mirror of
https://github.com/open-goal/jak-project
synced 2026-06-30 20:02:12 -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
288 lines
9.0 KiB
C
Vendored
Generated
288 lines
9.0 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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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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typedef struct Pen
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{
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SDL_PenID pen;
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Uint8 r, g, b;
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float axes[SDL_PEN_AXIS_COUNT];
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float x;
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float y;
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Uint32 buttons;
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bool eraser;
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bool touching;
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struct Pen *next;
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} Pen;
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static SDL_Renderer *renderer = NULL;
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static SDLTest_CommonState *state = NULL;
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static SDL_Texture *white_pixel = NULL;
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static Pen pens;
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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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SDL_srand(0);
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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 SDL_APP_FAILURE;
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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 = SDLTest_CommonArg(state, i);
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if (consumed <= 0) {
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static const char *options[] = {
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NULL,
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};
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SDLTest_CommonLogUsage(state, argv[0], options);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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return 1;
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}
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i += consumed;
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}
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state->num_windows = 1;
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/* Load the SDL library */
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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 SDL_APP_FAILURE;
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}
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SDL_SetLogPriorities(SDL_LOG_PRIORITY_VERBOSE);
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renderer = state->renderers[0];
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if (!renderer) {
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/* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
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return SDL_APP_FAILURE;
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}
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white_pixel = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STATIC, 16, 16);
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if (!white_pixel) {
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SDL_Log("Couldn't create white_pixel texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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} else {
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const SDL_Rect rect = { 0, 0, 16, 16 };
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Uint32 pixels[16 * 16];
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SDL_memset(pixels, 0xFF, sizeof (pixels));
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SDL_UpdateTexture(white_pixel, &rect, pixels, 16 * sizeof (Uint32));
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}
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SDL_HideCursor();
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return SDL_APP_CONTINUE;
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}
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static Pen *FindPen(SDL_PenID which)
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{
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Pen *i;
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for (i = pens.next; i != NULL; i = i->next) {
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if (i->pen == which) {
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return i;
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}
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}
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return NULL;
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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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Pen *pen = NULL;
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switch (event->type) {
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case SDL_EVENT_PEN_PROXIMITY_IN: {
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pen = (Pen *) SDL_calloc(1, sizeof (*pen));
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if (!pen) {
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SDL_Log("Out of memory!");
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return SDL_APP_FAILURE;
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}
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SDL_Log("Pen %" SDL_PRIu32 " enters proximity!", event->pproximity.which);
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pen->pen = event->pproximity.which;
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pen->r = (Uint8) SDL_rand(256);
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pen->g = (Uint8) SDL_rand(256);
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pen->b = (Uint8) SDL_rand(256);
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pen->x = 320.0f;
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pen->y = 240.0f;
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pen->next = pens.next;
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pens.next = pen;
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return SDL_APP_CONTINUE;
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}
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case SDL_EVENT_PEN_PROXIMITY_OUT: {
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Pen *prev = &pens;
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Pen *i;
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SDL_Log("Pen %" SDL_PRIu32 " leaves proximity!", event->pproximity.which);
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for (i = pens.next; i != NULL; i = i->next) {
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if (i->pen == event->pproximity.which) {
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prev->next = i->next;
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SDL_free(i);
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break;
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}
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prev = i;
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}
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return SDL_APP_CONTINUE;
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}
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case SDL_EVENT_PEN_DOWN:
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/*SDL_Log("Pen %" SDL_PRIu32 " down!", event->ptouch.which);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->touching = true;
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pen->eraser = (event->ptouch.eraser != 0);
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_UP:
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/*SDL_Log("Pen %" SDL_PRIu32 " up!", event->ptouch.which);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->touching = false;
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pen->axes[SDL_PEN_AXIS_PRESSURE] = 0.0f;
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_BUTTON_DOWN:
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/*SDL_Log("Pen %" SDL_PRIu32 " button %d down!", event->pbutton.which, (int) event->pbutton.button);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->buttons |= (1 << (event->pbutton.button-1));
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_BUTTON_UP:
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/*SDL_Log("Pen %" SDL_PRIu32 " button %d up!", event->pbutton.which, (int) event->pbutton.button);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->buttons &= ~(1 << (event->pbutton.button-1));
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_MOTION:
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/*SDL_Log("Pen %" SDL_PRIu32 " moved to (%f,%f)!", event->pmotion.which, event->pmotion.x, event->pmotion.y);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->x = event->pmotion.x;
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pen->y = event->pmotion.y;
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_AXIS:
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/*SDL_Log("Pen %" SDL_PRIu32 " axis %d is now %f!", event->paxis.which, (int) event->paxis.axis, event->paxis.value);*/
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pen = FindPen(event->ptouch.which);
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if (pen && (event->paxis.axis < SDL_arraysize(pen->axes))) {
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pen->axes[event->paxis.axis] = event->paxis.value;
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_KEY_DOWN: {
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const SDL_Keycode sym = event->key.key;
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if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
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SDL_Log("Key : Escape!");
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return SDL_APP_SUCCESS;
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}
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break;
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}
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS;
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default:
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break;
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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static void DrawOnePen(Pen *pen, int num)
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{
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int i;
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/* draw button presses for this pen. A square for each in the pen's color, offset down the screen so they don't overlap. */
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SDL_SetRenderDrawColor(renderer, pen->r, pen->g, pen->b, 255);
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for (i = 0; i < 8; i++) { /* we assume you don't have more than 8 buttons atm... */
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if (pen->buttons & (1 << i)) {
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const SDL_FRect rect = { 30.0f * ((float) i), ((float) num) * 30.0f, 30.0f, 30.0f };
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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/* draw a square to represent pressure. Always green for eraser and blue for pen */
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/* we do this with a texture, so we can trivially rotate it, which SDL_RenderFillRect doesn't offer. */
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if (pen->axes[SDL_PEN_AXIS_PRESSURE] > 0.0f) {
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const float size = (150.0f * pen->axes[SDL_PEN_AXIS_PRESSURE]) + 20.0f;
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const float halfsize = size / 2.0f;
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const SDL_FRect rect = { pen->x - halfsize, pen->y - halfsize, size, size };
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const SDL_FPoint center = { halfsize, halfsize };
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if (pen->eraser) {
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SDL_SetTextureColorMod(white_pixel, 0, 255, 0);
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} else {
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SDL_SetTextureColorMod(white_pixel, 0, 0, 255);
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}
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SDL_RenderTextureRotated(renderer, white_pixel, NULL, &rect, pen->axes[SDL_PEN_AXIS_ROTATION], ¢er, SDL_FLIP_NONE);
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}
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/* draw a little square for position in the center of the pressure, with the pen-specific color. */
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{
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const float distance = pen->touching ? 0.0f : SDL_clamp(pen->axes[SDL_PEN_AXIS_DISTANCE], 0.0f, 1.0f);
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const float size = 10 + (30.0f * (1.0f - distance));
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const float halfsize = size / 2.0f;
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const SDL_FRect rect = { pen->x - halfsize, pen->y - halfsize, size, size };
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const SDL_FPoint center = { halfsize, halfsize };
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SDL_SetTextureColorMod(white_pixel, pen->r, pen->g, pen->b);
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SDL_RenderTextureRotated(renderer, white_pixel, NULL, &rect, pen->axes[SDL_PEN_AXIS_ROTATION], ¢er, SDL_FLIP_NONE);
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}
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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int num = 0;
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Pen *pen;
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SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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SDL_RenderClear(renderer);
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for (pen = pens.next; pen != NULL; pen = pen->next, num++) {
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DrawOnePen(pen, num);
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}
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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Pen *i, *next;
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for (i = pens.next; i != NULL; i = next) {
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next = i->next;
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SDL_free(i);
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}
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pens.next = NULL;
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SDL_DestroyTexture(white_pixel);
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SDLTest_CommonQuit(state);
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}
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