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
392 lines
11 KiB
C
Vendored
Generated
392 lines
11 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 as many random objects on the screen as possible */
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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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#define SWAP(typ, a, b) \
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do { \
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typ t = a; \
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a = b; \
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b = t; \
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} while (0)
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#define NUM_OBJECTS 100
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static SDLTest_CommonState *state;
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static int num_objects;
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static bool cycle_color;
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static bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 255;
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static int current_color = 255;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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static float mouse_begin_x = -1.0f, mouse_begin_y = -1.0f;
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static void DrawPoints(SDL_Renderer *renderer)
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{
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int i;
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float x, y;
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SDL_Rect viewport;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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for (i = 0; i < num_objects * 4; ++i) {
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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current_color += cycle_direction;
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if (current_color < 0) {
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current_color = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_color > 255) {
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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if (current_alpha < 0) {
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current_alpha = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_alpha > 255) {
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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}
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SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
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(Uint8)current_color, (Uint8)current_alpha);
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x = (float)SDL_rand(viewport.w);
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y = (float)SDL_rand(viewport.h);
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SDL_RenderPoint(renderer, x, y);
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}
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}
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#define MAX_LINES 16
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static int num_lines = 0;
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static SDL_FRect lines[MAX_LINES];
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static int add_line(float x1, float y1, float x2, float y2)
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{
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if (num_lines >= MAX_LINES) {
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return 0;
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}
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if ((x1 == x2) && (y1 == y2)) {
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return 0;
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}
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SDL_Log("adding line (%g, %g), (%g, %g)", x1, y1, x2, y2);
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lines[num_lines].x = x1;
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lines[num_lines].y = y1;
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lines[num_lines].w = x2;
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lines[num_lines].h = y2;
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return ++num_lines;
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}
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static void DrawLines(SDL_Renderer *renderer)
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{
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int i;
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SDL_Rect viewport;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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for (i = 0; i < num_lines; ++i) {
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if (i == -1) {
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SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
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SDL_RenderLine(renderer, 0.0f, (float)(viewport.h - 1), (float)(viewport.w - 1), 0.0f);
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SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
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SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
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} else {
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SDL_RenderLine(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
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}
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}
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}
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#define MAX_RECTS 16
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static int num_rects = 0;
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static SDL_FRect rects[MAX_RECTS];
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static int add_rect(float x1, float y1, float x2, float y2)
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{
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if (num_rects >= MAX_RECTS) {
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return 0;
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}
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if ((x1 == x2) || (y1 == y2)) {
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return 0;
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}
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if (x1 > x2) {
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SWAP(float, x1, x2);
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}
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if (y1 > y2) {
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SWAP(float, y1, y2);
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}
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SDL_Log("adding rect (%g, %g), (%g, %g) [%gx%g]", x1, y1, x2, y2,
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x2 - x1, y2 - y1);
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rects[num_rects].x = x1;
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rects[num_rects].y = y1;
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rects[num_rects].w = x2 - x1;
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rects[num_rects].h = y2 - y1;
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return ++num_rects;
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}
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static void
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DrawRects(SDL_Renderer *renderer)
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{
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SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
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SDL_RenderFillRects(renderer, rects, num_rects);
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}
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static void
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DrawRectLineIntersections(SDL_Renderer *renderer)
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{
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int i, j;
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SDL_SetRenderDrawColor(renderer, 0, 255, 55, 255);
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for (i = 0; i < num_rects; i++) {
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for (j = 0; j < num_lines; j++) {
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float x1, y1, x2, y2;
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SDL_FRect r;
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r = rects[i];
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x1 = lines[j].x;
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y1 = lines[j].y;
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x2 = lines[j].w;
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y2 = lines[j].h;
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if (SDL_GetRectAndLineIntersectionFloat(&r, &x1, &y1, &x2, &y2)) {
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SDL_RenderLine(renderer, x1, y1, x2, y2);
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}
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}
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}
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}
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static void
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DrawRectRectIntersections(SDL_Renderer *renderer)
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{
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int i, j;
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SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255);
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for (i = 0; i < num_rects; i++) {
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for (j = i + 1; j < num_rects; j++) {
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SDL_FRect r;
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if (SDL_GetRectIntersectionFloat(&rects[i], &rects[j], &r)) {
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SDL_RenderFillRect(renderer, &r);
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}
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}
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}
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}
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static void loop(void *arg)
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{
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int i;
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SDL_Event event;
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int *done = (int *)arg;
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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SDLTest_CommonEvent(state, &event, done);
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SDL_ConvertEventToRenderCoordinates(SDL_GetRenderer(SDL_GetWindowFromEvent(&event)), &event);
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switch (event.type) {
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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mouse_begin_x = event.button.x;
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mouse_begin_y = event.button.y;
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break;
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case SDL_EVENT_MOUSE_BUTTON_UP:
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if (event.button.button == 3) {
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add_line(mouse_begin_x, mouse_begin_y, event.button.x, event.button.y);
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}
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if (event.button.button == 1) {
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add_rect(mouse_begin_x, mouse_begin_y, event.button.x, event.button.y);
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}
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break;
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case SDL_EVENT_KEY_DOWN:
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switch (event.key.key) {
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case SDLK_L:
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if (event.key.mod & SDL_KMOD_SHIFT) {
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num_lines = 0;
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} else {
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add_line(
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(float)SDL_rand(640),
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(float)SDL_rand(480),
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(float)SDL_rand(640),
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(float)SDL_rand(480));
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}
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break;
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case SDLK_R:
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if (event.key.mod & SDL_KMOD_SHIFT) {
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num_rects = 0;
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} else {
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add_rect(
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(float)SDL_rand(640),
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(float)SDL_rand(480),
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(float)SDL_rand(640),
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(float)SDL_rand(480));
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}
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break;
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default:
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break;
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}
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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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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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DrawRects(renderer);
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DrawPoints(renderer);
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DrawRectRectIntersections(renderer);
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DrawLines(renderer);
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DrawRectLineIntersections(renderer);
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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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Uint64 then, now;
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Uint32 frames;
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int done;
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/* Initialize parameters */
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num_objects = -1; /* -1 means not initialized */
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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], "blend_premultiplied") == 0) {
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blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
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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], "add_premultiplied") == 0) {
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blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
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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], "--cyclecolor") == 0) {
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cycle_color = true;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
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cycle_alpha = true;
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consumed = 1;
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} else if (num_objects < 0 && SDL_isdigit(*argv[i])) {
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char *endptr = NULL;
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num_objects = (int)SDL_strtol(argv[i], &endptr, 0);
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if (endptr != argv[i] && *endptr == '\0' && num_objects >= 0) {
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consumed = 1;
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}
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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|blend_premultiplied|add|add_premultiplied|mod|mul]", "[--cyclecolor]", "[--cyclealpha]", "[count]", 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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if (num_objects < 0) {
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num_objects = NUM_OBJECTS;
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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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}
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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_arg(loop, &done, 0, 1);
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#else
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while (!done) {
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++frames;
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loop(&done);
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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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SDLTest_CommonQuit(state);
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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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return 0;
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}
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