Files
jak-project/third-party/SDL/test/testspritesurface.c
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
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.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### 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
2025-03-02 16:36:22 -05:00

175 lines
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/*
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.
*/
/* Simple program: Test surface blitting. */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#ifdef SDL_PLATFORM_EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
#include "icon.h"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDL_Surface *sprite;
static SDL_Rect positions[NUM_SPRITES];
static SDL_Rect velocities[NUM_SPRITES];
static int sprite_w, sprite_h;
SDL_Window *window;
SDL_Surface *window_surf;
static int done;
static SDL_Surface *CreateSurface(unsigned char *data, unsigned int len, int *w, int *h) {
SDL_Surface *surface = NULL;
SDL_IOStream *src = SDL_IOFromConstMem(data, len);
if (src) {
surface = SDL_LoadBMP_IO(src, true);
if (surface) {
/* Treat white as transparent */
SDL_SetSurfaceColorKey(surface, true, SDL_MapSurfaceRGB(surface, 255, 255, 255));
*w = surface->w;
*h = surface->h;
}
}
return surface;
}
static void MoveSprites(void)
{
int i;
int window_w = WINDOW_WIDTH;
int window_h = WINDOW_HEIGHT;
SDL_Rect *position, *velocity;
Uint32 background = SDL_MapSurfaceRGB(window_surf, 0xA0, 0xA0, 0xA0);
SDL_FillSurfaceRect(window_surf, NULL, background);
/* Move the sprite, bounce at the wall, and draw */
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
/* Blit the sprite onto the screen */
SDL_BlitSurface(sprite, NULL, window_surf, position);
}
/* Update the screen! */
SDL_UpdateWindowSurface(window);
}
static void loop(void)
{
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT || event.type == SDL_EVENT_KEY_DOWN) {
done = 1;
}
}
MoveSprites();
#ifdef SDL_PLATFORM_EMSCRIPTEN
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
int return_code = -1;
int i;
if (argc > 1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "USAGE: %s", argv[0]);
return_code = 1;
goto quit;
}
if ((window = SDL_CreateWindow("testspritesurface", WINDOW_WIDTH, WINDOW_HEIGHT, 0)) == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window (%s)", SDL_GetError());
return_code = 2;
goto quit;
}
if ((window_surf = SDL_GetWindowSurface(window)) == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't acquire window surface (%s)", SDL_GetError());
return_code = 3;
goto quit;
}
sprite = CreateSurface(icon_bmp, icon_bmp_len, &sprite_w, &sprite_h);
if (!sprite) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create surface (%s)", SDL_GetError());
return_code = 4;
goto quit;
}
/* Initialize the sprite positions */
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = SDL_rand(WINDOW_WIDTH - sprite_w);
positions[i].y = SDL_rand(WINDOW_HEIGHT - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
velocities[i].x = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
}
}
/* Main render loop */
done = 0;
#ifdef SDL_PLATFORM_EMSCRIPTEN
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
loop();
}
#endif
return_code = 0;
quit:
if (sprite) {
SDL_DestroySurface(sprite);
sprite = NULL;
}
if (window_surf) {
SDL_DestroyWindowSurface(window);
window_surf = NULL;
}
if (window) {
SDL_DestroyWindow(window);
window = NULL;
}
SDL_Quit();
return return_code;
}