mirror of
https://github.com/open-goal/jak-project
synced 2026-05-29 16:45:10 -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
148 lines
4.2 KiB
C
Vendored
Generated
148 lines
4.2 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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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "glass.h"
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static SDL_HitTestResult SDLCALL ShapeHitTest(SDL_Window *window, const SDL_Point *area, void *userdata)
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{
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SDL_Surface *shape = (SDL_Surface *)userdata;
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Uint8 r, g, b, a;
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if (SDL_ReadSurfacePixel(shape, area->x, area->y, &r, &g, &b, &a)) {
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if (a != SDL_ALPHA_TRANSPARENT) {
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/* We'll just make everything draggable */
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return SDL_HITTEST_DRAGGABLE;
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}
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}
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return SDL_HITTEST_NORMAL;
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}
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int main(int argc, char *argv[])
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{
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const char *image_file = NULL;
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Surface *shape = NULL;
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bool resizable = false;
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SDL_WindowFlags flags;
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bool done = false;
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SDL_Event event;
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int i;
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int return_code = 1;
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for (i = 1; i < argc; ++i) {
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if (SDL_strcmp(argv[i], "--resizable") == 0) {
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resizable = true;
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} else if (!image_file) {
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image_file = argv[i];
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Usage: %s [--resizable] [shape.bmp]", argv[0]);
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goto quit;
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}
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}
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if (image_file) {
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shape = SDL_LoadBMP(image_file);
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if (!shape) {
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SDL_Log("Couldn't load %s: %s", image_file, SDL_GetError());
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goto quit;
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}
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} else {
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SDL_IOStream *stream = SDL_IOFromConstMem(glass_bmp, sizeof(glass_bmp));
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if (!stream) {
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SDL_Log("Couldn't create iostream for glass.bmp: %s", SDL_GetError());
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goto quit;
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}
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shape = SDL_LoadBMP_IO(stream, true);
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if (!shape) {
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SDL_Log("Couldn't load glass.bmp: %s", SDL_GetError());
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goto quit;
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}
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}
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/* Create the window hidden so we can set the shape before it's visible */
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flags = (SDL_WINDOW_HIDDEN | SDL_WINDOW_TRANSPARENT);
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if (resizable) {
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flags |= SDL_WINDOW_RESIZABLE;
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} else {
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flags |= SDL_WINDOW_BORDERLESS;
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}
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window = SDL_CreateWindow("SDL Shape Test", shape->w, shape->h, flags);
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if (!window) {
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SDL_Log("Couldn't create transparent window: %s", SDL_GetError());
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goto quit;
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}
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renderer = SDL_CreateRenderer(window, NULL);
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if (!renderer) {
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SDL_Log("Couldn't create renderer: %s", SDL_GetError());
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goto quit;
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}
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if (!SDL_ISPIXELFORMAT_ALPHA(shape->format)) {
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/* Set the colorkey to the top-left pixel */
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Uint8 r, g, b, a;
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SDL_ReadSurfacePixel(shape, 0, 0, &r, &g, &b, &a);
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SDL_SetSurfaceColorKey(shape, 1, SDL_MapSurfaceRGBA(shape, r, g, b, a));
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}
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if (!resizable) {
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/* Set the hit test callback so we can drag the window */
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if (!SDL_SetWindowHitTest(window, ShapeHitTest, shape)) {
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SDL_Log("Couldn't set hit test callback: %s", SDL_GetError());
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goto quit;
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}
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}
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/* Set the window size to the size of our shape and show it */
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SDL_SetWindowShape(window, shape);
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SDL_ShowWindow(window);
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/* We're ready to go! */
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while (!done) {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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done = true;
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}
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break;
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case SDL_EVENT_QUIT:
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done = true;
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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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/* We'll clear to white, but you could do other drawing here */
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer);
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/* Show everything on the screen and wait a bit */
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SDL_RenderPresent(renderer);
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SDL_Delay(100);
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}
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/* Success! */
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return_code = 0;
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quit:
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SDL_DestroySurface(shape);
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SDL_Quit();
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return return_code;
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}
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