mirror of
https://github.com/open-goal/jak-project
synced 2026-06-06 19:52:01 -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
210 lines
6.2 KiB
C
Vendored
Generated
210 lines
6.2 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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/* Program to test hotplugging of audio devices */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.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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#include <stdlib.h>
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#ifdef HAVE_SIGNAL_H
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#include <signal.h>
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#endif
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static SDL_AudioSpec spec;
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static Uint8 *sound = NULL; /* Pointer to wave data */
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static Uint32 soundlen = 0; /* Length of wave data */
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static SDLTest_CommonState *state;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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static int done = 0;
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static void poked(int sig)
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{
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done = 1;
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}
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static const char *devtypestr(int recording)
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{
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return recording ? "recording" : "playback";
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}
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static void iteration(void)
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{
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SDL_Event e;
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SDL_AudioDeviceID dev;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT) {
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done = 1;
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} else if (e.type == SDL_EVENT_KEY_UP) {
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if (e.key.key == SDLK_ESCAPE) {
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done = 1;
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}
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} else if (e.type == SDL_EVENT_AUDIO_DEVICE_ADDED) {
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const SDL_AudioDeviceID which = (SDL_AudioDeviceID) e.adevice.which;
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const bool recording = e.adevice.recording ? true : false;
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const char *name = SDL_GetAudioDeviceName(which);
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if (name) {
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SDL_Log("New %s audio device at id %u: %s", devtypestr(recording), (unsigned int)which, name);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Got new %s device, id %u, but failed to get the name: %s",
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devtypestr(recording), (unsigned int)which, SDL_GetError());
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continue;
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}
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if (!recording) {
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SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(which, &spec, NULL, NULL);
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if (!stream) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create/bind an audio stream to %u ('%s'): %s", (unsigned int) which, name, SDL_GetError());
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} else {
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SDL_Log("Opened '%s' as %u", name, (unsigned int) which);
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/* !!! FIXME: laziness, this used to loop the audio, but we'll just play it once for now on each connect. */
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SDL_PutAudioStreamData(stream, sound, soundlen);
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SDL_FlushAudioStream(stream);
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SDL_ResumeAudioStreamDevice(stream);
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/* !!! FIXME: this is leaking the stream for now. We'll wire it up to a dictionary or whatever later. */
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}
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}
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} else if (e.type == SDL_EVENT_AUDIO_DEVICE_REMOVED) {
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dev = (SDL_AudioDeviceID)e.adevice.which;
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SDL_Log("%s device %u removed.", devtypestr(e.adevice.recording), (unsigned int)dev);
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/* !!! FIXME: we need to keep track of our streams and destroy them here. */
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}
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}
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}
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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static void loop(void)
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{
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if (done)
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emscripten_cancel_main_loop();
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else
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iteration();
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}
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#endif
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int main(int argc, char *argv[])
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{
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int i;
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char *filename = NULL;
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SDL_Window *window;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return 1;
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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;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (!filename) {
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filename = argv[i];
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consumed = 1;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = { "[sample.wav]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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exit(1);
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}
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i += consumed;
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}
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/* Load the SDL library */
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return 1;
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}
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/* Some targets (Mac CoreAudio) need an event queue for audio hotplug, so make and immediately hide a window. */
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window = SDL_CreateWindow("testaudiohotplug", 640, 480, 0);
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if (!window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateWindow failed: %s", SDL_GetError());
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quit(1);
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}
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SDL_MinimizeWindow(window);
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filename = GetResourceFilename(filename, "sample.wav");
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if (!filename) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError());
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quit(1);
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}
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/* Load the wave file into memory */
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if (!SDL_LoadWAV(filename, &spec, &sound, &soundlen)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", filename, SDL_GetError());
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quit(1);
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}
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#ifdef HAVE_SIGNAL_H
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/* Set the signals */
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#ifdef SIGHUP
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(void)signal(SIGHUP, poked);
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#endif
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(void)signal(SIGINT, poked);
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#ifdef SIGQUIT
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(void)signal(SIGQUIT, poked);
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#endif
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(void)signal(SIGTERM, poked);
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#endif /* HAVE_SIGNAL_H */
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/* Show the list of available drivers */
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SDL_Log("Available audio drivers:");
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for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
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SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
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}
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SDL_Log("Select a driver with the SDL_AUDIO_DRIVER environment variable.");
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SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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SDL_Delay(100);
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iteration();
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}
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#endif
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/* Clean up on signal */
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/* Quit audio first, then free WAV. This prevents access violations in the audio threads. */
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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SDL_free(sound);
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SDL_free(filename);
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quit(0);
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return 0;
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}
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