Add a QuestShock startup splash; rename the app and data folder
build / build (push) Successful in 2m35s
build / build (push) Successful in 2m35s
This commit is contained in:
@@ -107,6 +107,7 @@ def stageEngineTask = tasks.register("stageEngine", Exec) {
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// Staged into assets/ by prepare-android-project.sh.
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inputs.file("${repoRoot}/res/questshock.config.default.json")
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inputs.dir("${repoRoot}/res/controller_profiles")
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inputs.file("${repoRoot}/res/splash.png")
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outputs.dir("${repoRoot}/build/android-engine")
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outputs.dir("${repoRoot}/build/android-gl4es")
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outputs.dir("${repoRoot}/build/android-prebuilt")
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@@ -138,7 +139,7 @@ android {
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// 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
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// comment on ANDROID_PLATFORM_VERSION: paired with
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// requestLegacyExternalStorage in the manifest, this keeps
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// /sdcard/questshock/ a plain, unrestricted shared folder instead of
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// /sdcard/QuestShock/ a plain, unrestricted shared folder instead of
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// Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
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// targets - not just whatever's the current API level today.
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minSdkVersion 24
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@@ -199,7 +200,7 @@ android {
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c;${projectDir}/src/main/cpp/xr_mouse.c;${projectDir}/src/main/cpp/qs_config.c"
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c;${projectDir}/src/main/cpp/xr_mouse.c;${projectDir}/src/main/cpp/qs_config.c;${projectDir}/src/main/cpp/qs_splash.c"
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abiFilters 'arm64-v8a'
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}
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}
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@@ -38,6 +38,11 @@
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OpenXR session to actually start. -->
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<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
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<!-- Meta-specific: the headsets this app is built for. Other OpenXR
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runtimes ignore it. -->
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<meta-data android:name="com.oculus.supportedDevices"
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android:value="quest2|questpro|quest3|quest3s" />
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<activity android:name="de.ladkau.questshock.QuestShockActivity"
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android:label="@string/app_name"
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android:alwaysRetainTaskState="true"
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@@ -51,13 +56,10 @@
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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<!-- The vendor-neutral, Khronos-defined way to declare an
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immersive OpenXR entry point (vs. e.g. Meta's own
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com.oculus.intent.category.VR) - see this project's
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"favor OpenXR" rule in the README. If Horizon OS still
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launches this as a flat panel on-device, the next thing
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to try is adding a com.oculus.supportedDevices meta-data
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listing the target Quest models - not confirmed
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necessary from static analysis alone. -->
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immersive OpenXR entry point, plus Meta's own VR
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category, which Horizon OS looks for to treat the app as
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a VR app. Other runtimes ignore the Meta one. -->
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<category android:name="com.oculus.intent.category.VR" />
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<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
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</intent-filter>
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<intent-filter>
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@@ -10,7 +10,7 @@ extern "C" {
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// Persistent, human-editable JSON config file - see CONFIG.md at the repo
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// root for the documented schema. Lives at a plain relative path
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// ("questshock.config.json") since the whole engine already runs with its
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// cwd chdir()'d to the user-facing /sdcard/questshock/ folder (see
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// cwd chdir()'d to the user-facing /sdcard/QuestShock/ folder (see
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// QuestShockActivity.java's nativeChdir()) before main() ever runs - the
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// same way prefs.txt/keybinds.txt (Prefs.c) already do.
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//
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@@ -0,0 +1,110 @@
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#include "qs_splash.h"
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#include <SDL.h>
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#include <android/log.h>
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#include <stdbool.h>
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#include <string.h>
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#include "xr_session.h"
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#define QS_SPLASH_HOLD_MS 2500
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#define QS_SPLASH_FADE_MS 500
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#define QS_SPLASH_TOTAL_MS (QS_SPLASH_HOLD_MS + 2 * QS_SPLASH_FADE_MS)
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// The XR session only starts once frames are polled, so the display time is
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// counted from the first submitted frame; this bounds the wait for it.
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#define QS_SPLASH_SESSION_TIMEOUT_MS 5000
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, "QuestShock", __VA_ARGS__)
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extern void pump_events(void);
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// OpenGL.cc (engine patch 11): draws a software frame into the XR game swapchain.
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extern void android_composite_software_frame(SDL_Surface *ui);
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static SDL_Surface *s_image = NULL;
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void qs_splash_set_image(const uint32_t *argb, int width, int height) {
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if (s_image != NULL) {
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SDL_FreeSurface(s_image);
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s_image = NULL;
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}
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if (argb == NULL || width <= 0 || height <= 0)
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return;
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s_image = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_ARGB8888);
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if (s_image == NULL)
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return;
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for (int y = 0; y < height; y++)
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memcpy((uint8_t *)s_image->pixels + (size_t)y * s_image->pitch, argb + (size_t)y * width,
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(size_t)width * sizeof(uint32_t));
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SDL_SetSurfaceBlendMode(s_image, SDL_BLENDMODE_BLEND);
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}
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// 0-255 brightness at `elapsed` ms after the first frame.
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static int qs_splash_level(uint32_t elapsed) {
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uint32_t edge = elapsed < QS_SPLASH_TOTAL_MS - elapsed ? elapsed : QS_SPLASH_TOTAL_MS - elapsed;
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if (edge >= QS_SPLASH_FADE_MS)
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return 255;
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return (int)(255 * edge / QS_SPLASH_FADE_MS);
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}
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void qs_splash_show(void) {
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if (s_image == NULL) {
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LOGI("Startup splash: no image");
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return;
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}
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int width, height;
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xr_get_game_swapchain_size(&width, &height);
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if (width <= 0 || height <= 0) {
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LOGI("Startup splash: no XR game swapchain");
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return;
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}
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// The image is stretched over the whole swapchain image, so it is
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// letterboxed into a canvas of that size to keep its aspect ratio.
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SDL_Surface *canvas =
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SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_RGBA32);
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if (canvas == NULL)
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return;
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const float scale = SDL_min((float)width / s_image->w, (float)height / s_image->h);
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SDL_Rect dst;
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dst.w = (int)(s_image->w * scale);
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dst.h = (int)(s_image->h * scale);
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dst.x = (width - dst.w) / 2;
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dst.y = (height - dst.h) / 2;
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const uint32_t waitStart = SDL_GetTicks();
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uint32_t shownStart = 0;
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uint32_t elapsed = 0;
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int drawnLevel = -1;
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bool done = false;
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while (!done) {
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pump_events();
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xr_poll_events();
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if (xr_frame_begin()) {
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if (shownStart == 0)
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shownStart = SDL_GetTicks();
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elapsed = SDL_GetTicks() - shownStart;
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if (elapsed >= QS_SPLASH_TOTAL_MS) {
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elapsed = QS_SPLASH_TOTAL_MS;
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done = true;
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}
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const int level = qs_splash_level(elapsed);
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if (level != drawnLevel) {
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drawnLevel = level;
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SDL_FillRect(canvas, NULL, SDL_MapRGB(canvas->format, 0, 0, 0));
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SDL_SetSurfaceColorMod(s_image, level, level, level);
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SDL_BlitScaled(s_image, NULL, canvas, &dst);
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}
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android_composite_software_frame(canvas);
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} else {
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SDL_Delay(10);
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if (shownStart == 0 && SDL_GetTicks() - waitStart > QS_SPLASH_SESSION_TIMEOUT_MS)
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done = true;
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}
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xr_frame_end();
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}
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LOGI("Startup splash: %s after %u ms", shownStart != 0 ? "shown" : "XR session did not start",
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(unsigned)(SDL_GetTicks() - waitStart));
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SDL_FreeSurface(canvas);
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}
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@@ -0,0 +1,15 @@
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// Startup splash: the QuestShock title, shown on the game screen before the
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// engine's own splash sequence.
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#pragma once
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#include <stdint.h>
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// Stores a copy of the splash image (straight-alpha ARGB, one int per pixel).
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// Called from JNI before the engine starts; replaces any earlier image. Without
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// an image qs_splash_show() does nothing.
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void qs_splash_set_image(const uint32_t *argb, int width, int height);
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// Engine thread only (called from engine patch 27). Fades the image in and out
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// on the game screen and returns when done, or after a few seconds if the XR
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// session never starts.
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void qs_splash_show(void);
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@@ -11,6 +11,7 @@
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#include <SDL.h>
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#include "qs_config.h"
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#include "qs_splash.h"
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#include "xr_input.h"
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#include "xr_overlay.h"
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#include "xr_session.h"
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@@ -22,6 +23,15 @@ Java_de_ladkau_questshock_QuestShockActivity_nativeChdir(JNIEnv *env, jclass cla
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(*env)->ReleaseStringUTFChars(env, path, cpath);
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}
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JNIEXPORT void JNICALL Java_de_ladkau_questshock_QuestShockActivity_nativeSetSplashImage(
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JNIEnv *env, jclass clazz, jintArray pixels, jint width, jint height) {
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jint *data = (*env)->GetIntArrayElements(env, pixels, NULL);
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if (data == NULL)
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return;
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qs_splash_set_image((const uint32_t *)data, width, height);
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(*env)->ReleaseIntArrayElements(env, pixels, data, JNI_ABORT);
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}
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// KeyboardOverlay's hand-built on-screen keyboard (see
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// KeyboardOverlay.handleCharKeyDown()/handleCharKeyUp()) has no real
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// Android IME session behind it, so printable characters can't reach the
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@@ -871,6 +871,11 @@ void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half
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}
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}
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void xr_get_game_swapchain_size(int *width, int *height) {
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*width = g_game_swapchain.width;
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*height = g_game_swapchain.height;
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}
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void xr_get_game_resolution(int *width, int *height) {
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// Not g_game_swapchain.width/height: that's the fixed physical size of
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// the swapchain image the game is composited into (see xr_init()) -
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@@ -102,6 +102,12 @@ void xr_session_set_game_screen_shape(float width_m, float curve_deg, float dist
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// swapchain.
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void xr_get_game_resolution(int *width, int *height);
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// Pixel size of the game quad's swapchain image, fixed at launch (0, 0 before
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// xr_init()). The quad's aspect ratio is this size, so full-quad content
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// drawn outside the engine's own frame path (the startup splash) is laid out
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// against it.
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void xr_get_game_swapchain_size(int *width, int *height);
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// Exponentially-smoothed frame rate/frame time, updated once per real
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// rendered frame in xr_frame_end() - read by MenuOverlay's header (see
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// questshock_native.c's nativeGetFps()/nativeGetFrameTimeMs()). 0 before
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@@ -5,6 +5,8 @@ import android.app.AlertDialog;
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import android.content.Context;
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import android.content.pm.PackageManager;
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import android.content.res.AssetManager;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.SurfaceHolder;
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@@ -18,7 +20,7 @@ import org.libsdl.app.SDLActivity;
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import org.libsdl.app.SDLSurface;
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/**
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* Prepares /sdcard/questshock/ the way Shockolate's plain relative-path
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* Prepares /sdcard/QuestShock/ the way Shockolate's plain relative-path
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* file I/O ("res/data/...", confirmed via grep - none of it goes through
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* SDL_RWops, so Android's asset-manager fallback for SDL_RWFromFile
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* doesn't apply here) expects to find it - see android/engine-patches/ for
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@@ -40,7 +42,7 @@ public class QuestShockActivity extends SDLActivity {
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private static final String TAG = "QuestShock";
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private static final int PERMISSION_REQUEST_STORAGE = 1;
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// Package-visible: MenuOverlay reads controller_profiles/ from here.
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static final String GAME_DIR = "/sdcard/questshock";
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static final String GAME_DIR = "/sdcard/QuestShock";
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// Loaded here (rather than waiting for SDLActivity's own
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// getLibraries()/loadLibraries(), which only runs from super.onCreate())
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@@ -58,6 +60,9 @@ public class QuestShockActivity extends SDLActivity {
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// has no public chdir() (confirmed against the actual API 34 stub jar).
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private static native void nativeChdir(String path);
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// Straight-alpha ARGB pixels of the startup splash (qs_splash.c).
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private static native void nativeSetSplashImage(int[] pixels, int width, int height);
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@Override
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protected String[] getLibraries() {
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return new String[] {
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@@ -187,11 +192,31 @@ public class QuestShockActivity extends SDLActivity {
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// before clearing mBrokenLibraries below so the engine can never
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// start pre-chdir.
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nativeChdir(GAME_DIR);
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loadSplashImage();
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// Assets confirmed present - safe to let the native engine start now.
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SDLActivity.mBrokenLibraries = false;
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}
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// The engine shows this at startup (qs_splash.c); without it there is no splash.
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private void loadSplashImage() {
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try (InputStream in = getAssets().open("splash.png")) {
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Bitmap bitmap = BitmapFactory.decodeStream(in);
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if (bitmap == null) {
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Log.e(TAG, "Could not decode splash.png");
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return;
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}
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int width = bitmap.getWidth();
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int height = bitmap.getHeight();
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int[] pixels = new int[width * height];
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bitmap.getPixels(pixels, 0, width, 0, 0, width, height);
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bitmap.recycle();
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nativeSetSplashImage(pixels, width, height);
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} catch (IOException e) {
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Log.e(TAG, "Could not read splash.png", e);
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}
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}
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private static boolean isNonEmptyDir(File dir) {
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String[] entries = dir.list();
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return entries != null && entries.length > 0;
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@@ -219,7 +244,7 @@ public class QuestShockActivity extends SDLActivity {
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+ "merging or extraction required.\n\n"
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+ "Then relaunch.\n\n"
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+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
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+ "questshock folder on this device, if you need to read them again.)")
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+ "QuestShock folder on this device, if you need to read them again.)")
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.setCancelable(false)
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.setPositiveButton("Exit", (dialog, which) -> finish())
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.create()
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">System Shock</string>
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<string name="app_name">QuestShock</string>
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</resources>
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Reference in New Issue
Block a user