowState *windowstate = GetTextWindowStateForWindowID(id);
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if (windowstate) {
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return windowstate->textwindow;
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}
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return NULL;
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}
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static void UpdateTextWindowInputRect(SDL_WindowID id)
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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if (id == SDL_GetWindowID(state->windows[i])) {
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SDLTest_TextWindow *textwindow = windowstates[i].textwindow;
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int w, h;
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SDL_Rect rect;
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int cursor = 0;
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int current = textwindow->current;
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const char *current_line = textwindow->lines[current];
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SDL_GetWindowSize(state->windows[i], &w, &h);
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if (current_line) {
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cursor = (int)SDL_utf8strlen(current_line) * FONT_CHARACTER_SIZE;
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}
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rect.x = (int)TEXT_WINDOW_OFFSET_X;
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rect.y = (int)TEXT_WINDOW_OFFSET_Y + current * FONT_LINE_HEIGHT;
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rect.w = (int)(w - (2 * TEXT_WINDOW_OFFSET_X));
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rect.h = FONT_CHARACTER_SIZE;
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SDL_SetTextInputArea(state->windows[i], &rect, cursor);
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return;
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}
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}
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}
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static void print_string(char **text, size_t *maxlen, const char *fmt, ...)
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{
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int len;
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va_list ap;
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va_start(ap, fmt);
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len = SDL_vsnprintf(*text, *maxlen, fmt, ap);
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if (len > 0) {
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*text += len;
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if (((size_t)len) < *maxlen) {
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*maxlen -= (size_t)len;
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} else {
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*maxlen = 0;
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}
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}
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va_end(ap);
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}
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static void print_modifiers(char **text, size_t *maxlen, SDL_Keymod mod)
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{
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print_string(text, maxlen, " modifiers:");
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if (mod == SDL_KMOD_NONE) {
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print_string(text, maxlen, " (none)");
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return;
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}
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if ((mod & SDL_KMOD_SHIFT) == SDL_KMOD_SHIFT) {
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print_string(text, maxlen, " SHIFT");
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} else {
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if (mod & SDL_KMOD_LSHIFT) {
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print_string(text, maxlen, " LSHIFT");
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}
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if (mod & SDL_KMOD_RSHIFT) {
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print_string(text, maxlen, " RSHIFT");
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}
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}
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if ((mod & SDL_KMOD_CTRL) == SDL_KMOD_CTRL) {
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print_string(text, maxlen, " CTRL");
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} else {
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if (mod & SDL_KMOD_LCTRL) {
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print_string(text, maxlen, " LCTRL");
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}
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if (mod & SDL_KMOD_RCTRL) {
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print_string(text, maxlen, " RCTRL");
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}
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}
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if ((mod & SDL_KMOD_ALT) == SDL_KMOD_ALT) {
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print_string(text, maxlen, " ALT");
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} else {
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if (mod & SDL_KMOD_LALT) {
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print_string(text, maxlen, " LALT");
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}
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if (mod & SDL_KMOD_RALT) {
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print_string(text, maxlen, " RALT");
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}
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}
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if ((mod & SDL_KMOD_GUI) == SDL_KMOD_GUI) {
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print_string(text, maxlen, " GUI");
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} else {
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if (mod & SDL_KMOD_LGUI) {
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print_string(text, maxlen, " LGUI");
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}
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if (mod & SDL_KMOD_RGUI) {
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print_string(text, maxlen, " RGUI");
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}
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}
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if (mod & SDL_KMOD_NUM) {
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print_string(text, maxlen, " NUM");
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}
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if (mod & SDL_KMOD_CAPS) {
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print_string(text, maxlen, " CAPS");
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}
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if (mod & SDL_KMOD_MODE) {
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print_string(text, maxlen, " MODE");
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}
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if (mod & SDL_KMOD_LEVEL5) {
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print_string(text, maxlen, " LEVEL5");
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}
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if (mod & SDL_KMOD_SCROLL) {
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print_string(text, maxlen, " SCROLL");
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}
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}
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static void PrintModifierState(void)
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{
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char message[512];
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char *spot;
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size_t left;
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spot = message;
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left = sizeof(message);
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print_modifiers(&spot, &left, SDL_GetModState());
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SDL_Log("Initial state:%s", message);
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}
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static void PrintKey(SDL_KeyboardEvent *event)
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{
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char message[512];
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char *spot;
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size_t left;
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spot = message;
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left = sizeof(message);
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/* Print the keycode, name and state */
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if (event->key) {
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print_string(&spot, &left,
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"Key %s: raw 0x%.2x, scancode %d = %s, keycode 0x%08X = %s ",
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event->down ? "pressed " : "released",
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event->raw,
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event->scancode,
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event->scancode == SDL_SCANCODE_UNKNOWN ? "UNKNOWN" : SDL_GetScancodeName(event->scancode),
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event->key, SDL_GetKeyName(event->key));
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} else {
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print_string(&spot, &left,
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"Unknown Key (raw 0x%.2x, scancode %d = %s) %s ",
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event->raw,
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event->scancode,
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event->scancode == SDL_SCANCODE_UNKNOWN ? "UNKNOWN" : SDL_GetScancodeName(event->scancode),
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event->down ? "pressed " : "released");
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}
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print_modifiers(&spot, &left, event->mod);
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if (event->repeat) {
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print_string(&spot, &left, " (repeat)");
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}
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SDL_Log("%s", message);
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}
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static void PrintText(const char *eventtype, const char *text)
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{
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const char *spot;
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char expanded[1024];
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expanded[0] = '\0';
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for (spot = text; *spot; ++spot) {
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size_t length = SDL_strlen(expanded);
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(void)SDL_snprintf(expanded + length, sizeof(expanded) - length, "\\x%.2x", (unsigned char)*spot);
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}
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SDL_Log("%s Text (%s): \"%s%s\"", eventtype, expanded, *text == '"' ? "\\" : "", text);
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}
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static void CountKeysDown(void)
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{
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int i, count = 0, max_keys = 0;
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const bool *keystate = SDL_GetKeyboardState(&max_keys);
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for (i = 0; i < max_keys; ++i) {
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if (keystate[i]) {
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++count;
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}
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}
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SDL_Log("Keys down: %d", count);
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}
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static void DrawCursor(int i)
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{
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SDL_FRect rect;
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TextWindowState *windowstate = &windowstates[i];
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SDLTest_TextWindow *textwindow = windowstate->textwindow;
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int current = textwindow->current;
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const char *current_line = textwindow->lines[current];
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rect.x = TEXT_WINDOW_OFFSET_X;
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if (current_line) {
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rect.x += SDL_utf8strlen(current_line) * FONT_CHARACTER_SIZE;
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}
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if (windowstate->edit_cursor > 0) {
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rect.x += (float)windowstate->edit_cursor * FONT_CHARACTER_SIZE;
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}
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rect.y = TEXT_WINDOW_OFFSET_Y + current * FONT_LINE_HEIGHT;
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rect.w = FONT_CHARACTER_SIZE * 0.75f;
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rect.h = (float)FONT_CHARACTER_SIZE;
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SDL_SetRenderDrawColor(state->renderers[i], 0xAA, 0xAA, 0xAA, 255);
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SDL_RenderFillRect(state->renderers[i], &rect);
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}
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static void DrawEditText(int i)
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{
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SDL_FRect rect;
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TextWindowState *windowstate = &windowstates[i];
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SDLTest_TextWindow *textwindow = windowstate->textwindow;
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int current = textwindow->current;
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const char *current_line = textwindow->lines[current];
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if (windowstate->edit_text == NULL) {
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return;
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}
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/* Draw the highlight under the selected text */
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if (windowstate->edit_length > 0) {
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rect.x = TEXT_WINDOW_OFFSET_X;
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if (current_line) {
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rect.x += SDL_utf8strlen(current_line) * FONT_CHARACTER_SIZE;
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}
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if (windowstate->edit_cursor > 0) {
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rect.x += (float)windowstate->edit_cursor * FONT_CHARACTER_SIZE;
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}
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rect.y = TEXT_WINDOW_OFFSET_Y + current * FONT_LINE_HEIGHT;
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rect.w = (float)windowstate->edit_length * FONT_CHARACTER_SIZE;
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rect.h = (float)FONT_CHARACTER_SIZE;
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SDL_SetRenderDrawColor(state->renderers[i], 0xAA, 0xAA, 0xAA, 255);
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SDL_RenderFillRect(state->renderers[i], &rect);
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}
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/* Draw the edit text */
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rect.x = TEXT_WINDOW_OFFSET_X;
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if (current_line) {
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rect.x += SDL_utf8strlen(current_line) * FONT_CHARACTER_SIZE;
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}
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rect.y = TEXT_WINDOW_OFFSET_Y + current * FONT_LINE_HEIGHT;
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SDL_SetRenderDrawColor(state->renderers[i], 255, 255, 0, 255);
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SDLTest_DrawString(state->renderers[i], rect.x, rect.y, windowstate->edit_text);
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}
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static void loop(void)
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{
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SDL_Event event;
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Uint64 now;
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int i;
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char line[1024];
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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PrintKey(&event.key);
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if (event.type == SDL_EVENT_KEY_DOWN) {
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switch (event.key.key) {
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case SDLK_BACKSPACE:
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SDLTest_TextWindowAddText(GetTextWindowForWindowID(event.key.windowID), "\b");
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UpdateTextWindowInputRect(event.key.windowID);
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break;
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case SDLK_RETURN:
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SDLTest_TextWindowAddText(GetTextWindowForWindowID(event.key.windowID), "\n");
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UpdateTextWindowInputRect(event.key.windowID);
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break;
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default:
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break;
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}
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if (event.key.key == SDLK_ESCAPE) {
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/* Pressing escape twice will stop the application */
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if (escape_pressed) {
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done = 1;
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} else {
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escape_pressed = true;
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}
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} else {
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escape_pressed = true;
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}
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}
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CountKeysDown();
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break;
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case SDL_EVENT_TEXT_EDITING:
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{
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TextWindowState *windowstate = GetTextWindowStateForWindowID(event.edit.windowID);
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if (windowstate->edit_text) {
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SDL_free(windowstate->edit_text);
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windowstate->edit_text = NULL;
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}
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if (event.edit.text && *event.edit.text) {
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windowstate->edit_text = SDL_strdup(event.edit.text);
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}
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windowstate->edit_cursor = event.edit.start;
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windowstate->edit_length = event.edit.length;
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SDL_snprintf(line, sizeof(line), "EDIT %" SDL_PRIs32 ":%" SDL_PRIs32, event.edit.start, event.edit.length);
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PrintText(line, event.edit.text);
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break;
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}
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case SDL_EVENT_TEXT_INPUT:
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PrintText("INPUT", event.text.text);
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SDLTest_TextWindowAddText(GetTextWindowForWindowID(event.text.windowID), "%s", event.text.text);
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UpdateTextWindowInputRect(event.text.windowID);
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break;
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case SDL_EVENT_FINGER_DOWN:
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{
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SDL_Window *window = SDL_GetWindowFromEvent(&event);
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if (SDL_TextInputActive(window)) {
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SDL_Log("Stopping text input for window %" SDL_PRIu32, event.tfinger.windowID);
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SDL_StopTextInput(window);
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} else {
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SDL_Log("Starting text input for window %" SDL_PRIu32, event.tfinger.windowID);
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SDL_StartTextInput(window);
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}
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break;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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if (event.button.button == SDL_BUTTON_RIGHT) {
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SDL_Window *window = SDL_GetWindowFromEvent(&event);
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if (SDL_TextInputActive(window)) {
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SDL_Log("Stopping text input for window %" SDL_PRIu32, event.button.windowID);
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SDL_StopTextInput(window);
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} else {
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SDL_Log("Starting text input for window %" SDL_PRIu32, event.button.windowID);
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SDL_StartTextInput(window);
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}
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}
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break;
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case SDL_EVENT_KEYMAP_CHANGED:
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SDL_Log("Keymap changed!");
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break;
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case SDL_EVENT_QUIT:
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done = 1;
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break;
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default:
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break;
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}
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}
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now = SDL_GetTicks();
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for (i = 0; i < state->num_windows; i++) {
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char caption[1024];
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/* Clear the window */
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SDL_SetRenderDrawColor(state->renderers[i], 0, 0, 0, 255);
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SDL_RenderClear(state->renderers[i]);
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/* Draw the text */
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SDL_SetRenderDrawColor(state->renderers[i], 255, 255, 255, 255);
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SDL_snprintf(caption, sizeof(caption), "Text input %s (click right mouse button to toggle)\n", SDL_TextInputActive(state->windows[i]) ? "enabled" : "disabled");
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SDLTest_DrawString(state->renderers[i], TEXT_WINDOW_OFFSET_X, TEXT_WINDOW_OFFSET_X, caption);
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SDLTest_TextWindowDisplay(windowstates[i].textwindow, state->renderers[i]);
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/* Draw the cursor */
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if ((now - last_cursor_change) >= CURSOR_BLINK_INTERVAL_MS) {
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cursor_visible = !cursor_visible;
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last_cursor_change = now;
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}
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if (cursor_visible) {
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DrawCursor(i);
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}
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/* Draw the composition text */
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DrawEditText(i);
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SDL_RenderPresent(state->renderers[i]);
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}
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/* Slow down framerate */
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SDL_Delay(100);
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int main(int argc, char *argv[])
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{
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int i;
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SDL_SetHint(SDL_HINT_WINDOWS_RAW_KEYBOARD, "1");
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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state->window_title = "CheckKeys Test";
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/* Parse commandline */
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if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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return 1;
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}
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/* Disable mouse emulation */
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SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
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/* Initialize SDL */
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if (!SDLTest_CommonInit(state)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return 1;
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}
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windowstates = (TextWindowState *)SDL_calloc(state->num_windows, sizeof(*windowstates));
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if (!windowstates) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't allocate text windows: %s", SDL_GetError());
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goto done;
|
|
}
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
int w, h;
|
|
SDL_FRect rect;
|
|
|
|
SDL_GetWindowSize(state->windows[i], &w, &h);
|
|
rect.x = TEXT_WINDOW_OFFSET_X;
|
|
rect.y = TEXT_WINDOW_OFFSET_Y;
|
|
rect.w = w - (2 * TEXT_WINDOW_OFFSET_X);
|
|
rect.h = h - TEXT_WINDOW_OFFSET_Y;
|
|
windowstates[i].textwindow = SDLTest_TextWindowCreate(rect.x, rect.y, rect.w, rect.h);
|
|
}
|
|
|
|
#ifdef SDL_PLATFORM_IOS
|
|
{
|
|
/* Creating the context creates the view, which we need to show keyboard */
|
|
for (i = 0; i < state->num_windows; i++) {
|
|
SDL_GL_CreateContext(state->windows[i]);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
UpdateTextWindowInputRect(SDL_GetWindowID(state->windows[i]));
|
|
|
|
SDL_StartTextInput(state->windows[i]);
|
|
}
|
|
|
|
/* Print initial state */
|
|
SDL_PumpEvents();
|
|
PrintModifierState();
|
|
|
|
/* Watch keystrokes */
|
|
done = 0;
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop();
|
|
}
|
|
#endif
|
|
|
|
done:
|
|
if (windowstates) {
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDLTest_TextWindowDestroy(windowstates[i].textwindow);
|
|
}
|
|
SDL_free(windowstates);
|
|
}
|
|
SDLTest_CleanupTextDrawing();
|
|
SDLTest_CommonQuit(state);
|
|
return 0;
|
|
}
|