mirror of
https://github.com/open-goal/jak-project
synced 2026-08-06 09:54:10 -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
202 lines
6.0 KiB
C
Vendored
Generated
202 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.
|
|
*/
|
|
#include <SDL3/SDL.h>
|
|
#include <SDL3/SDL_main.h>
|
|
#include <SDL3/SDL_test.h>
|
|
|
|
#include "testutils.h"
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#include <stdio.h> /* for fflush() and stdout */
|
|
|
|
static SDL_AudioSpec spec;
|
|
static Uint8 *sound = NULL; /* Pointer to wave data */
|
|
static Uint32 soundlen = 0; /* Length of wave data */
|
|
|
|
/* these have to be in globals so the Emscripten port can see them in the mainloop. :/ */
|
|
static SDL_AudioStream *stream = NULL;
|
|
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
static void loop(void)
|
|
{
|
|
if (SDL_GetAudioStreamAvailable(stream) == 0) {
|
|
SDL_Log("done.");
|
|
SDL_DestroyAudioStream(stream);
|
|
SDL_free(sound);
|
|
SDL_Quit();
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
test_multi_audio(const SDL_AudioDeviceID *devices, int devcount)
|
|
{
|
|
int keep_going = 1;
|
|
SDL_AudioStream **streams = NULL;
|
|
int i;
|
|
|
|
#ifdef SDL_PLATFORM_ANDROID /* !!! FIXME: maybe always create a window, in the SDLTest layer, so these #ifdefs don't have to be here? */
|
|
SDL_Event event;
|
|
|
|
/* Create a Window to get fully initialized event processing for testing pause on Android. */
|
|
SDL_CreateWindow("testmultiaudio", 320, 240, 0);
|
|
#endif
|
|
|
|
for (i = 0; i < devcount; i++) {
|
|
const char *devname = SDL_GetAudioDeviceName(devices[i]);
|
|
|
|
SDL_Log("Playing on device #%d of %d: id=%u, name='%s'...", i, devcount, (unsigned int) devices[i], devname);
|
|
|
|
if ((stream = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL)) == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed: %s", SDL_GetError());
|
|
} else {
|
|
SDL_ResumeAudioStreamDevice(stream);
|
|
SDL_PutAudioStreamData(stream, sound, soundlen);
|
|
SDL_FlushAudioStream(stream);
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (SDL_GetAudioStreamAvailable(stream) > 0) {
|
|
#ifdef SDL_PLATFORM_ANDROID
|
|
/* Empty queue, some application events would prevent pause. */
|
|
while (SDL_PollEvent(&event)) {
|
|
}
|
|
#endif
|
|
SDL_Delay(100);
|
|
}
|
|
#endif
|
|
SDL_Log("done.");
|
|
SDL_DestroyAudioStream(stream);
|
|
}
|
|
stream = NULL;
|
|
}
|
|
|
|
/* note that Emscripten currently doesn't run this part (but maybe only has a single audio device anyhow?) */
|
|
SDL_Log("Playing on all devices...");
|
|
streams = (SDL_AudioStream **) SDL_calloc(devcount, sizeof (SDL_AudioStream *));
|
|
if (!streams) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
|
|
} else {
|
|
for (i = 0; i < devcount; i++) {
|
|
streams[i] = SDL_OpenAudioDeviceStream(devices[i], &spec, NULL, NULL);
|
|
if (streams[i] == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Audio stream creation failed for device %d of %d: %s", i, devcount, SDL_GetError());
|
|
} else {
|
|
SDL_PutAudioStreamData(streams[i], sound, soundlen);
|
|
SDL_FlushAudioStream(streams[i]);
|
|
}
|
|
}
|
|
|
|
/* try to start all the devices about the same time. SDL does not guarantee sync across physical devices. */
|
|
for (i = 0; i < devcount; i++) {
|
|
if (streams[i]) {
|
|
SDL_ResumeAudioStreamDevice(streams[i]);
|
|
}
|
|
}
|
|
|
|
while (keep_going) {
|
|
keep_going = 0;
|
|
for (i = 0; i < devcount; i++) {
|
|
if (streams[i] && (SDL_GetAudioStreamAvailable(streams[i]) > 0)) {
|
|
keep_going = 1;
|
|
}
|
|
}
|
|
#ifdef SDL_PLATFORM_ANDROID
|
|
/* Empty queue, some application events would prevent pause. */
|
|
while (SDL_PollEvent(&event)) {}
|
|
#endif
|
|
|
|
SDL_Delay(100);
|
|
}
|
|
|
|
for (i = 0; i < devcount; i++) {
|
|
SDL_DestroyAudioStream(streams[i]);
|
|
}
|
|
|
|
SDL_free(streams);
|
|
}
|
|
|
|
SDL_Log("All done!");
|
|
}
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
SDL_AudioDeviceID *devices;
|
|
int devcount = 0;
|
|
int i;
|
|
char *filename = NULL;
|
|
SDLTest_CommonState *state;
|
|
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, SDL_INIT_AUDIO);
|
|
if (!state) {
|
|
return 1;
|
|
}
|
|
|
|
/* Parse commandline */
|
|
for (i = 1; i < argc;) {
|
|
int consumed;
|
|
|
|
consumed = SDLTest_CommonArg(state, i);
|
|
if (!consumed) {
|
|
if (!filename) {
|
|
filename = argv[i];
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed <= 0) {
|
|
static const char *options[] = { "[sample.wav]", NULL };
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
return 1;
|
|
}
|
|
|
|
i += consumed;
|
|
}
|
|
|
|
/* Load the SDL library */
|
|
if (!SDLTest_CommonInit(state)) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
|
|
return 1;
|
|
}
|
|
|
|
SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
|
|
|
|
filename = GetResourceFilename(filename, "sample.wav");
|
|
|
|
devices = SDL_GetAudioPlaybackDevices(&devcount);
|
|
if (!devices) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Don't see any specific audio playback devices!");
|
|
} else {
|
|
/* Load the wave file into memory */
|
|
if (SDL_LoadWAV(filename, &spec, &sound, &soundlen)) {
|
|
test_multi_audio(devices, devcount);
|
|
SDL_free(sound);
|
|
} else {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", filename,
|
|
SDL_GetError());
|
|
}
|
|
SDL_free(devices);
|
|
}
|
|
|
|
SDL_free(filename);
|
|
|
|
SDLTest_CommonQuit(state);
|
|
|
|
return 0;
|
|
}
|
|
|