mirror of
https://github.com/open-goal/jak-project
synced 2026-05-27 16:14:18 -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
3.7 KiB
C
Vendored
Generated
138 lines
3.7 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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/* Program to load a wave file and loop playing it using SDL audio */
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/* loopwaves.c is much more robust in handling WAVE files --
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This is only for simple WAVEs
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*/
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#include <stdlib.h>
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#define SDL_MAIN_USE_CALLBACKS 1
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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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#include "testutils.h"
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static struct
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{
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SDL_AudioSpec spec;
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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} wave;
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static SDL_AudioStream *stream;
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static SDLTest_CommonState *state;
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static int fillerup(void)
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{
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const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
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if (SDL_GetAudioStreamQueued(stream) < minimum) {
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SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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char *filename = NULL;
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/* this doesn't have to run very much, so give up tons of CPU time between iterations. */
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SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5");
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return SDL_APP_SUCCESS;
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}
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (!filename) {
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filename = argv[i];
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consumed = 1;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = { "[sample.wav]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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exit(1);
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}
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i += consumed;
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}
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/* Load the SDL library */
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if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_EVENTS)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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filename = GetResourceFilename(filename, "sample.wav");
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if (!filename) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* Load the wave file into memory */
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if (!SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", filename, SDL_GetError());
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SDL_free(filename);
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return SDL_APP_FAILURE;
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}
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SDL_free(filename);
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/* Show the list of available drivers */
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SDL_Log("Available audio drivers:");
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for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
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SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
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}
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SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL);
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if (!stream) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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return (event->type == SDL_EVENT_QUIT) ? SDL_APP_SUCCESS : SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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return fillerup();
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyAudioStream(stream);
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SDL_free(wave.sound);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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}
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