mirror of
https://github.com/open-goal/jak-project
synced 2026-08-31 01:31:07 -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
136 lines
4.7 KiB
C
Vendored
Generated
136 lines
4.7 KiB
C
Vendored
Generated
/*
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* This example code loads two .wav files, puts them an audio streams and
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* binds them for playback, repeating both sounds on loop. This shows several
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* streams mixing into a single playback device.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioDeviceID audio_device = 0;
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/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
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typedef struct Sound {
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Uint8 *wav_data;
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Uint32 wav_data_len;
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SDL_AudioStream *stream;
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} Sound;
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static Sound sounds[2];
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static bool init_sound(const char *fname, Sound *sound)
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{
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bool retval = false;
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SDL_AudioSpec spec;
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char *wav_path = NULL;
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/* Load the .wav files from wherever the app is being run from. */
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SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
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if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
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SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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return false;
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}
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/* Create an audio stream. Set the source format to the wav's format (what
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we'll input), leave the dest format NULL here (it'll change to what the
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device wants once we bind it). */
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sound->stream = SDL_CreateAudioStream(&spec, NULL);
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if (!sound->stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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} else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */
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SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
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} else {
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retval = true; /* success! */
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}
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SDL_free(wav_path); /* done with this string. */
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return retval;
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}
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
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audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (audio_device == 0) {
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SDL_Log("Couldn't open audio device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!init_sound("sample.wav", &sounds[0])) {
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return SDL_APP_FAILURE;
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} else if (!init_sound("sword.wav", &sounds[1])) {
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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int i;
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for (i = 0; i < SDL_arraysize(sounds); i++) {
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/* If less than a full copy of the audio is queued for playback, put another copy in there.
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This is overkill, but easy when lots of RAM is cheap. One could be more careful and
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queue less at a time, as long as the stream doesn't run dry. */
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if (SDL_GetAudioStreamAvailable(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
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SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
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}
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}
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/* just blank the screen. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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int i;
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SDL_CloseAudioDevice(audio_device);
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for (i = 0; i < SDL_arraysize(sounds); i++) {
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if (sounds[i].stream) {
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SDL_DestroyAudioStream(sounds[i].stream);
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}
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SDL_free(sounds[i].wav_data);
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}
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/* SDL will clean up the window/renderer for us. */
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}
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