Files
jak-project/third-party/SDL/test/testhaptic.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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/*
Copyright (c) 2008, Edgar Simo Serra
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
* Neither the name of the Simple Directmedia Layer (SDL) nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include <stdlib.h>
static SDL_Haptic *haptic;
static SDLTest_CommonState *state;
/*
* prototypes
*/
static void abort_execution(void);
static void HapticPrintSupported(SDL_Haptic *);
/**
* The entry point of this force feedback demo.
* \param[in] argc Number of arguments.
* \param[in] argv Array of argc arguments.
*/
int main(int argc, char **argv)
{
int i;
char *name = NULL;
int index = -1;
SDL_HapticEffect efx[9];
int id[9];
int nefx;
unsigned int supported;
SDL_HapticID *haptics;
int num_haptics;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (!state) {
return 1;
}
/* Parse commandline */
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (!name && index < 0) {
size_t len;
name = argv[i];
len = SDL_strlen(name);
if (len < 3 && SDL_isdigit(name[0]) && (len == 1 || SDL_isdigit(name[1]))) {
index = SDL_atoi(name);
name = NULL;
}
consumed = 1;
}
}
if (consumed <= 0) {
static const char *options[] = { "[device]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
SDL_Log("%s", "");
SDL_Log("If device is a two-digit number it'll use it as an index, otherwise");
SDL_Log("it'll use it as if it were part of the device's name.");
return 1;
}
i += consumed;
}
/* Initialize the force feedbackness */
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC);
haptics = SDL_GetHaptics(&num_haptics);
SDL_Log("%d Haptic devices detected.", num_haptics);
for (i = 0; i < num_haptics; ++i) {
SDL_Log(" %s", SDL_GetHapticNameForID(haptics[i]));
}
if (num_haptics == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No Haptic devices found!");
SDL_free(haptics);
return 1;
}
/* We'll just use index or the first force feedback device found */
if (!name) {
i = (index != -1) ? index : 0;
if (i >= num_haptics) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Index out of range, aborting.");
SDL_free(haptics);
return 1;
}
}
/* Try to find matching device */
else {
for (i = 0; i < num_haptics; i++) {
if (SDL_strstr(SDL_GetHapticNameForID(haptics[i]), name) != NULL) {
break;
}
}
if (i >= num_haptics) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to find device matching '%s', aborting.", name);
SDL_free(haptics);
return 1;
}
}
haptic = SDL_OpenHaptic(haptics[i]);
if (!haptic) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create the haptic device: %s", SDL_GetError());
SDL_free(haptics);
return 1;
}
SDL_Log("Device: %s", SDL_GetHapticName(haptic));
HapticPrintSupported(haptic);
SDL_free(haptics);
/* We only want force feedback errors. */
SDL_ClearError();
/* Create effects. */
SDL_memset(efx, 0, sizeof(efx));
nefx = 0;
supported = SDL_GetHapticFeatures(haptic);
SDL_Log("%s", "");
SDL_Log("Uploading effects");
/* First we'll try a SINE effect. */
if (supported & SDL_HAPTIC_SINE) {
SDL_Log(" effect %d: Sine Wave", nefx);
efx[nefx].type = SDL_HAPTIC_SINE;
efx[nefx].periodic.period = 1000;
efx[nefx].periodic.magnitude = -0x2000; /* Negative magnitude and ... */
efx[nefx].periodic.phase = 18000; /* ... 180 degrees phase shift => cancel eachother */
efx[nefx].periodic.length = 5000;
efx[nefx].periodic.attack_length = 1000;
efx[nefx].periodic.fade_length = 1000;
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* Now we'll try a SAWTOOTHUP */
if (supported & SDL_HAPTIC_SAWTOOTHUP) {
SDL_Log(" effect %d: Sawtooth Up", nefx);
efx[nefx].type = SDL_HAPTIC_SAWTOOTHUP;
efx[nefx].periodic.period = 500;
efx[nefx].periodic.magnitude = 0x5000;
efx[nefx].periodic.length = 5000;
efx[nefx].periodic.attack_length = 1000;
efx[nefx].periodic.fade_length = 1000;
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* Now the classical constant effect. */
if (supported & SDL_HAPTIC_CONSTANT) {
SDL_Log(" effect %d: Constant Force", nefx);
efx[nefx].type = SDL_HAPTIC_CONSTANT;
efx[nefx].constant.direction.type = SDL_HAPTIC_POLAR;
efx[nefx].constant.direction.dir[0] = 20000; /* Force comes from the south-west. */
efx[nefx].constant.length = 5000;
efx[nefx].constant.level = 0x6000;
efx[nefx].constant.attack_length = 1000;
efx[nefx].constant.fade_length = 1000;
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* The cute spring effect. */
if (supported & SDL_HAPTIC_SPRING) {
SDL_Log(" effect %d: Condition Spring", nefx);
efx[nefx].type = SDL_HAPTIC_SPRING;
efx[nefx].condition.length = 5000;
for (i = 0; i < SDL_GetNumHapticAxes(haptic); i++) {
efx[nefx].condition.right_sat[i] = 0xFFFF;
efx[nefx].condition.left_sat[i] = 0xFFFF;
efx[nefx].condition.right_coeff[i] = 0x2000;
efx[nefx].condition.left_coeff[i] = 0x2000;
efx[nefx].condition.center[i] = 0x1000; /* Displace the center for it to move. */
}
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* The interesting damper effect. */
if (supported & SDL_HAPTIC_DAMPER) {
SDL_Log(" effect %d: Condition Damper", nefx);
efx[nefx].type = SDL_HAPTIC_DAMPER;
efx[nefx].condition.length = 5000;
for (i = 0; i < SDL_GetNumHapticAxes(haptic); i++) {
efx[nefx].condition.right_sat[i] = 0xFFFF;
efx[nefx].condition.left_sat[i] = 0xFFFF;
efx[nefx].condition.right_coeff[i] = 0x2000;
efx[nefx].condition.left_coeff[i] = 0x2000;
}
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* The pretty awesome inertia effect. */
if (supported & SDL_HAPTIC_INERTIA) {
SDL_Log(" effect %d: Condition Inertia", nefx);
efx[nefx].type = SDL_HAPTIC_INERTIA;
efx[nefx].condition.length = 5000;
for (i = 0; i < SDL_GetNumHapticAxes(haptic); i++) {
efx[nefx].condition.right_sat[i] = 0xFFFF;
efx[nefx].condition.left_sat[i] = 0xFFFF;
efx[nefx].condition.right_coeff[i] = 0x2000;
efx[nefx].condition.left_coeff[i] = 0x2000;
efx[nefx].condition.deadband[i] = 0x1000; /* 1/16th of axis-range around the center is 'dead'. */
}
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* The hot friction effect. */
if (supported & SDL_HAPTIC_FRICTION) {
SDL_Log(" effect %d: Condition Friction", nefx);
efx[nefx].type = SDL_HAPTIC_FRICTION;
efx[nefx].condition.length = 5000;
for (i = 0; i < SDL_GetNumHapticAxes(haptic); i++) {
efx[nefx].condition.right_sat[i] = 0xFFFF;
efx[nefx].condition.left_sat[i] = 0xFFFF;
efx[nefx].condition.right_coeff[i] = 0x2000;
efx[nefx].condition.left_coeff[i] = 0x2000;
}
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* Now we'll try a ramp effect */
if (supported & SDL_HAPTIC_RAMP) {
SDL_Log(" effect %d: Ramp", nefx);
efx[nefx].type = SDL_HAPTIC_RAMP;
efx[nefx].ramp.direction.type = SDL_HAPTIC_CARTESIAN;
efx[nefx].ramp.direction.dir[0] = 1; /* Force comes from */
efx[nefx].ramp.direction.dir[1] = -1; /* the north-east. */
efx[nefx].ramp.length = 5000;
efx[nefx].ramp.start = 0x4000;
efx[nefx].ramp.end = -0x4000;
efx[nefx].ramp.attack_length = 1000;
efx[nefx].ramp.fade_length = 1000;
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
/* Finally we'll try a left/right effect. */
if (supported & SDL_HAPTIC_LEFTRIGHT) {
SDL_Log(" effect %d: Left/Right", nefx);
efx[nefx].type = SDL_HAPTIC_LEFTRIGHT;
efx[nefx].leftright.length = 5000;
efx[nefx].leftright.large_magnitude = 0x3000;
efx[nefx].leftright.small_magnitude = 0xFFFF;
id[nefx] = SDL_CreateHapticEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s", SDL_GetError());
abort_execution();
}
nefx++;
}
SDL_Log("%s", "");
SDL_Log("Now playing effects for 5 seconds each with 1 second delay between");
for (i = 0; i < nefx; i++) {
SDL_Log(" Playing effect %d", i);
SDL_RunHapticEffect(haptic, id[i], 1);
SDL_Delay(6000); /* Effects only have length 5000 */
}
/* Quit */
if (haptic) {
SDL_CloseHaptic(haptic);
}
SDL_Quit();
SDLTest_CommonDestroyState(state);
return 0;
}
/**
* Cleans up a bit.
*/
static void
abort_execution(void)
{
SDL_Log("%s", "");
SDL_Log("Aborting program execution.");
SDL_CloseHaptic(haptic);
SDL_Quit();
SDLTest_CommonDestroyState(state);
exit(1);
}
/**
* Displays information about the haptic device.
*/
static void
HapticPrintSupported(SDL_Haptic *ptr)
{
unsigned int supported;
supported = SDL_GetHapticFeatures(ptr);
SDL_Log(" Supported effects [%d effects, %d playing]:",
SDL_GetMaxHapticEffects(ptr), SDL_GetMaxHapticEffectsPlaying(ptr));
if (supported & SDL_HAPTIC_CONSTANT) {
SDL_Log(" constant");
}
if (supported & SDL_HAPTIC_SINE) {
SDL_Log(" sine");
}
if (supported & SDL_HAPTIC_SQUARE)
SDL_Log(" square");
if (supported & SDL_HAPTIC_TRIANGLE) {
SDL_Log(" triangle");
}
if (supported & SDL_HAPTIC_SAWTOOTHUP) {
SDL_Log(" sawtoothup");
}
if (supported & SDL_HAPTIC_SAWTOOTHDOWN) {
SDL_Log(" sawtoothdown");
}
if (supported & SDL_HAPTIC_RAMP) {
SDL_Log(" ramp");
}
if (supported & SDL_HAPTIC_FRICTION) {
SDL_Log(" friction");
}
if (supported & SDL_HAPTIC_SPRING) {
SDL_Log(" spring");
}
if (supported & SDL_HAPTIC_DAMPER) {
SDL_Log(" damper");
}
if (supported & SDL_HAPTIC_INERTIA) {
SDL_Log(" inertia");
}
if (supported & SDL_HAPTIC_CUSTOM) {
SDL_Log(" custom");
}
if (supported & SDL_HAPTIC_LEFTRIGHT) {
SDL_Log(" left/right");
}
SDL_Log(" Supported capabilities:");
if (supported & SDL_HAPTIC_GAIN) {
SDL_Log(" gain");
}
if (supported & SDL_HAPTIC_AUTOCENTER) {
SDL_Log(" autocenter");
}
if (supported & SDL_HAPTIC_STATUS) {
SDL_Log(" status");
}
}