mirror of
https://github.com/open-goal/jak-project
synced 2026-06-10 12:55:45 -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
284 lines
8.4 KiB
C
Vendored
Generated
284 lines
8.4 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: draw a RGB triangle, with texture */
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#include <stdlib.h>
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#include "testutils.h"
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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_common.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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static SDLTest_CommonState *state;
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static bool use_texture = false;
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static SDL_Texture **sprites;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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static float angle = 0.0f;
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static int sprite_w, sprite_h;
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static int translate_cx = 0;
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static int translate_cy = 0;
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static int done;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDL_free(sprites);
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SDLTest_CommonQuit(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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static int LoadSprite(const char *file)
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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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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, true, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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return -1;
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}
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if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return -1;
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}
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}
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/* We're ready to roll. :) */
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return 0;
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}
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static void loop(void)
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{
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int i;
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SDL_Event event;
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_MOUSE_MOTION) {
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if (event.motion.state) {
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float xrel, yrel;
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int window_w, window_h;
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SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
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SDL_GetWindowSize(window, &window_w, &window_h);
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xrel = event.motion.xrel;
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yrel = event.motion.yrel;
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if (event.motion.y < (float)window_h / 2.0f) {
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angle += xrel;
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} else {
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angle -= xrel;
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}
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if (event.motion.x < (float)window_w / 2.0f) {
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angle -= yrel;
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} else {
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angle += yrel;
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}
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}
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} else if (event.type == SDL_EVENT_KEY_DOWN) {
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if (event.key.key == SDLK_LEFT) {
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translate_cx -= 1;
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} else if (event.key.key == SDLK_RIGHT) {
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translate_cx += 1;
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} else if (event.key.key == SDLK_UP) {
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translate_cy -= 1;
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} else if (event.key.key == SDLK_DOWN) {
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translate_cy += 1;
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} else {
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SDLTest_CommonEvent(state, &event, &done);
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}
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} else {
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SDLTest_CommonEvent(state, &event, &done);
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}
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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if (state->windows[i] == NULL) {
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continue;
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}
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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{
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SDL_Rect viewport;
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SDL_Vertex verts[3];
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float a;
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float d;
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int cx, cy;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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SDL_zeroa(verts);
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cx = viewport.x + viewport.w / 2;
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cy = viewport.y + viewport.h / 2;
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d = (viewport.w + viewport.h) / 5.f;
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cx += translate_cx;
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cy += translate_cy;
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a = (angle * SDL_PI_F) / 180.0f;
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verts[0].position.x = cx + d * SDL_cosf(a);
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verts[0].position.y = cy + d * SDL_sinf(a);
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verts[0].color.r = 1.0f;
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verts[0].color.g = 0;
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verts[0].color.b = 0;
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verts[0].color.a = 1.0f;
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a = ((angle + 120) * SDL_PI_F) / 180.0f;
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verts[1].position.x = cx + d * SDL_cosf(a);
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verts[1].position.y = cy + d * SDL_sinf(a);
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verts[1].color.r = 0;
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verts[1].color.g = 1.0f;
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verts[1].color.b = 0;
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verts[1].color.a = 1.0f;
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a = ((angle + 240) * SDL_PI_F) / 180.0f;
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verts[2].position.x = cx + d * SDL_cosf(a);
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verts[2].position.y = cy + d * SDL_sinf(a);
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verts[2].color.r = 0;
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verts[2].color.g = 0;
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verts[2].color.b = 1.0f;
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verts[2].color.a = 1.0f;
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if (use_texture) {
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verts[0].tex_coord.x = 0.5f;
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verts[0].tex_coord.y = 0.0f;
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verts[1].tex_coord.x = 1.0f;
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verts[1].tex_coord.y = 1.0f;
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verts[2].tex_coord.x = 0.0f;
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verts[2].tex_coord.y = 1.0f;
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}
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SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
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}
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SDL_RenderPresent(renderer);
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}
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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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const char *icon = "icon.bmp";
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Uint64 then, now;
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Uint32 frames;
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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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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 == 0) {
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consumed = -1;
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if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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blendMode = SDL_BLENDMODE_NONE;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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blendMode = SDL_BLENDMODE_BLEND;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
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blendMode = SDL_BLENDMODE_ADD;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
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blendMode = SDL_BLENDMODE_MOD;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
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blendMode = SDL_BLENDMODE_MUL;
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consumed = 2;
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}
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}
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} else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
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use_texture = true;
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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[] = { "[--blend none|blend|add|mod|mul]", "[--use-texture]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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return 1;
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}
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i += consumed;
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}
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if (!SDLTest_CommonInit(state)) {
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return 2;
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}
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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quit(2);
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}
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/* Create the windows and initialize the renderers */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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SDL_SetRenderDrawBlendMode(renderer, blendMode);
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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sprites[i] = NULL;
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}
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if (use_texture) {
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if (LoadSprite(icon) < 0) {
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quit(2);
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}
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}
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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++frames;
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loop();
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double)frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second", fps);
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}
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quit(0);
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return 0;
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}
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