mirror of
https://github.com/open-goal/jak-project
synced 2026-06-24 01:41:29 -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
219 lines
6.0 KiB
C
Vendored
Generated
219 lines
6.0 KiB
C
Vendored
Generated
/*
|
|
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely.
|
|
*/
|
|
|
|
/* Simple program: Test relative mouse motion */
|
|
|
|
#include <SDL3/SDL_test.h>
|
|
#include <SDL3/SDL_test_common.h>
|
|
#include <SDL3/SDL_main.h>
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
static SDLTest_CommonState *state;
|
|
static int i, done;
|
|
static SDL_FRect rect;
|
|
static SDL_Event event;
|
|
static bool warp;
|
|
|
|
static void DrawRects(SDL_Renderer *renderer)
|
|
{
|
|
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
|
|
SDL_RenderFillRect(renderer, &rect);
|
|
|
|
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
|
|
|
if (SDL_GetWindowRelativeMouseMode(SDL_GetRenderWindow(renderer))) {
|
|
SDLTest_DrawString(renderer, 0.f, 0.f, "Relative Mode: Enabled");
|
|
} else {
|
|
SDLTest_DrawString(renderer, 0.f, 0.f, "Relative Mode: Disabled");
|
|
}
|
|
}
|
|
|
|
static void CenterMouse(void)
|
|
{
|
|
/* Warp the mouse back to the center of the window with input focus to use the
|
|
* center point for calculating future motion deltas.
|
|
*
|
|
* NOTE: DO NOT DO THIS IN REAL APPS/GAMES!
|
|
*
|
|
* This is an outdated method of handling relative pointer motion, and
|
|
* may not work properly, if at all, on some platforms. It is here *only*
|
|
* for testing the warp emulation code path internal to SDL.
|
|
*
|
|
* Relative mouse mode should be used instead!
|
|
*/
|
|
SDL_Window *window = SDL_GetKeyboardFocus();
|
|
if (window) {
|
|
int w, h;
|
|
float cx, cy;
|
|
|
|
SDL_GetWindowSize(window, &w, &h);
|
|
cx = (float)w / 2.f;
|
|
cy = (float)h / 2.f;
|
|
|
|
SDL_WarpMouseInWindow(window, cx, cy);
|
|
}
|
|
}
|
|
|
|
static void loop(void)
|
|
{
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event)) {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
switch (event.type) {
|
|
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
|
if (warp) {
|
|
/* This should activate relative mode for warp emulation, unless disabled via a hint. */
|
|
CenterMouse();
|
|
}
|
|
break;
|
|
case SDL_EVENT_KEY_DOWN:
|
|
if (event.key.key == SDLK_C) {
|
|
/* If warp emulation is active, showing the cursor should turn
|
|
* relative mode off, and it should re-activate after a warp
|
|
* when hidden again.
|
|
*/
|
|
if (SDL_CursorVisible()) {
|
|
SDL_HideCursor();
|
|
} else {
|
|
SDL_ShowCursor();
|
|
}
|
|
}
|
|
break;
|
|
case SDL_EVENT_MOUSE_MOTION:
|
|
{
|
|
rect.x += event.motion.xrel;
|
|
rect.y += event.motion.yrel;
|
|
|
|
if (warp) {
|
|
CenterMouse();
|
|
}
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Rect viewport;
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
if (state->windows[i] == NULL) {
|
|
continue;
|
|
}
|
|
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
|
|
/* Wrap the cursor rectangle at the screen edges to keep it visible */
|
|
SDL_GetRenderViewport(renderer, &viewport);
|
|
if (rect.x < viewport.x) {
|
|
rect.x += viewport.w;
|
|
}
|
|
if (rect.y < viewport.y) {
|
|
rect.y += viewport.h;
|
|
}
|
|
if (rect.x > viewport.x + viewport.w) {
|
|
rect.x -= viewport.w;
|
|
}
|
|
if (rect.y > viewport.y + viewport.h) {
|
|
rect.y -= viewport.h;
|
|
}
|
|
|
|
DrawRects(renderer);
|
|
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
|
if (!state) {
|
|
return 1;
|
|
}
|
|
|
|
/* Parse commandline */
|
|
for (i = 1; i < argc;) {
|
|
int consumed;
|
|
|
|
consumed = SDLTest_CommonArg(state, i);
|
|
if (consumed == 0) {
|
|
consumed = -1;
|
|
if (SDL_strcasecmp(argv[i], "--warp") == 0) {
|
|
warp = true;
|
|
consumed = 1;
|
|
}
|
|
}
|
|
|
|
if (consumed < 0) {
|
|
static const char *options[] = {
|
|
"[--warp]",
|
|
NULL
|
|
};
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
return 1;
|
|
}
|
|
i += consumed;
|
|
}
|
|
|
|
if (!SDLTest_CommonInit(state)) {
|
|
return 2;
|
|
}
|
|
|
|
/* Create the windows and initialize the renderers */
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
|
|
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
}
|
|
|
|
/* If warp mode is activated, the cursor will be repeatedly warped back to
|
|
* the center of the window to simulate the behavior of older games. The cursor
|
|
* is initially hidden in this case to trigger the warp emulation unless it has
|
|
* been explicitly disabled via a hint.
|
|
*
|
|
* Otherwise, try to activate relative mode.
|
|
*/
|
|
if (warp) {
|
|
SDL_HideCursor();
|
|
} else {
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_SetWindowRelativeMouseMode(state->windows[i], true);
|
|
}
|
|
}
|
|
|
|
rect.x = DEFAULT_WINDOW_WIDTH / 2;
|
|
rect.y = DEFAULT_WINDOW_HEIGHT / 2;
|
|
rect.w = 10;
|
|
rect.h = 10;
|
|
/* Main render loop */
|
|
done = 0;
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop();
|
|
}
|
|
#endif
|
|
SDLTest_CommonQuit(state);
|
|
return 0;
|
|
}
|