mirror of
https://github.com/open-goal/jak-project
synced 2026-05-27 08:09:29 -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
139 lines
4.1 KiB
C
Vendored
Generated
139 lines
4.1 KiB
C
Vendored
Generated
/*
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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Copyright 2022 Collabora Ltd.
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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 "testutils.h"
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/**
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* Return the absolute path to def in the SDL_GetBasePath() if possible, or
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* the relative path to def on platforms that don't have a working
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* SDL_GetBasePath(). Free the result with SDL_free.
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*
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* Fails and returns NULL if out of memory.
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*/
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char *GetNearbyFilename(const char *file)
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{
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const char *base = SDL_GetBasePath();
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char *path;
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if (base) {
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SDL_IOStream *rw;
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if (SDL_asprintf(&path, "%s%s", base, file) < 0) {
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return NULL;
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}
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rw = SDL_IOFromFile(path, "rb");
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if (rw) {
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SDL_CloseIO(rw);
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return path;
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}
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/* Couldn't find the file in the base path */
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SDL_free(path);
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}
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return SDL_strdup(file);
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}
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/**
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* If user_specified is non-NULL, return a copy of it. Free with SDL_free.
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*
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* Otherwise, return the absolute path to def in the SDL_GetBasePath() if
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* possible, or the relative path to def on platforms that don't have a
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* working SDL_GetBasePath(). Free the result with SDL_free.
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*
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* Fails and returns NULL if out of memory.
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*/
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char *GetResourceFilename(const char *user_specified, const char *def)
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{
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if (user_specified) {
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return SDL_strdup(user_specified);
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}
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return GetNearbyFilename(def);
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}
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/**
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* Load the .bmp file whose name is file, from the SDL_GetBasePath() if
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* possible or the current working directory if not.
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*
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* If transparent is true, set the transparent colour from the top left pixel.
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*
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* If width_out is non-NULL, set it to the texture width.
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*
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* If height_out is non-NULL, set it to the texture height.
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*/
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SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent, int *width_out, int *height_out)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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char *path;
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path = GetNearbyFilename(file);
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if (path) {
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file = path;
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}
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temp = SDL_LoadBMP(file);
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if (!temp) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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} else {
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (SDL_GetSurfacePalette(temp)) {
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const Uint8 bpp = SDL_BITSPERPIXEL(temp->format);
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const Uint8 mask = (1 << bpp) - 1;
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if (SDL_PIXELORDER(temp->format) == SDL_BITMAPORDER_4321)
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SDL_SetSurfaceColorKey(temp, true, (*(Uint8 *)temp->pixels) & mask);
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else
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SDL_SetSurfaceColorKey(temp, true, ((*(Uint8 *)temp->pixels) >> (8 - bpp)) & mask);
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} else {
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switch (SDL_BITSPERPIXEL(temp->format)) {
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case 15:
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SDL_SetSurfaceColorKey(temp, true,
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(*(Uint16 *)temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetSurfaceColorKey(temp, true, *(Uint16 *)temp->pixels);
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break;
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case 24:
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SDL_SetSurfaceColorKey(temp, true,
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(*(Uint32 *)temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetSurfaceColorKey(temp, true, *(Uint32 *)temp->pixels);
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break;
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}
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}
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}
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if (width_out) {
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*width_out = temp->w;
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}
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if (height_out) {
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*height_out = temp->h;
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}
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s", SDL_GetError());
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}
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}
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SDL_DestroySurface(temp);
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if (path) {
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SDL_free(path);
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}
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return texture;
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}
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