Compare commits
13 Commits
09280dd410
..
v0.5.3
| Author | SHA1 | Date | |
|---|---|---|---|
| 135e474a14 | |||
| 295f4869c1 | |||
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| 9586c58a67 | |||
| 5d7564c3b5 | |||
| 70c43240bc | |||
| d8324d409e | |||
| c24b7f15cb | |||
| e1e6a006d4 | |||
| 5fe4cdf7f8 | |||
| 369555efc7 | |||
| 360a1f7e3d | |||
| c0619a55ab |
@@ -69,7 +69,25 @@ jobs:
|
||||
dist/shockolate-*-linux-*.tar.gz
|
||||
dist/shockolate-*-windows-*.zip
|
||||
|
||||
# The release key is stored base64-encoded in ANDROID_KEYSTORE_BASE64
|
||||
# (see README section 4.3). Without it the APK is a debug build.
|
||||
- name: Prepare release signing
|
||||
env:
|
||||
KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
if [ -z "$KEYSTORE_BASE64" ]; then
|
||||
echo "No signing key: the APK will be a debug build"
|
||||
exit 0
|
||||
fi
|
||||
echo "$KEYSTORE_BASE64" | base64 -d > "${RUNNER_TEMP:-/tmp}/questshock-release.jks"
|
||||
echo "QUESTSHOCK_KEYSTORE=${RUNNER_TEMP:-/tmp}/questshock-release.jks" >> "$GITHUB_ENV"
|
||||
|
||||
- name: Build Quest APK
|
||||
env:
|
||||
QUESTSHOCK_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
|
||||
QUESTSHOCK_KEY_ALIAS: ${{ secrets.ANDROID_KEY_ALIAS }}
|
||||
QUESTSHOCK_KEY_PASSWORD: ${{ secrets.ANDROID_KEY_PASSWORD }}
|
||||
# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
|
||||
# this runs build-apk.sh directly instead of trying to docker-run
|
||||
# the image again - same reasoning as `make package` above.
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
name: release
|
||||
|
||||
# GitHub's build. The Gitea build is .gitea/workflows/build.yml.
|
||||
#
|
||||
# Pushing a tag vX.Y.Z builds the Linux and Windows packages and the Quest APK
|
||||
# inside the build-image and attaches them to a GitHub release. A manual run
|
||||
# builds the same files and keeps them as a workflow artifact without
|
||||
# releasing them.
|
||||
#
|
||||
# The build-image (build-image/Dockerfile) is published to GHCR, tagged with a
|
||||
# hash of the files that define it, and only built when that tag does not
|
||||
# exist yet.
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- "v*"
|
||||
workflow_dispatch:
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
image:
|
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runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: read
|
||||
packages: write
|
||||
outputs:
|
||||
name: ${{ steps.name.outputs.name }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Name the image after the files that define it
|
||||
id: name
|
||||
run: |
|
||||
set -euo pipefail
|
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hash="$(cat build-image/Dockerfile build-image/docker-entrypoint.sh build-image/build-engine.sh | sha256sum | cut -c1-16)"
|
||||
echo "name=ghcr.io/${GITHUB_REPOSITORY_OWNER,,}/questshock-builder:${hash}" >> "$GITHUB_OUTPUT"
|
||||
|
||||
- name: Build and push the image if it does not exist yet
|
||||
env:
|
||||
IMAGE: ${{ steps.name.outputs.name }}
|
||||
REGISTRY_USER: ${{ github.actor }}
|
||||
REGISTRY_PASSWORD: ${{ secrets.GITHUB_TOKEN }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
echo "$REGISTRY_PASSWORD" | docker login ghcr.io -u "$REGISTRY_USER" --password-stdin
|
||||
if docker manifest inspect "$IMAGE" >/dev/null 2>&1; then
|
||||
echo "$IMAGE already exists"
|
||||
exit 0
|
||||
fi
|
||||
# The image is large and the runner's disk is small.
|
||||
sudo rm -rf /usr/share/dotnet /usr/local/lib/android /opt/ghc /opt/hostedtoolcache/CodeQL
|
||||
# The label links the package to this repository, so the build job
|
||||
# can pull it with the workflow's token.
|
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docker build -f build-image/Dockerfile \
|
||||
--label "org.opencontainers.image.source=https://github.com/${GITHUB_REPOSITORY}" \
|
||||
-t "$IMAGE" .
|
||||
docker push "$IMAGE"
|
||||
|
||||
build:
|
||||
needs: image
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: read
|
||||
packages: read
|
||||
defaults:
|
||||
run:
|
||||
shell: bash
|
||||
# The job runs inside the build-image, so `make` compiles directly instead
|
||||
# of starting the image itself (QUESTSHOCK_BUILD_IMAGE is set in it).
|
||||
container:
|
||||
image: ${{ needs.image.outputs.name }}
|
||||
credentials:
|
||||
username: ${{ github.actor }}
|
||||
password: ${{ secrets.GITHUB_TOKEN }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
# The version comes from `git describe --tags`.
|
||||
fetch-depth: 0
|
||||
|
||||
- name: Build the Linux and Windows packages
|
||||
run: make package
|
||||
|
||||
# The release key is stored base64-encoded in ANDROID_KEYSTORE_BASE64; see
|
||||
# README section 4.3. A tag build must be signed with it.
|
||||
- name: Prepare release signing
|
||||
env:
|
||||
KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
if [ -z "$KEYSTORE_BASE64" ]; then
|
||||
if [[ "$GITHUB_REF" == refs/tags/* ]]; then
|
||||
echo "::error::ANDROID_KEYSTORE_BASE64 is not set: a release APK must be signed"
|
||||
exit 1
|
||||
fi
|
||||
echo "No signing key: the APK will be a debug build"
|
||||
exit 0
|
||||
fi
|
||||
echo "$KEYSTORE_BASE64" | base64 -d > "${RUNNER_TEMP:-/tmp}/questshock-release.jks"
|
||||
echo "QUESTSHOCK_KEYSTORE=${RUNNER_TEMP:-/tmp}/questshock-release.jks" >> "$GITHUB_ENV"
|
||||
|
||||
# Needs network access for Gradle's own dependency resolution.
|
||||
- name: Build the Quest APK
|
||||
env:
|
||||
QUESTSHOCK_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
|
||||
QUESTSHOCK_KEY_ALIAS: ${{ secrets.ANDROID_KEY_ALIAS }}
|
||||
QUESTSHOCK_KEY_PASSWORD: ${{ secrets.ANDROID_KEY_PASSWORD }}
|
||||
run: make apk
|
||||
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: questshock
|
||||
path: |
|
||||
dist/shockolate-*-linux-*.tar.gz
|
||||
dist/shockolate-*-windows-*.zip
|
||||
dist/questshock-*-android-*.apk
|
||||
|
||||
release:
|
||||
if: startsWith(github.ref, 'refs/tags/')
|
||||
needs: build
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
env:
|
||||
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
GH_REPO: ${{ github.repository }}
|
||||
steps:
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: questshock
|
||||
path: dist
|
||||
|
||||
- name: Create the release, or update its files if it exists
|
||||
run: |
|
||||
set -euo pipefail
|
||||
if gh release view "$GITHUB_REF_NAME" >/dev/null 2>&1; then
|
||||
gh release upload "$GITHUB_REF_NAME" dist/* --clobber
|
||||
else
|
||||
gh release create "$GITHUB_REF_NAME" dist/* \
|
||||
--title "$GITHUB_REF_NAME" \
|
||||
--generate-notes \
|
||||
--notes "Sideload the APK onto a Meta Quest (see README section 5.1). The game data is not included: you need your own copy of System Shock: Enhanced Edition."
|
||||
fi
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
# Game assets are not included in the repo
|
||||
/res/assets/setup_system_shock_enhanced*
|
||||
/res/assets/setup_system_shock_classic*
|
||||
/res/assets/*.zip
|
||||
/res/assets/ss_ee/
|
||||
|
||||
@@ -37,3 +38,7 @@
|
||||
|
||||
# Local registry credentials (see registry.env.example)
|
||||
/registry.env
|
||||
|
||||
# Signing keys
|
||||
*.jks
|
||||
*.keystore
|
||||
|
||||
@@ -0,0 +1,395 @@
|
||||
# AGENTS.md
|
||||
|
||||
Guidance for AI coding agents (and new contributors) working on Questshock.
|
||||
README.md is the user-facing build/usage guide and CONFIG.md documents the
|
||||
configuration file; this file covers how the code is organised and the rules to
|
||||
follow when changing it.
|
||||
|
||||
## 1. What this project is
|
||||
|
||||
Questshock plays the 1994 game System Shock on a standalone VR headset (Meta
|
||||
Quest 2 is the tested device). It wraps [Shockolate](https://github.com/Interrupt/systemshock),
|
||||
a cross-platform port of the original engine, in an Android app that:
|
||||
|
||||
- runs the unmodified 2D engine (software or OpenGL renderer) and shows its
|
||||
frame on a head-tracked virtual screen (an OpenXR quad layer);
|
||||
- shows a menu and an on-screen keyboard as separate OpenXR quads, operated by
|
||||
a laser pointer from either controller;
|
||||
- maps controller inputs to game actions through a configurable binding layer;
|
||||
- persists settings in `/sdcard/QuestShock/questshock.config.json`.
|
||||
|
||||
A desktop (Linux/Windows) build of the same engine exists for development
|
||||
without a headset; it has none of the Android/OpenXR code.
|
||||
|
||||
## 2. Hard rules
|
||||
|
||||
These come from the maintainer. Follow them without being asked again.
|
||||
|
||||
1. **Never commit.** Do not run `git commit` (or amend, rebase, push), even if
|
||||
asked to commit. Draft the commit message and show it; the maintainer runs
|
||||
the commit. Mention any new untracked file that has to be `git add`ed
|
||||
(typically a new patch under `android/engine-patches/`).
|
||||
2. **Do not build.** Do not run `make apk`, `./gradlew`, or `make android-studio`
|
||||
to check that a change compiles. The maintainer deploys from Android Studio.
|
||||
`make apk` and `make android-studio` overwrite `android/engine.properties`
|
||||
with container-only paths and break an open Android Studio project. What you
|
||||
can do is dry-run patches (section 6) and run static consistency checks
|
||||
(section 13). Say plainly in your report that the change was not built or
|
||||
tested.
|
||||
3. **`engine/` and `android/gl4es-src/` are never edited.** They are vendored
|
||||
snapshots. Every change to them is a numbered patch under
|
||||
`android/engine-patches/` or `android/gl4es-patches/`, applied to a scratch
|
||||
copy at build time. (`engine/` is GPLv3, see README section 6.)
|
||||
4. **Patch numbers stay contiguous** (`01`, `02`, ... with no gap). When you
|
||||
insert or delete a patch, renumber the rest and update every reference to
|
||||
the numbers (README patch reference, code comments).
|
||||
5. **Comments and documentation describe the current state and why it has to be
|
||||
that way.** No history or narrative: no "used to", "originally", "no
|
||||
longer", "now", "this was fixed", "confirmed on device", incident stories or
|
||||
dropped alternatives. History belongs in commit messages. A comment that
|
||||
would read oddly to someone who never saw an earlier version should be
|
||||
rewritten or cut. Default to one or two lines. (README section 5.5, the
|
||||
debugging notes, is the one deliberate exception.)
|
||||
6. **Standalone headset only, OpenXR first.** No feature may need a host PC
|
||||
(no PCVR, tethering or streaming). Prefer OpenXR APIs over vendor-specific
|
||||
ones (Meta's Oculus Mobile SDK and the like) so the port can run on other
|
||||
Android OpenXR headsets. Flag a request that would break either rule
|
||||
instead of quietly doing it.
|
||||
7. **Do not bump `build-image/VERSION`** just because `build-image/Dockerfile`
|
||||
changed. Bump it only once a build with the current number has succeeded
|
||||
end to end (for example a CI run). Ask if unsure.
|
||||
8. **Keep docs in sync with behaviour.** A user-visible change updates
|
||||
README.md and/or CONFIG.md in the same change; a new or renumbered engine
|
||||
patch updates the README patch reference (section 5.4).
|
||||
|
||||
## 3. Repository layout
|
||||
|
||||
| Path | What it is |
|
||||
|---|---|
|
||||
| `engine/` | Vendored Shockolate source. Read-only for us. |
|
||||
| `android/engine-patches/` | Numbered `patch -p1` files applied to a scratch copy of `engine/`. |
|
||||
| `android/gl4es-src/`, `android/gl4es-patches/` | Vendored GL4ES (desktop GL to GLES) and its patches. |
|
||||
| `android/app/src/main/cpp/` | First-party native code (section 4). |
|
||||
| `android/app/src/main/java/de/ladkau/questshock/` | First-party Java (section 4). `org/libsdl/app/` is vendored SDL2 glue (zlib). |
|
||||
| `android/app/build.gradle` | Gradle project; the `stageEngine` task stages the patched engine. |
|
||||
| `android/force-rebuild.sh` | Stops Gradle daemons and wipes staged/build output for a fully fresh native build. |
|
||||
| `build-image/` | Docker build environment (`Dockerfile`, `VERSION`, `prepare-android-project.sh`, `build-apk.sh`, engine build scripts). |
|
||||
| `res/` | Bundled resources: `questshock.config.default.json`, `controller_profiles/` (JSON + PNG per controller), `splash.png` (startup splash), `logo.png` (1024x1024 logo, master of the launcher icons in `android/app/src/main/res/mipmap-*/`), `logo_small.png` (the README header), `screenshots/` (headset captures and videos named `questshock_v<version>_<nnn>.<ext>`, numbered per version), `assets/` (where the user's own game data goes, git-ignored), `run.sh`/`run.bat`. |
|
||||
| `.gitea/workflows/build.yml`, `.github/workflows/release.yml` | CI. Gitea is the primary repository and builds on every push; GitHub is a mirror whose workflow builds and publishes a release when a `vX.Y.Z` tag is pushed. Each platform has its own file. |
|
||||
| `Makefile` | `engine`, `dist`, `package`, `apk`, `android-studio`, `clean`, ... (see README section 2). |
|
||||
| `README.md`, `CONFIG.md`, `NOTICE.txt` | User docs, config reference, license notice. |
|
||||
|
||||
`build/`, `dist/`, `dist-win/` and `res/assets/ss_ee/` are generated or
|
||||
proprietary and git-ignored. `registry.env` holds local registry settings; do
|
||||
not print it or commit it.
|
||||
|
||||
## 4. Android app architecture
|
||||
|
||||
### 4.1 Native modules (`android/app/src/main/cpp/`)
|
||||
|
||||
| File | Role |
|
||||
|---|---|
|
||||
| `xr_session.c/.h` | OpenXR instance and session lifecycle, frame loop, composition layers (game quad, menu, keyboard, laser beams). |
|
||||
| `xr_swapchain.c/.h` | Swapchain creation, acquire and release, per-image FBOs. |
|
||||
| `xr_overlay.c/.h` | Generic "off-screen Android `View` rendered into an OpenXR quad" module, hit-tested by a laser pointer. The menu and the keyboard are two instances. |
|
||||
| `xr_input.c/.h` | Controller input: OpenXR actions, raw-input layer, action bindings, capture-mode rebinding, key injection into the engine, free view, cyberspace scaling, snap-turn/smooth-move of the player's position, pointer rays. The largest file. |
|
||||
| `xr_mouse.c/.h` | Injects mouse motion and clicks into the engine. |
|
||||
| `qs_config.c/.h` | Configuration: JSON parse, apply, write; screen profiles; menu-driven requests; cheats; menu-triggered pause. |
|
||||
| `qs_splash.c/.h` | Startup splash: `qs_splash_show()` fades the image (`res/splash.png`, decoded by Java and passed in through `nativeSetSplashImage`) in and out on the game screen. Called from engine patch 27. |
|
||||
| `questshock_native.c` | JNI exports and small native helpers (`nativeChdir`, `nativeSendPrintableChar`, ...). |
|
||||
|
||||
### 4.2 Java classes
|
||||
|
||||
| Class | Role |
|
||||
|---|---|
|
||||
| `QuestShockActivity` | `SDLActivity` subclass. Creates `/sdcard/QuestShock/`, extracts bundled files, blocks engine start until the game data exists. |
|
||||
| `OverlayPanel` | Base for the off-screen panels: builds the view tree, renders it to a texture, turns ray hits into touch events. |
|
||||
| `MenuOverlay` | The menu: Main Menu, Video Options, Controller Options and Cheats tabs. Singleton. |
|
||||
| `KeyboardOverlay` | The on-screen keyboard. |
|
||||
| `Strings` | All menu and keyboard text in English, French and German. |
|
||||
|
||||
### 4.3 How the pieces fit
|
||||
|
||||
- The engine's present path is redirected (engine patch 11) so that
|
||||
`SDLDraw()` submits into the OpenXR game-quad swapchain. The per-frame
|
||||
entry point of `xr_input.c` is `xr_input_sync_and_draw()`, called from the
|
||||
frame path in `xr_session.c` on the engine's own thread.
|
||||
- The engine's own log output goes to logcat (patch 08); Java and native
|
||||
first-party code log under the tag `QuestShock`.
|
||||
- Bindings, config and menu state are owned natively. Java only displays and
|
||||
requests.
|
||||
- `gScreenWide`/`gScreenHigh` are only set by the engine's
|
||||
`ChangeScreenSize()`, so they are 0 until its first mode change. Code that
|
||||
runs during startup (such as `qs_splash_show()`) takes the screen size from
|
||||
`xr_get_game_swapchain_size()` instead.
|
||||
|
||||
### 4.4 Threads and cross-thread requests
|
||||
|
||||
- Engine state (player struct, game loop, cheats, config apply) must only be
|
||||
touched on the engine thread.
|
||||
- Menu code calls native functions through JNI. Anything that changes engine
|
||||
state must be enqueued, not executed inline: the JNI export calls a
|
||||
`qs_config_request_*()` function, which pushes an SDL custom event
|
||||
(`SDL_RegisterEvents`); `qs_config_handle_event()` handles it on the engine
|
||||
thread (it is called from `pump_events()`, engine patch 21). To add a new
|
||||
request, add an event type, the `qs_config_request_*()` enqueue function and
|
||||
a branch in `qs_config_handle_event()`.
|
||||
- Getters that Java calls (`qs_config_cheat_unlimited_mask()`, binding-name
|
||||
getters, ...) must be plain scalar or string reads that are safe from any
|
||||
thread.
|
||||
- Per-frame work that must run on the engine thread (such as
|
||||
`qs_config_frame_tick()`) is called from `xr_input.c`.
|
||||
- JNI symbol names must match the Java `native` declarations exactly
|
||||
(`Java_de_ladkau_questshock_<Class>_<method>`). A mismatch only fails at
|
||||
runtime, so check it (section 13).
|
||||
|
||||
### 4.5 Off-screen views (`OverlayPanel`, `MenuOverlay`, `KeyboardOverlay`)
|
||||
|
||||
The view tree is built and drawn from native code and is never attached to a
|
||||
window. Consequences that shape the UI code:
|
||||
|
||||
- Only `ACTION_DOWN`/`ACTION_UP` touches arrive (the laser trigger). There is no
|
||||
drag, fling or multi-touch. Scrolling is done by a self-drawn scroll bar
|
||||
(`ScrollBarView` in `MenuOverlay`), not by the framework.
|
||||
- `View.post()` never runs, so anything that defers work through it does not
|
||||
work. `ProgressBar` and `SeekBar` are unusable for the same reason.
|
||||
- Hover and hit-testing use `OverlayPanel.absoluteBounds()`, which subtracts
|
||||
ancestor scroll offsets.
|
||||
- Toggling a child's visibility needs an explicit re-measure and re-layout
|
||||
(see `relayoutAndRedraw()`).
|
||||
- All user-visible text goes through `Strings.get(key, language)` with an
|
||||
English, French and German entry, and is re-applied in `applyTranslations()`
|
||||
when the language changes. "OpenGL" is a brand name and is not translated.
|
||||
|
||||
## 5. Configuration system
|
||||
|
||||
- `qs_config.c` holds one parsed struct per group (`video_options`, `general`,
|
||||
`player_position`, `player_controls`), a parse function, an apply function,
|
||||
and the writer `qs_config_write_file()`. Groups are tagged live-appliable or
|
||||
restart-required (`QS_*_REQUIRES_RESTART`).
|
||||
- Load order at startup: `questshock.config.json`, else
|
||||
`questshock.config.default.json` (bundled, refreshed on every launch), else
|
||||
the engine's own `prefs.txt` behaviour. Save is only ever an explicit menu
|
||||
action.
|
||||
- Invalid values are logged and skipped individually; unknown keys are ignored.
|
||||
|
||||
**Adding an option:** parsed-struct field, parse, apply (with validation and a
|
||||
`WARN` on invalid input), write in `qs_config_write_file()`, restart flag,
|
||||
`CONFIG.md`, and (if it should have a shipped default) `res/questshock.config.default.json`.
|
||||
|
||||
The virtual screen has two profiles, "initial" (splash, cutscenes, main menu)
|
||||
and "game", switched by `qs_screen_profile_notify_loop_mode()` from engine
|
||||
patch 22. `s_screen_profile_is_game` in `qs_config.c` doubles as "a game is
|
||||
running" and gates the cheats and the menu pause.
|
||||
|
||||
## 6. Engine patches
|
||||
|
||||
Rules:
|
||||
|
||||
- Guard every engine change with `#ifdef __ANDROID__` so the desktop build is
|
||||
unaffected, and keep hunks minimal.
|
||||
- Patches are applied in filename order with `patch -p1` from the engine root
|
||||
(paths look like `a/src/GameSrc/hkeyfunc.c`). Patch N is generated against
|
||||
the tree with patches `01..N-1` applied.
|
||||
- Some engine files use CRLF line endings (for example `mouselook.c`). Edits
|
||||
and generated patches must preserve them byte for byte; check with `file`
|
||||
or `cat -A`. An editor or script that rewrites line endings produces a
|
||||
whole-file diff.
|
||||
- Do not hand-edit hunk headers. Regenerate the patch from a scratch copy.
|
||||
|
||||
Creating or changing a patch:
|
||||
|
||||
1. Make a scratch copy of `engine/` (for example under the session scratch
|
||||
directory) and apply patches `01..N-1` to it (`patch -p1 -d <scratch> < ...`).
|
||||
2. Copy the target file(s) to a second location, edit them in the scratch copy.
|
||||
3. Produce the patch with `diff -u` using `a/` and `b/` path prefixes relative
|
||||
to the engine root, and save it as `android/engine-patches/NN-android-<topic>.patch`.
|
||||
4. Dry-run the whole series on a fresh copy of `engine/`
|
||||
(`patch -p1 --dry-run`, or apply for real on the copy) and confirm every
|
||||
patch applies cleanly, with the patched file byte-identical to what you
|
||||
edited.
|
||||
5. Keep numbering contiguous, and update the README patch reference (5.4) and
|
||||
any code comments that cite patch numbers.
|
||||
|
||||
Gradle's `stageEngine` task re-stages and re-patches on build, but it can wrongly
|
||||
report `UP-TO-DATE` when a **new** patch file appears. If a native change does
|
||||
not show up on the device, tell the maintainer to run `./gradlew --stop`, or
|
||||
`android/force-rebuild.sh`, or delete `build/android-engine`, before assuming
|
||||
the change is wrong.
|
||||
|
||||
Engine symbols used from first-party code (for example `game_paused`,
|
||||
`pause_game_func`, `toggle_giveall_func`, `qs_cheat_refill`,
|
||||
`qs_in_cyberspace`) are declared `extern` next to their use in `qs_config.c` or
|
||||
`xr_input.c`, with a comment naming the engine file and patch.
|
||||
|
||||
## 7. Controller mapping (`xr_input.c`)
|
||||
|
||||
Structure:
|
||||
|
||||
- Physical controls are OpenXR actions, suggested once against three
|
||||
interaction profiles: Meta Touch, HTC Vive wand and the core
|
||||
`khr/simple_controller`. A single wrong path makes the whole
|
||||
`xrSuggestInteractionProfileBindings` call fail, so each profile lists only
|
||||
components it really has. A failure calls
|
||||
`qs_config_report_fatal_input_error()` and aborts input init.
|
||||
- The **raw-input layer** (`QsRawInput`) digitizes every physical control
|
||||
(buttons, triggers, squeezes, thumbstick clicks, and eight thumbstick
|
||||
directions with hysteresis) each frame. `QS_RAW_NONE` means unbound.
|
||||
- **Actions** (`QsControlAction`) are bound to raw inputs through `s_binding[]`.
|
||||
The default bindings are `kDefaults[]`.
|
||||
- Contexts: `ALWAYS`, `NORMAL` (move, strafe, turn, jump, stand, crouch, prone)
|
||||
and `CYBER` (the eleven `cyber_*` actions). The active set is chosen with
|
||||
`qs_in_cyberspace()` (patch 24). Two actions conflict only if their contexts
|
||||
can be active together (`xr_input_contexts_overlap()`).
|
||||
- Capture mode (`xr_input_process_capture()`): the next fresh raw down-edge is
|
||||
assigned to the chosen action. Any other action in an overlapping context that
|
||||
held that input (or its symmetric alias) is set to `none`. The reset and the
|
||||
timeout (8 s) paths never leave a half-assigned state.
|
||||
- The menu button is not a raw input and can never be bound, so the menu can
|
||||
always be reached to press **Reset to Defaults**.
|
||||
- While the menu is open, `mouse_click` is always the trigger (the controller
|
||||
used to operate the menu); after it closes, the bound `mouse_click` drives
|
||||
both the keyboard and the game quad.
|
||||
- While the Controller Options tab is open, the menu's own thumbstick
|
||||
snap-turn and smooth-move are disabled
|
||||
(`g_controller_options_tab_open`, set through
|
||||
`nativeSetControllerOptionsTabOpen`).
|
||||
- Free view: holding a `free_*_thumbstick_view` binding turns that stick into
|
||||
the engine's mouse look (cursor forced hidden, stick direction bindings
|
||||
suspended). It uses `SDL_ShowCursor(SDL_DISABLE)` because the engine zeroes
|
||||
mouse-look velocity while the cursor is visible.
|
||||
- Cyberspace pitch and bank scale with stick deflection through the globals
|
||||
from patch 25 (`qs_cyber_pitch_scale`, `qs_cyber_bank_scale`).
|
||||
|
||||
### Adding or changing a bindable action (checklist)
|
||||
|
||||
All of these lists share one order and must stay identical:
|
||||
|
||||
1. `QsControlAction` enum in `xr_input.c` (and append before `QS_ACTION_COUNT`).
|
||||
2. `kActionNames[]` in `xr_input.c`.
|
||||
3. `s_binding[]` initial values and `kDefaults[]` in `xr_input.c`.
|
||||
4. If it injects a key: a `kKeyActions[]` entry (keycode, modifiers, whether it
|
||||
needs `SDL_TEXTINPUT`); add the key to the stuck-key watchdog list
|
||||
(`kWatchedKeys`) if it is held continuously.
|
||||
5. `ACTION_KEYS` in `MenuOverlay.java`, and `FIRST_ROW_ACTIONS` if it should be
|
||||
listed first.
|
||||
6. `Strings.java`: `action_<key>` in EN/FR/DE.
|
||||
7. `QS_MAX_PLAYER_CONTROL_ACTIONS` in `qs_config.c` if the count outgrows it.
|
||||
8. `CONFIG.md`: the action tables and the count in the Player Controls intro;
|
||||
README default-controls table if it has a default binding.
|
||||
9. Check that no two actions that can be active together share a default input.
|
||||
|
||||
### Injecting keys into the engine
|
||||
|
||||
- Plain printable keys (letters, digits, Space, punctuation) need an
|
||||
`SDL_TEXTINPUT` event plus `SDL_KEYDOWN`/`SDL_KEYUP`. Modifier, control-range,
|
||||
F and keypad keys use `SDL_KEYDOWN`/`SDL_KEYUP` with the right `mod`.
|
||||
- **Send the release on the real up edge, never in the same call as the
|
||||
press.** The engine polls movement keys once per frame before it drains
|
||||
events, so a press and release drained together are never seen and the key
|
||||
silently does nothing. Tie the release to the physical button's up edge (or
|
||||
the touch's `ACTION_UP`/`ACTION_CANCEL`).
|
||||
- Held keys are tracked in the engine's `sshockKeyStates[]`; `xr_input.c`
|
||||
keeps a watchdog that clears a watched key the engine still thinks is down
|
||||
after its binding is released.
|
||||
- Actions that share an engine key (for example the several ways to fire, or
|
||||
the movement keys) are handled with sibling logic in the dispatch loop
|
||||
(`wantDown[]`); do not press or release the shared key independently.
|
||||
|
||||
## 8. Cheats tab
|
||||
|
||||
- Buttons and switches live in `MenuOverlay.buildCheatsTab()`; ids are
|
||||
`QS_CHEAT_*` in `qs_config.c` and `CHEAT_*` in `MenuOverlay.java` (keep them
|
||||
identical).
|
||||
- The engine's own cheat handlers (`toggle_giveall_func`, `toggle_physics_func`,
|
||||
`toggle_up_level_func`, `toggle_down_level_func`) are called on the engine
|
||||
thread through `qs_apply_cheat()`, and only while a game is running.
|
||||
- The four unlimited switches are a bitmask in `qs_config.c`
|
||||
(`QS_CHEAT_MASK_*`: health 1, energy 2, ammo 4, items 8). Every frame
|
||||
`qs_config_frame_tick()` calls `qs_cheat_refill(mask)` (patch 26). The mask
|
||||
values must match the patch. The switches are not persisted.
|
||||
- The four `cheat_*` hotkeys are deliberately not bindable in
|
||||
`player_controls`. New cheats go on the Cheats tab.
|
||||
|
||||
## 9. Menu pause
|
||||
|
||||
Opening the menu pauses a running game (`qs_apply_menu_pause()` through the
|
||||
menu-visibility event); closing it resumes only if the menu did the pausing and
|
||||
the game is still paused. Do not toggle pause blindly, since the pause function
|
||||
toggles.
|
||||
|
||||
## 10. Bundled files on the device
|
||||
|
||||
`QuestShockActivity` extracts these into `/sdcard/QuestShock/`:
|
||||
|
||||
- shaders, the default soundfont and `GET_ASSETS_QUEST.txt` (once);
|
||||
- `questshock.config.default.json` and `controller_profiles/` (every launch,
|
||||
overwriting only the bundled filenames so user-added profiles survive).
|
||||
|
||||
`res/splash.png` stays in the APK assets and is not extracted to the device;
|
||||
`QuestShockActivity` decodes it and hands the pixels to `qs_splash.c`.
|
||||
|
||||
`res/controller_profiles/`, `res/splash.png` and the default config are staged
|
||||
into APK assets by `build-image/prepare-android-project.sh`; every staged file
|
||||
or directory must also be declared as `inputs.file(...)`/`inputs.dir(...)` of
|
||||
`stageEngine` in `android/app/build.gradle`.
|
||||
|
||||
The proprietary game data (`res/data/`, `res/sound/`) is never bundled or
|
||||
committed. The app refuses to start the engine until it is present.
|
||||
|
||||
## 11. Signing
|
||||
|
||||
Distributed APKs are release builds signed with one fixed key, so users can
|
||||
update in place. `build-image/build-apk.sh` reads the key from
|
||||
`QUESTSHOCK_KEYSTORE`, `QUESTSHOCK_KEYSTORE_PASSWORD`, `QUESTSHOCK_KEY_ALIAS`
|
||||
and `QUESTSHOCK_KEY_PASSWORD`; `android/app/build.gradle` applies it to the
|
||||
`release` build type only when `QUESTSHOCK_KEYSTORE` is set. Both CI workflows
|
||||
decode it from the `ANDROID_KEYSTORE_BASE64` secret. Without a key the build is
|
||||
a debug APK (`...-debug.apk`), which is only for testing. Never commit a
|
||||
keystore or a password, print them, or put them in a workflow file (README
|
||||
section 4.3 lists the secrets).
|
||||
|
||||
## 12. Code and documentation style
|
||||
|
||||
- Match the surrounding code: naming, comment density, idiom. C is plain C with
|
||||
`static` helpers and `//` comments; Java targets Android API 34 and uses only the SDK plus
|
||||
`androidx.core`.
|
||||
- Keep functions and file-level constants near their use. Put magic numbers in
|
||||
named constants (see `QS_FREE_VIEW_*`, `QS_CYBER_ROTATION_*`).
|
||||
- Keep the `xr_input.h` and `qs_config.h` declarations documented with a short
|
||||
comment saying which thread may call them.
|
||||
- Comments: what and why, current state only (rule 5 in section 2).
|
||||
- Docs: README.md is organised by numbered sections that other text cites
|
||||
("5.5.3"); do not renumber existing sections. Add new material as a new
|
||||
subsection instead.
|
||||
- English, French and German strings live in `Strings.java`; keep the three
|
||||
entries of each key on the same `put(...)`.
|
||||
|
||||
## 13. Verifying a change without building
|
||||
|
||||
Because you may not build (rule 2), check statically and say so in the report:
|
||||
|
||||
- **Patches:** apply the whole series to a fresh copy of `engine/` and confirm
|
||||
no rejects. Confirm the edited file matches the patched result byte for byte.
|
||||
- **JNI:** every `native` method in the Java classes has a
|
||||
`Java_de_ladkau_questshock_<Class>_<method>` export with a matching signature,
|
||||
and no export is left without a Java declaration.
|
||||
- **Ordered lists:** `QsControlAction`, `kActionNames[]`, `s_binding[]`,
|
||||
`kDefaults[]` and `ACTION_KEYS` have the same length and order.
|
||||
- **Strings:** every `Strings.get("...")` key exists in `Strings.java`.
|
||||
- **Balance:** braces and parentheses balance. `qs_config.c` reports a
|
||||
brace-count offset of +5 from character literals containing `'{'`; that is
|
||||
not a bug.
|
||||
- **Docs:** README and CONFIG.md agree with the code (action counts, default
|
||||
bindings, patch list).
|
||||
|
||||
Then report what was checked, what was not (build, on-device behaviour), and
|
||||
any device check the maintainer should do (for example a new patch that may
|
||||
need `android/force-rebuild.sh`).
|
||||
|
||||
## 14. Commit messages
|
||||
|
||||
Draft only (rule 1). Use a short imperative subject (about 70 characters), a
|
||||
blank line, then a body that explains what the change does and why: the
|
||||
user-visible behaviour, the mechanism, and any constraint worth remembering.
|
||||
Mention new files that need `git add`.
|
||||
@@ -3,15 +3,17 @@
|
||||
QuestShock can load a persistent, human-editable configuration file at
|
||||
startup, in addition to (and independent of) the engine's own `prefs.txt`.
|
||||
|
||||
- **Location**: `/sdcard/questshock/questshock.config.json` - the same
|
||||
- **Location**: `/sdcard/QuestShock/questshock.config.json` - the same
|
||||
folder you already copy `res/data`/`res/sound` into (see README.md
|
||||
section 5.1).
|
||||
- **Format**: plain JSON, grouped by concern. Each top-level key is a
|
||||
*group*; each key inside a group is one *option*.
|
||||
- **Loading**: read automatically at app startup, before the splash screen,
|
||||
if the file exists. If it doesn't exist, nothing changes - the engine
|
||||
behaves exactly as it did before this file existed (driven by `prefs.txt`
|
||||
as usual).
|
||||
if the file exists. If it doesn't, `questshock.config.default.json` (same
|
||||
folder) is used instead - a copy bundled with the app, refreshed on every
|
||||
launch, never overwriting your own saved `questshock.config.json`. If
|
||||
neither file exists, the engine behaves as it did before this file
|
||||
existed (driven by `prefs.txt` as usual).
|
||||
- **Saving**: never automatic. In-headset, open the menu (controller menu
|
||||
button) and press **Save Configuration** to write the file from your
|
||||
current live settings, overwriting it if present. Press **Load
|
||||
@@ -29,7 +31,7 @@ startup, in addition to (and independent of) the engine's own `prefs.txt`.
|
||||
load and so applies every group in the file, including the
|
||||
restart-required ones.
|
||||
|
||||
(Both options currently documented below are live-appliable, so this
|
||||
(Every option currently documented below is live-appliable, so this
|
||||
dialog won't actually appear yet - it's built in for options added in a
|
||||
future version that do need a restart.)
|
||||
- Unrecognized groups/keys are ignored (harmless if you're editing the file
|
||||
@@ -47,7 +49,38 @@ startup, in addition to (and independent of) the engine's own `prefs.txt`.
|
||||
{
|
||||
"video_options": {
|
||||
"renderer": "opengl",
|
||||
"resolution": "1024x768"
|
||||
"resolution": "1024x768",
|
||||
"initial_screen_width_m": 1.6,
|
||||
"initial_screen_distance_m": 2.0,
|
||||
"game_screen_width_m": 2.8,
|
||||
"game_screen_distance_m": 2.0,
|
||||
"screen_width_offset_m": 1.0,
|
||||
"screen_width_step_m": 0.6,
|
||||
"screen_distance_offset_m": 1.0,
|
||||
"screen_distance_step_m": 0.5
|
||||
},
|
||||
"general": {
|
||||
"language": "english"
|
||||
},
|
||||
"player_position": {
|
||||
"x": 0.0,
|
||||
"z": 0.0,
|
||||
"yaw_degrees": 0.0
|
||||
},
|
||||
"player_controls": {
|
||||
"move_forward": "left_thumbstick_up",
|
||||
"move_back": "left_thumbstick_down",
|
||||
"strafe_left": "left_thumbstick_left",
|
||||
"strafe_right": "left_thumbstick_right",
|
||||
"turn_left": "right_thumbstick_left",
|
||||
"turn_right": "right_thumbstick_right",
|
||||
"jump": "left_thumbstick_click",
|
||||
"mouse_click": "right_a",
|
||||
"mouse_double_click": "right_b",
|
||||
"stand": "right_thumbstick_up",
|
||||
"prone": "right_thumbstick_down",
|
||||
"map_view": "right_thumbstick_click",
|
||||
"fire_weapon": "right_trigger"
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -69,3 +102,357 @@ The game's internal rendering resolution.
|
||||
- **Type**: enum
|
||||
- **Possible values**: `"320x200"`, `"320x400"`, `"640x400"`, `"640x480"`, `"1024x768"`
|
||||
- **Restart required?**: No (live-appliable)
|
||||
|
||||
### `initial_screen_width_m`, `initial_screen_distance_m`, `game_screen_width_m`, `game_screen_distance_m`
|
||||
|
||||
The virtual screen's physical width and distance from the player (both in
|
||||
meters) - the game shows two independently configurable screen
|
||||
"profiles", switched automatically based on what's currently on screen:
|
||||
|
||||
- **Initial Screen** (`initial_screen_*`) - the splash screen, intro
|
||||
cutscenes, and the game's own main menu.
|
||||
- **Game Screen** (`game_screen_*`) - actual gameplay (the 3D view,
|
||||
automap, cyberspace, etc.).
|
||||
|
||||
Switching happens automatically - no player action needed - the instant
|
||||
the game itself transitions between these (e.g. starting/loading a game,
|
||||
or returning to the menu).
|
||||
|
||||
- **Type**: number (meters)
|
||||
- **Possible values**: the in-headset Video Options tab offers 5 presets
|
||||
each - widths `1.0`, `1.6` (the original, pre-this-feature default),
|
||||
`2.2`, `2.8`, `3.4`; distances `1.0`, `1.5`, `2.0` (the original,
|
||||
pre-this-feature default), `2.5`, `3.0` - but a hand-edited value
|
||||
doesn't need to match a preset exactly (it's clamped to a sane range -
|
||||
width `[0.2, 10.0]`, distance `[0.5, 10.0]` - rather than snapped or
|
||||
rejected; the Video Options tab just shows no button selected for an
|
||||
in-between value).
|
||||
- **Restart required?**: No (live-appliable)
|
||||
- **Note**: the screen is always flat - there's no curve option.
|
||||
|
||||
### `screen_width_offset_m`, `screen_width_step_m`, `screen_distance_offset_m`, `screen_distance_step_m`
|
||||
|
||||
Reshapes the 5 preset buttons the Video Options tab offers for width and
|
||||
distance (above) - config-file-only, there's no in-headset control for
|
||||
these. Shared by both **Initial Screen** and **Game Screen** (both
|
||||
columns' buttons show the same 5 values per row) - this only changes
|
||||
what the buttons offer, not either profile's current value.
|
||||
|
||||
Preset button `index` (0-4) shows `offset + step * index`. For example,
|
||||
a distance offset of `0` and step of `2` shows buttons `0`, `2`, `4`,
|
||||
`6`, `8`; the defaults below reproduce this feature's original launch
|
||||
presets exactly.
|
||||
|
||||
- **Type**: number (meters)
|
||||
- **Default values**: width offset `1.0`, step `0.6` (buttons `1.0`,
|
||||
`1.6`, `2.2`, `2.8`, `3.4`); distance offset `1.0`, step `0.5` (buttons
|
||||
`1.0`, `1.5`, `2.0`, `2.5`, `3.0`).
|
||||
- **Restart required?**: No (live-appliable)
|
||||
- **Note**: not clamped - an unusual offset/step (e.g. negative step) is
|
||||
accepted as-is. A resulting preset value outside the current value's
|
||||
own clamp range (see above) still clamps normally when that preset
|
||||
button is actually pressed.
|
||||
|
||||
## General (`general`)
|
||||
|
||||
### `language`
|
||||
|
||||
The game's UI/text language - both the game's own resource strings and this
|
||||
project's own menu/keyboard chrome text (title bar, buttons, etc.).
|
||||
|
||||
- **Type**: enum
|
||||
- **Possible values**: `"english"`, `"french"`, `"german"`
|
||||
- **Restart required?**: No (live-appliable) - applies the same way the
|
||||
game's own in-game options menu applies a language change (reloads the
|
||||
language-specific resource files and refreshes the inventory/MFD/side-icon
|
||||
UI immediately).
|
||||
- **Note**: French and German both need their own full resource pack
|
||||
(`frnstrng.res`/`mfdfrn.res`, `gerstrng.res`/`mfdger.res` under
|
||||
`res/data/`) - if any of those files aren't present, the switch is
|
||||
refused (logged, `questshock.config.json` and the current language are
|
||||
left unchanged) rather than leaving the game with no valid resource file
|
||||
open. See README.md section 3 ("Game assets") for where `mfdfrn.res`/
|
||||
`mfdger.res` come from - the GOG Enhanced Edition installer alone doesn't
|
||||
include them.
|
||||
- The intro cutscene is also played in the selected language when its
|
||||
voice-over file (`svfrintr.res`/`svgeintr.res` under `res/data/`) is
|
||||
present; otherwise the English intro plays.
|
||||
|
||||
## Player Position (`player_position`)
|
||||
|
||||
Where the player is virtually standing/facing, independent of - and not
|
||||
reset by - starting a new game or loading a save (same independence from
|
||||
`prefs.txt`/savegames as every other group here). Set by moving around
|
||||
in-headset (menu open, left thumbstick snap-turns, right thumbstick smooth-
|
||||
moves) to line yourself up with the game quad ("virtual screen"). Height is
|
||||
never included here - it always comes from your real tracked headset
|
||||
height, not this file.
|
||||
|
||||
**Startup fallback**: only applied at startup if all three fields (`x`,
|
||||
`z`, `yaw_degrees`) are present - a config file with none of them (or none
|
||||
at all), or a partial/hand-edited one missing any of the three, falls back
|
||||
to an automatic recenter instead (see **Reset Position** below), using
|
||||
your real head pose at that moment. A complete saved position is applied
|
||||
as-is, with no such recenter.
|
||||
|
||||
**Reset Position** (Main Menu tab) is a live-only action, not a config
|
||||
value: it moves you to the centre in front of the game quad, based on where
|
||||
your head actually is right now. It resets only your *position*, not which
|
||||
way you're facing, so the screen does not rotate to follow your gaze - press
|
||||
it while looking off to one side and the screen stays off to the other side.
|
||||
The automatic recenter at startup (when there's no saved position) does
|
||||
face the screen towards where you're looking. Reset Position never reads or
|
||||
writes `questshock.config.json`.
|
||||
|
||||
### `x`, `z`
|
||||
|
||||
Horizontal position, in meters, on the play space's floor plane.
|
||||
|
||||
- **Type**: number
|
||||
- **Restart required?**: No (live-appliable)
|
||||
|
||||
### `yaw_degrees`
|
||||
|
||||
Which way the player is virtually facing, in degrees.
|
||||
|
||||
- **Type**: number
|
||||
- **Restart required?**: No (live-appliable)
|
||||
|
||||
## Player Controls (`player_controls`)
|
||||
|
||||
Maps each of 57 in-game actions to a physical controller input: 9
|
||||
movement/click actions, 2 free-view actions, 11 cyberspace actions, and 35
|
||||
for the engine's own keyboard hotkeys and firing (posture, save/load, weapon
|
||||
select, MFD panels, etc. - see the hotkey table below). Some actions are bound by default (see the default-input
|
||||
columns); the rest are unbound and can be bound on demand. Assign them in the
|
||||
**Controller Options** menu tab: tap an action's binding button, then press
|
||||
the button or stick direction to use ("Press a button…"); tap it again, or
|
||||
wait 8 seconds, to cancel without changing it.
|
||||
|
||||
- **Type**: one enum-string field per action (below)
|
||||
- **Restart required?**: No (live-appliable) - a rebind takes effect
|
||||
immediately, and persists across restarts once saved (**Save
|
||||
Configuration**, same as every other group here).
|
||||
- **Menu movement**: while the Controller Options tab is open, the menu's own
|
||||
thumbstick snap-turn and smooth-move (see `player_position`) are disabled, so
|
||||
pressing inputs to assign them doesn't move you away from the screen.
|
||||
- **Not included here**: opening/closing the VR menu itself is a fixed,
|
||||
non-remappable button (see "Menu button" below) - there's no
|
||||
`menu_toggle` field, and the Controller Options tab never lets you
|
||||
reassign it. This guarantees you can always reach this tab and press
|
||||
**Reset to Defaults** to recover from any bad rebind, no matter what else
|
||||
you've reassigned.
|
||||
- **Reset to Defaults**: restores the "Default input" column below for
|
||||
every action not overridden by a `player_controls` group in
|
||||
`questshock.config.default.json` - if that file defines one (it doesn't,
|
||||
out of the box), the values it specifies are applied on top of the table
|
||||
below instead, so you can customize what "reset" means without a rebuild.
|
||||
This is independent of your own `questshock.config.json` - resetting
|
||||
doesn't read or write that file, just the live bindings (**Save
|
||||
Configuration** afterward to persist them).
|
||||
|
||||
### Actions
|
||||
|
||||
| Action key | Default input | Effect |
|
||||
|---|---|---|
|
||||
| `move_forward` | `left_thumbstick_up` | Walk forward |
|
||||
| `move_back` | `left_thumbstick_down` | Walk backward |
|
||||
| `strafe_left` | `left_thumbstick_left` | Step sideways, left |
|
||||
| `strafe_right` | `left_thumbstick_right` | Step sideways, right |
|
||||
| `turn_left` | `right_thumbstick_left` | Turn left |
|
||||
| `turn_right` | `right_thumbstick_right` | Turn right |
|
||||
| `jump` | `left_thumbstick_click` | Jump |
|
||||
| `mouse_click` | `right_a` | Click - operates the keyboard/game quad's cursor, whichever the pointing hand's ray is over |
|
||||
| `mouse_double_click` | `right_b` | Double-click - game quad only (e.g. using an inventory item); has no effect over the menu or keyboard |
|
||||
| `free_left_thumbstick_view` | `left_squeeze` | Hold to look around with the left thumbstick (see below) |
|
||||
| `free_right_thumbstick_view` | `none` | Hold to look around with the right thumbstick (see below) |
|
||||
|
||||
Movement actions bound to a thumbstick direction are suppressed while the
|
||||
VR menu is open, since the same physical stick already snap-turns/smooth-
|
||||
moves the player in that state (see `player_position` above) - this is the
|
||||
one case where a binding's effect depends on whether the menu is open, and
|
||||
it only ever affects the 8 thumbstick-direction inputs below.
|
||||
|
||||
**Free view** (`free_left_thumbstick_view`, `free_right_thumbstick_view`) is
|
||||
the engine's mouse look driven by a thumbstick. While the bound input is held,
|
||||
that stick looks around instead of doing its normal job: left/right turns the
|
||||
view, up/down looks up and down, in proportion to how far the stick is pushed.
|
||||
The stick's own direction bindings (move, strafe, turn, stand/prone) are
|
||||
suspended while it is held, and the cursor stays centred in the view. Release
|
||||
the input to return to normal. It has no effect while the VR menu is open.
|
||||
|
||||
### Cyberspace actions
|
||||
|
||||
Cyberspace has its own set of movement actions, active only while the player
|
||||
is in cyberspace. While in cyberspace the normal movement actions
|
||||
(`move_*`, `strafe_*`, `turn_*`, `jump`, `stand`, `crouch`, `prone`) are
|
||||
inactive, and the cyberspace actions are inactive everywhere else. Each set
|
||||
has its own bindings, so one input can be bound in both (for example the left
|
||||
stick up is `move_forward` on foot and `cyber_climb` in cyberspace);
|
||||
the Controller Options tab only reports a conflict between actions that can
|
||||
be active at the same time. Free view, clicking and firing work in both.
|
||||
|
||||
Pitch and bank (`cyber_climb`, `cyber_dive`, `cyber_bank_*` and the four
|
||||
diagonals) are proportional when bound to a thumbstick direction: pushing the
|
||||
stick further turns faster, from 20% of full speed just past the trigger point
|
||||
to 60% at full deflection. Bound to a button they run at full speed. Thrust and
|
||||
roll are always full speed.
|
||||
|
||||
| Action key | Default input | Keyboard equivalent | Effect |
|
||||
|---|---|---|---|
|
||||
| `cyber_thrust` | `right_thumbstick_up` | `s` | Thrust forward |
|
||||
| `cyber_climb` | `left_thumbstick_up` | `w` | Pitch up |
|
||||
| `cyber_dive` | `left_thumbstick_down` | `x` | Pitch down |
|
||||
| `cyber_bank_left` | `left_thumbstick_left` | `a` | Bank left |
|
||||
| `cyber_bank_right` | `left_thumbstick_right` | `d` | Bank right |
|
||||
| `cyber_roll_left` | `right_thumbstick_left` | `e` | Roll left |
|
||||
| `cyber_roll_right` | `right_thumbstick_right` | `q` | Roll right |
|
||||
| `cyber_climb_left` | `none` | Keypad 7 | Pitch up and bank left |
|
||||
| `cyber_climb_right` | `none` | Keypad 9 | Pitch up and bank right |
|
||||
| `cyber_dive_left` | `none` | Keypad 1 | Pitch down and bank left |
|
||||
| `cyber_dive_right` | `none` | Keypad 3 | Pitch down and bank right |
|
||||
|
||||
`mouse_click` additionally behaves differently depending on the menu:
|
||||
while the VR menu is open, its "click" is always whichever hand's trigger
|
||||
is used to interact with the menu (so you can never lock yourself out of
|
||||
this settings screen by rebinding `mouse_click` elsewhere); once the menu
|
||||
is closed, both the on-screen keyboard (if it's still open) and the game
|
||||
quad use your actual `mouse_click` binding. The default (`right_a`) is a
|
||||
specific button on the right controller, so only the right hand's ray clicks;
|
||||
bind the `trigger` identifier (see below) for either hand to click.
|
||||
|
||||
### Hotkey actions
|
||||
|
||||
The engine's own keyboard hotkeys (`HotKeyLookup[]` in `Prefs.c`) plus
|
||||
firing, as 35 bindable actions. `stand` (`right_thumbstick_up`), `prone`
|
||||
(`right_thumbstick_down`), `map_view` (`right_thumbstick_click`) and
|
||||
`fire_weapon` (`right_trigger`) are bound by default; the rest are unbound
|
||||
(`none`). Each fires once per press, like pressing the key on a real
|
||||
keyboard (there is no hold behavior).
|
||||
|
||||
| Action key | Keyboard equivalent | Effect |
|
||||
|---|---|---|
|
||||
| `stand` | `t` | Stand up |
|
||||
| `crouch` | `g` | Crouch |
|
||||
| `prone` | `b` | Go prone |
|
||||
| `pause` | `p` | Pause the game |
|
||||
| `full_view` | Ctrl+F | Switch to the fullscreen view loop |
|
||||
| `normal_view` | Ctrl+D | Switch to the normal gameplay view |
|
||||
| `map_view` | Ctrl+A | Switch to the automap view |
|
||||
| `save_game` | Ctrl+S | Save the game |
|
||||
| `load_game` | Ctrl+L | Load the game |
|
||||
| `select_grenade` | Ctrl+' | Select the next grenade type |
|
||||
| `arm_grenade` | Alt+' | Arm the selected grenade |
|
||||
| `select_drug` | Ctrl+; | Select the next drug/patch |
|
||||
| `use_drug` | Alt+; | Use the selected drug/patch |
|
||||
| `toggle_online_help` | Ctrl+H | Toggle the online help overlay |
|
||||
| `show_help` | Alt+O | Show the help screen |
|
||||
| `toggle_music` | Ctrl+M | Toggle music |
|
||||
| `quit` | Ctrl+Q | Quit the game - opt-in only; nothing binds this by default |
|
||||
| `cycle_weapon_next` | Tab | Ready the next weapon |
|
||||
| `cycle_weapon_prev` | Shift+Tab | Ready the previous weapon |
|
||||
| `cycle_detail` | Ctrl+1 | Cycle the graphics detail level |
|
||||
| `reload_weapon_primary` | Ctrl+Backspace | Reload the current weapon's primary ammo |
|
||||
| `reload_weapon_secondary` | Alt+Backspace | Reload the current weapon's secondary ammo |
|
||||
| `hud_color` | Alt+H | Cycle the HUD color scheme |
|
||||
| `clear_fullscreen` | Backspace | Close a fullscreen view (e.g. a datapad or email) |
|
||||
| `mfd_left_1`-`mfd_left_5` | F1-F5 | Set the left MFD panel to Weapon/Item/Map/Target/Info |
|
||||
| `mfd_right_1`-`mfd_right_5` | F6-F10 | Set the right MFD panel to Weapon/Item/Map/Target/Info |
|
||||
| `fire_weapon` | Enter | Fire the readied weapon at the cursor (the engine's default fire key). Clicking in the 3D view with `mouse_click` also fires; this is a separate button for it |
|
||||
|
||||
**Not exposed** (other `HotKeyLookup[]` entries):
|
||||
- `keypad 0`-`keypad 9`: a controller button per digit is not useful; use the
|
||||
on-screen keyboard.
|
||||
- `toggle_freelook` (F): the free-view actions cover mouse look.
|
||||
- The 4 `cheat_*` entries: debug cheats. They are on the menu's Cheats tab
|
||||
instead, along with four switches for unlimited health, energy, ammo and
|
||||
items. Those are not saved to the config.
|
||||
- `mac_help` (disabled) and `audiolog_cancel` (its build flag is not
|
||||
defined): they are not real hotkeys in this build.
|
||||
- `toggle_opengl` (Ctrl+G): the Video Options tab's Renderer buttons already
|
||||
toggle the same setting.
|
||||
- The 10 numeric hardware-item hotkeys (bio scan, fullscreen, 360 view,
|
||||
lantern, shield, infrared, nav unit, data reader, booster, jumpjets): their
|
||||
registered keys never match a real keypress in the engine.
|
||||
|
||||
### Raw input identifiers
|
||||
|
||||
Every raw physical input available to bind an action to, with its generic
|
||||
OpenXR interaction-profile component name and its Meta Quest Touch control
|
||||
name. Two symmetric identifiers (`trigger`, `squeeze`) are also accepted, but
|
||||
only for `mouse_click`/`mouse_double_click`: they mean "either hand's own
|
||||
trigger/grip, whichever hand is pointing". Every other identifier below
|
||||
refers to one specific control.
|
||||
|
||||
| Identifier | OpenXR component (Touch) | Meta Quest control |
|
||||
|---|---|---|
|
||||
| `left_trigger` | `/user/hand/left/input/trigger/value` | Left Trigger |
|
||||
| `right_trigger` | `/user/hand/right/input/trigger/value` | Right Trigger |
|
||||
| `left_squeeze` | `/user/hand/left/input/squeeze/value` | Left Grip |
|
||||
| `right_squeeze` | `/user/hand/right/input/squeeze/value` | Right Grip |
|
||||
| `left_x` | `/user/hand/left/input/x/click` | X Button |
|
||||
| `left_y` | `/user/hand/left/input/y/click` | Y Button |
|
||||
| `right_a` | `/user/hand/right/input/a/click` | A Button |
|
||||
| `right_b` | `/user/hand/right/input/b/click` | B Button |
|
||||
| `left_thumbstick_click` | `/user/hand/left/input/thumbstick/click` | Left Thumbstick Click |
|
||||
| `right_thumbstick_click` | `/user/hand/right/input/thumbstick/click` | Right Thumbstick Click |
|
||||
| `left_thumbstick_up/down/left/right` | `/user/hand/left/input/thumbstick` (digitized) | Left Thumbstick, tilted |
|
||||
| `right_thumbstick_up/down/left/right` | `/user/hand/right/input/thumbstick` (digitized) | Right Thumbstick, tilted |
|
||||
| `trigger` | either hand's trigger | Either Trigger (`mouse_click`/`mouse_double_click` only) |
|
||||
| `squeeze` | either hand's grip | Either Grip (`mouse_click`/`mouse_double_click` only) |
|
||||
| `none` | - | Unbound - the action never fires |
|
||||
|
||||
**Menu button** (left controller, Touch/Vive/generic alike) is not in this
|
||||
list - it always opens/closes the VR menu and can never be reassigned.
|
||||
|
||||
**Other supported controllers**: HTC Vive wands have no A/B/X/Y and no
|
||||
analog grip - `left_x`/`left_y`/`right_a`/`right_b` simply never fire on
|
||||
that profile, and `left/right_squeeze` are a plain click rather than
|
||||
analog. Their trackpad stands in for the thumbstick identifiers above
|
||||
(same digitization, just a trackpad instead of a stick). A bare-minimum
|
||||
OpenXR controller (`khr/simple_controller`, used as a fallback when
|
||||
neither Touch nor Vive bindings are suggested) only has `left_trigger`/
|
||||
`right_trigger` (via its `select/click` component) and the menu button -
|
||||
every other identifier above simply never fires on it, which is why the
|
||||
Controller Options tab shows a note and hides irrelevant rows when this
|
||||
profile is active.
|
||||
|
||||
### Controller profile files (`controller_profiles/`)
|
||||
|
||||
The Controller Options tab shows a labeled illustration of whichever
|
||||
controller is actually active, driven by `res/controller_profiles/*.json`
|
||||
(bundled with the app, copied to `/sdcard/QuestShock/controller_profiles/`
|
||||
on every launch, refreshing the known bundled files without touching any
|
||||
extra ones you add there yourself). Each file:
|
||||
|
||||
```json
|
||||
{
|
||||
"name": "Meta Quest Touch",
|
||||
"interaction_profile": "/interaction_profiles/oculus/touch_controller",
|
||||
"image": "touch.png",
|
||||
"controls": [
|
||||
{"id": "right_b", "label": "B", "anchor_x": 0.76, "anchor_y": 0.22}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
- `interaction_profile` - the OpenXR interaction profile path this file
|
||||
describes; matched against whichever one is actually bound at runtime.
|
||||
Falls back to `generic.json` if nothing matches.
|
||||
- `image` - filename (same folder) of the controller illustration.
|
||||
- `controls` - one entry per labeled point on that illustration: `id` is a
|
||||
raw input identifier from the table above (thumbstick directions share
|
||||
one `left_thumbstick`/`right_thumbstick` entry, since they're the same
|
||||
physical stick); `anchor_x`/`anchor_y` are 0-1 fractions of the image for
|
||||
positioning that label's pointer line.
|
||||
|
||||
This is presentation data only - adding real support for a new controller
|
||||
still needs matching bindings in the app itself; a profile file with no
|
||||
corresponding code-level support just never gets matched.
|
||||
|
||||
### Fatal startup error
|
||||
|
||||
If the OpenXR runtime rejects any of the three supported controller
|
||||
profiles' bindings at launch (an app bug, not something you did), a
|
||||
non-cancelable dialog explains this and exits - this should never happen
|
||||
in a normal build.
|
||||
|
||||
@@ -6,6 +6,17 @@ An open source project to play the classic 1994 System Shock on a VR
|
||||
headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
|
||||
a cross-platform port of the original game.
|
||||
|
||||
The game is played on a virtual screen: the engine renders its usual flat 2D
|
||||
frame, and Questshock shows it as a large screen floating in front of you in
|
||||
VR. It is not a stereoscopic 3D conversion; you sit or stand in front of the
|
||||
screen the way you would in front of a monitor or a cinema screen. The
|
||||
screen's width and distance can be set separately for the menus/intro and for
|
||||
gameplay. Both controllers act as laser pointers for the game's mouse-driven
|
||||
interface and for a VR menu and on-screen keyboard, and every controller
|
||||
button, stick direction and game hotkey can be assigned to a game action.
|
||||
Questshock runs entirely on the headset (tested on a Meta Quest 2) as a
|
||||
sideloaded Android app, and needs your own copy of the game data.
|
||||
|
||||
## 1. Design principles
|
||||
|
||||
- **Standalone-headset-only.** The game must run entirely on the headset
|
||||
@@ -31,6 +42,15 @@ a cross-platform port of the original game.
|
||||
"3. Game assets" below); `res/assets/extract_assets.sh` extracts it into
|
||||
`ss_ee/`.
|
||||
- `res/run.sh` - the launcher script, copied into `dist/` on build.
|
||||
- `res/questshock.config.default.json` - the bundled default configuration
|
||||
(see [CONFIG.md](CONFIG.md)); `res/controller_profiles/` - the per-controller
|
||||
illustrations and labels shown in the Controller Options tab (see
|
||||
[CONFIG.md](CONFIG.md)). Both are copied into the APK, as is
|
||||
`res/splash.png`, the startup splash image. `res/logo.png` is the 1024x1024
|
||||
logo, the master of the launcher icon
|
||||
(`android/app/src/main/res/mipmap-*/ic_launcher.png` are scaled copies of it)
|
||||
and the image to use for store listings; `res/logo_small.png` is the copy
|
||||
shown at the top of this file.
|
||||
- `Makefile` - targets:
|
||||
- `all` (default) - alias for `dist`.
|
||||
- `build-image` - builds the Docker build-image (`./build-image.sh`).
|
||||
@@ -49,9 +69,11 @@ a cross-platform port of the original game.
|
||||
proprietary game assets (ships `res/GET_ASSETS.txt` in their place).
|
||||
See "4.1. Packaging a distributable build" below.
|
||||
- `apk` - builds `dist/questshock-<version>-android-arm64.apk` for
|
||||
Android-based OpenXR headsets. Unlike every other target, this needs
|
||||
network access at build time (Gradle/AGP's own dependency
|
||||
resolution). See "5. Android / Quest build" below.
|
||||
Android-based OpenXR headsets (a debug build, `...-arm64-debug.apk`,
|
||||
when there is no signing key - see "4.3. Releases and signing" below).
|
||||
Unlike every other target, this needs network access at build time
|
||||
(Gradle/AGP's own dependency resolution). See "5. Android / Quest
|
||||
build" below.
|
||||
- `android-studio` - stages `engine/`/`android/gl4es-src/` (scratch,
|
||||
patched copies) and the Android prebuilts with host-resolvable paths,
|
||||
so Android Studio can compile and deploy `android/` natively instead
|
||||
@@ -90,6 +112,25 @@ package`/`make apk` pick it up the same way either way. This one copy of
|
||||
game assets feeds both the desktop build and the Android/Quest build
|
||||
below.
|
||||
|
||||
**Note on French/German**: the GOG Enhanced Edition installer only ships
|
||||
English MFD (Multi-Function Display - the small in-game screens showing
|
||||
the map, inventory, etc.) art resources (`mfdart.res`) - it doesn't include
|
||||
`mfdfrn.res`/`mfdger.res`, which French/German need in addition to their
|
||||
own text resources (`frnstrng.res`/`gerstrng.res`, which the installer
|
||||
*does* include). Without those two files, switching to French/German (via
|
||||
`questshock.config.json`'s `general.language` or the in-headset menu's
|
||||
Language row - see [CONFIG.md](CONFIG.md)) is refused with an in-headset
|
||||
popup rather than applied, since doing so anyway used to crash the game. If
|
||||
you also own **System Shock: Classic** on gog.com (which does include both
|
||||
files), drop its offline installer into `res/assets/` alongside the
|
||||
Enhanced Edition one and `extract_assets.sh` pulls them out of it too,
|
||||
entirely optionally - it still runs fine with just the Enhanced Edition
|
||||
installer.
|
||||
|
||||
The intro cutscene follows the selected language too, when the matching
|
||||
voice-over file (`svfrintr.res`/`svgeintr.res` under `res/data/`) is present;
|
||||
otherwise the English intro plays.
|
||||
|
||||
## 4. Desktop build
|
||||
|
||||
Builds and runs Questshock natively on the desktop (your dev machine, or
|
||||
@@ -176,6 +217,49 @@ package on every push, using the build-image as its container (so no
|
||||
extra setup is needed in CI beyond the image itself), and publishes the
|
||||
resulting tarball to dl.ladkau.de.
|
||||
|
||||
### 4.3. Releases and signing
|
||||
|
||||
The repository is developed on Gitea, and the GitHub repository is a mirror of
|
||||
it. `.github/workflows/release.yml` is GitHub's own workflow (the Gitea build
|
||||
is `.gitea/workflows/build.yml`):
|
||||
|
||||
- Pushing a tag `vX.Y.Z` builds the Linux and Windows packages and the Quest
|
||||
APK inside the build-image and attaches them to a GitHub release with the
|
||||
same name. A manual run ("Run workflow") builds the same files without
|
||||
releasing them and keeps them as a downloadable workflow artifact.
|
||||
- The build-image is pushed to GitHub's container registry (`ghcr.io`) when it
|
||||
does not exist there yet. Its tag is a hash of `build-image/Dockerfile`,
|
||||
`docker-entrypoint.sh` and `build-engine.sh`, so a change to any of them
|
||||
builds a new image (`build-image/VERSION` is not used). The first run is slow
|
||||
because it builds the image.
|
||||
- The APK is signed with the release key described below.
|
||||
|
||||
**Signing.** Android only updates an installed app from an APK signed with the
|
||||
same key, so every distributed APK is signed with one fixed key. `make apk`
|
||||
(`build-image/build-apk.sh`) builds and signs the release APK when
|
||||
`QUESTSHOCK_KEYSTORE` is set, together with `QUESTSHOCK_KEYSTORE_PASSWORD` and
|
||||
optionally `QUESTSHOCK_KEY_ALIAS` (default `questshock`) and
|
||||
`QUESTSHOCK_KEY_PASSWORD` (default: the keystore password). Without a keystore
|
||||
it builds a debug APK, `questshock-<version>-android-arm64-debug.apk`, signed
|
||||
with a per-machine debug key. That is what Android Studio's Run uses too; an
|
||||
installed build has to be uninstalled before one signed with another key can be
|
||||
installed.
|
||||
|
||||
Create the key once and keep the file and its password safe: without them,
|
||||
users have to uninstall the app to get an update.
|
||||
|
||||
```sh
|
||||
keytool -genkeypair -v -storetype PKCS12 -keystore questshock-release.jks \
|
||||
-alias questshock -keyalg RSA -keysize 4096 -validity 10000
|
||||
base64 -w0 questshock-release.jks # the value of ANDROID_KEYSTORE_BASE64
|
||||
```
|
||||
|
||||
Both CI systems read the key from these secrets: `ANDROID_KEYSTORE_BASE64`,
|
||||
`ANDROID_KEYSTORE_PASSWORD`, and optionally `ANDROID_KEY_ALIAS` and
|
||||
`ANDROID_KEY_PASSWORD`. Without `ANDROID_KEYSTORE_BASE64`, the Gitea build
|
||||
produces a debug APK and the GitHub build fails on a tag. `*.jks` and
|
||||
`*.keystore` are git-ignored.
|
||||
|
||||
## 5. Android / Quest build
|
||||
|
||||
**Prerequisites:**
|
||||
@@ -190,7 +274,8 @@ resulting tarball to dl.ladkau.de.
|
||||
apk` needs its own separate toolchain - see "5.2. Building natively in
|
||||
Android Studio" below.
|
||||
|
||||
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
|
||||
`make apk` builds `dist/questshock-<version>-android-arm64.apk` (or
|
||||
`...-arm64-debug.apk`, see "4.3. Releases and signing" above) - an
|
||||
immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`) that
|
||||
can be sideloaded onto any Android-based VR headset with OpenXR support
|
||||
(Meta Quest, Pico, etc. - see "1. Design principles" above), not just one
|
||||
@@ -203,18 +288,17 @@ driven by a laser-pointer-style aim ray from each hand
|
||||
interact with it, same as the game's own Bluetooth mouse/keyboard input
|
||||
otherwise works unchanged.
|
||||
|
||||
The menu launcher (`MenuOverlay.java` - just a "Keyboard" button so far)
|
||||
and the keyboard (`KeyboardOverlay.java`) are two fully independent quads,
|
||||
each its own `XrOverlay` instance (`android/app/src/main/cpp/xr_overlay.c`
|
||||
- a generic "off-screen Android View rendered into an OpenXR quad,
|
||||
hit-tested via a laser pointer" module shared by both, and by whatever
|
||||
similar panel comes next) with its own swapchain, visibility, and
|
||||
position, so they can be shown/hidden/moved independently - a design
|
||||
specifically meant to let the keyboard stay open while also picking
|
||||
something from the (still-to-be-built-out) menu. The controller's menu
|
||||
button only ever opens/closes the launcher; clicking its "Keyboard" button
|
||||
only opens the keyboard (never touching the launcher's own visibility) -
|
||||
the keyboard's own title bar holds the only way to close it again.
|
||||
The menu (`MenuOverlay.java`, described in "5.1.1. Menu, controls and
|
||||
cheats" below) and the keyboard (`KeyboardOverlay.java`) are two fully
|
||||
independent quads, each its own `XrOverlay` instance
|
||||
(`android/app/src/main/cpp/xr_overlay.c` - a generic "off-screen Android View
|
||||
rendered into an OpenXR quad, hit-tested via a laser pointer" module shared by
|
||||
both) with its own swapchain, visibility, and position, so they can be
|
||||
shown/hidden/moved independently - the keyboard can stay open while also
|
||||
picking something from the menu. The controller's menu button only ever
|
||||
opens/closes the menu; the menu's "Keyboard" button only opens the keyboard
|
||||
(never touching the menu's own visibility) - the keyboard's own title bar
|
||||
holds the only way to close it again.
|
||||
|
||||
The keyboard is a hand-built, full US-layout key grid (there's no system
|
||||
IME to borrow once immersive) that forwards each key press straight to the
|
||||
@@ -260,20 +344,66 @@ debugging enabled.)
|
||||
1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
|
||||
install`).
|
||||
2. Launch it once. It'll ask for storage permission, then create
|
||||
`/sdcard/questshock/` and extract its own bundled files (shaders, a
|
||||
`/sdcard/QuestShock/` and extract its own bundled files (shaders, a
|
||||
default MIDI soundfont) there - `res/data/` and `res/sound/` are
|
||||
deliberately left missing, since that's the proprietary game data.
|
||||
3. With the headset connected to a PC, use SideQuest's file browser (or
|
||||
any MTP file manager) to copy your own `res/data/` and `res/sound/`
|
||||
(see `/sdcard/questshock/GET_ASSETS_QUEST.txt`, extracted in step 2,
|
||||
(see `/sdcard/QuestShock/GET_ASSETS_QUEST.txt`, extracted in step 2,
|
||||
for exactly what's needed and where it comes from) into
|
||||
`/sdcard/questshock/res/`.
|
||||
`/sdcard/QuestShock/res/`.
|
||||
4. Launch it again.
|
||||
|
||||
`/sdcard/questshock/` also holds an optional persistent settings file,
|
||||
`/sdcard/QuestShock/` also holds an optional persistent settings file,
|
||||
`questshock.config.json`, loaded automatically at startup and saved/loaded
|
||||
from the in-headset menu - see [CONFIG.md](CONFIG.md) for the documented
|
||||
options.
|
||||
options. Every launch also refreshes `questshock.config.default.json` (the
|
||||
bundled defaults, used when there is no `questshock.config.json`) and
|
||||
`controller_profiles/` (controller illustrations for the Controller Options
|
||||
tab) there; your own saved config and any extra profiles you add are left
|
||||
alone.
|
||||
|
||||
#### 5.1.1. Menu, controls and cheats
|
||||
|
||||
At startup the QuestShock title (`res/splash.png`) fades in and out on the
|
||||
virtual screen for a few seconds, before the game's own intro screens.
|
||||
|
||||
The controller's menu button (left controller) opens and closes the menu. It
|
||||
can't be reassigned. Opening it pauses a running game; closing it resumes the
|
||||
game, unless it was already paused. Aim with either hand's ray and pull the
|
||||
trigger to press buttons. The menu has four tabs:
|
||||
|
||||
- **Main Menu** - Keyboard, Save/Load Configuration, Reset Position and the
|
||||
language.
|
||||
- **Video Options** - renderer, resolution, and the width and distance of the
|
||||
virtual screen for the initial screen (splash, intro, main menu) and the game
|
||||
screen.
|
||||
- **Controller Options** - shows the active controller with labelled inputs,
|
||||
and one button per action to assign it to a controller input (tap the
|
||||
button, then press the input). Assigning an input that another action
|
||||
already uses unbinds that other action. **Reset to Defaults** restores the
|
||||
default bindings.
|
||||
- **Cheats** - the engine's cheats as buttons (give all items and weapons,
|
||||
toggle physics, next and previous level) and four independent switches for
|
||||
unlimited health, energy, ammo and items. The switches last until the app
|
||||
restarts and are not saved. They only work while a game is running.
|
||||
|
||||
Default controls (all assignable, see [CONFIG.md](CONFIG.md)):
|
||||
|
||||
| Input | On foot | In cyberspace |
|
||||
|---|---|---|
|
||||
| Left stick | Move forward/back, strafe | Pitch up/down, bank left/right |
|
||||
| Right stick left/right | Turn | Roll |
|
||||
| Right stick up | Stand | Thrust |
|
||||
| Right stick down | Prone | - |
|
||||
| Left stick click | Jump | - |
|
||||
| Right stick click | Automap | - |
|
||||
| Right A / B | Click / double-click | Click / double-click |
|
||||
| Right trigger | Fire weapon | Fire weapon |
|
||||
| Left grip (hold) | Free view with the left stick | Free view with the left stick |
|
||||
|
||||
Every game hotkey (weapon select, MFD panels, save/load, ...) can also be
|
||||
assigned to a controller input; they are unbound by default.
|
||||
|
||||
### 5.2. Building natively in Android Studio
|
||||
|
||||
@@ -335,7 +465,7 @@ the same as any other Android Studio project:
|
||||
Android Studio builds, installs, and launches the app on the headset
|
||||
directly. No manual `adb install` or SideQuest step needed for this
|
||||
loop.
|
||||
4. `/sdcard/questshock/` (game assets, extracted shaders/soundfont)
|
||||
4. `/sdcard/QuestShock/` (game assets, extracted shaders/soundfont)
|
||||
persists across reinstalls from Android Studio, so this loop doesn't
|
||||
require re-copying `res/data/`/`res/sound/` on every iteration - only
|
||||
a full uninstall or wiping that directory clears it.
|
||||
@@ -518,6 +648,26 @@ each one does:
|
||||
`qs_config_load_startup()` in `Shock.c`'s `main()`, right after
|
||||
`LoadPrefs()`, and one check in `sdl_events.c`'s `pump_events()` to drain
|
||||
the custom SDL events the menu's Save/Load Configuration buttons enqueue.
|
||||
- **`22-android-screen-profile.patch`** - `mainloop.c` reports every
|
||||
loop-mode change to `qs_screen_profile_notify_loop_mode()`, which picks
|
||||
between the initial-screen and game-screen virtual-screen presets (see
|
||||
[CONFIG.md](CONFIG.md)) and tells the menu whether a game is running.
|
||||
- **`23-android-intro-language.patch`** - `cutsloop.c` opens the intro
|
||||
cutscene file for the current language (`svgaintr.res`/`svfrintr.res`/
|
||||
`svgeintr.res`), falling back to English when it isn't installed.
|
||||
- **`24-android-cyberspace-query.patch`** - adds `qs_in_cyberspace()` to
|
||||
`mouselook.c`, which `xr_input.c` uses to switch between the on-foot and
|
||||
cyberspace controller actions.
|
||||
- **`25-android-cyberspace-analog-scale.patch`** - `movekeys.c` scales the
|
||||
cyberspace pitch and bank strength by `qs_cyber_pitch_scale`/
|
||||
`qs_cyber_bank_scale`, which `xr_input.c` sets from the thumbstick
|
||||
deflection each frame (1.0 for keys and buttons).
|
||||
- **`26-android-cheat-refill.patch`** - adds `qs_cheat_refill()` to
|
||||
`hkeyfunc.c`, which tops up health, energy, ammo and items (grenades and
|
||||
drugs the player already holds) for the Cheats tab's unlimited switches.
|
||||
- **`27-android-startup-splash.patch`** - `setup.c`'s `splash_draw()` calls
|
||||
`qs_splash_show()` first, which fades the QuestShock title in and out on the
|
||||
game screen before the engine's own splash screens.
|
||||
|
||||
`android/gl4es-patches/`:
|
||||
|
||||
|
||||
@@ -104,10 +104,15 @@ def stageEngineTask = tasks.register("stageEngine", Exec) {
|
||||
inputs.dir("${projectDir}/../gl4es-src")
|
||||
inputs.dir("${projectDir}/../gl4es-patches")
|
||||
inputs.file("${repoRoot}/build-image/Dockerfile")
|
||||
// Staged into assets/ by prepare-android-project.sh.
|
||||
inputs.file("${repoRoot}/res/questshock.config.default.json")
|
||||
inputs.dir("${repoRoot}/res/controller_profiles")
|
||||
inputs.file("${repoRoot}/res/splash.png")
|
||||
outputs.dir("${repoRoot}/build/android-engine")
|
||||
outputs.dir("${repoRoot}/build/android-gl4es")
|
||||
outputs.dir("${repoRoot}/build/android-prebuilt")
|
||||
outputs.file("${projectDir}/../engine.properties")
|
||||
outputs.dir("${projectDir}/src/main/assets")
|
||||
}
|
||||
|
||||
// preBuild is what every variant's compile/native-build tasks already
|
||||
@@ -134,7 +139,7 @@ android {
|
||||
// 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
|
||||
// comment on ANDROID_PLATFORM_VERSION: paired with
|
||||
// requestLegacyExternalStorage in the manifest, this keeps
|
||||
// /sdcard/questshock/ a plain, unrestricted shared folder instead of
|
||||
// /sdcard/QuestShock/ a plain, unrestricted shared folder instead of
|
||||
// Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
|
||||
// targets - not just whatever's the current API level today.
|
||||
minSdkVersion 24
|
||||
@@ -195,7 +200,7 @@ android {
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
|
||||
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
|
||||
"-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;${projectDir}/src/main/cpp/qs_config.c"
|
||||
"-DANDROID_EXTRA_SOURCES=${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"
|
||||
abiFilters 'arm64-v8a'
|
||||
}
|
||||
}
|
||||
@@ -207,9 +212,28 @@ android {
|
||||
}
|
||||
}
|
||||
|
||||
// The release key comes from the environment (build-image/build-apk.sh,
|
||||
// CI secrets). Without it there is no release signing, and the release
|
||||
// build type is left unsigned.
|
||||
def releaseKeystore = System.getenv("QUESTSHOCK_KEYSTORE")
|
||||
def releaseStorePassword = System.getenv("QUESTSHOCK_KEYSTORE_PASSWORD")
|
||||
signingConfigs {
|
||||
release {
|
||||
if (releaseKeystore) {
|
||||
storeFile file(releaseKeystore)
|
||||
storePassword releaseStorePassword
|
||||
keyAlias System.getenv("QUESTSHOCK_KEY_ALIAS") ?: "questshock"
|
||||
keyPassword System.getenv("QUESTSHOCK_KEY_PASSWORD") ?: releaseStorePassword
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
buildTypes {
|
||||
release {
|
||||
minifyEnabled false
|
||||
if (releaseKeystore) {
|
||||
signingConfig signingConfigs.release
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -38,6 +38,11 @@
|
||||
OpenXR session to actually start. -->
|
||||
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
|
||||
|
||||
<!-- Meta-specific: the headsets this app is built for. Other OpenXR
|
||||
runtimes ignore it. -->
|
||||
<meta-data android:name="com.oculus.supportedDevices"
|
||||
android:value="quest2|questpro|quest3|quest3s" />
|
||||
|
||||
<activity android:name="de.ladkau.questshock.QuestShockActivity"
|
||||
android:label="@string/app_name"
|
||||
android:alwaysRetainTaskState="true"
|
||||
@@ -51,13 +56,10 @@
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
<!-- The vendor-neutral, Khronos-defined way to declare an
|
||||
immersive OpenXR entry point (vs. e.g. Meta's own
|
||||
com.oculus.intent.category.VR) - see this project's
|
||||
"favor OpenXR" rule in the README. If Horizon OS still
|
||||
launches this as a flat panel on-device, the next thing
|
||||
to try is adding a com.oculus.supportedDevices meta-data
|
||||
listing the target Quest models - not confirmed
|
||||
necessary from static analysis alone. -->
|
||||
immersive OpenXR entry point, plus Meta's own VR
|
||||
category, which Horizon OS looks for to treat the app as
|
||||
a VR app. Other runtimes ignore the Meta one. -->
|
||||
<category android:name="com.oculus.intent.category.VR" />
|
||||
<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
|
||||
</intent-filter>
|
||||
<intent-filter>
|
||||
|
||||
@@ -10,7 +10,7 @@ extern "C" {
|
||||
// Persistent, human-editable JSON config file - see CONFIG.md at the repo
|
||||
// root for the documented schema. Lives at a plain relative path
|
||||
// ("questshock.config.json") since the whole engine already runs with its
|
||||
// cwd chdir()'d to the user-facing /sdcard/questshock/ folder (see
|
||||
// cwd chdir()'d to the user-facing /sdcard/QuestShock/ folder (see
|
||||
// QuestShockActivity.java's nativeChdir()) before main() ever runs - the
|
||||
// same way prefs.txt/keybinds.txt (Prefs.c) already do.
|
||||
//
|
||||
@@ -49,15 +49,100 @@ void qs_config_request_load(void);
|
||||
void qs_config_request_set_renderer(bool opengl);
|
||||
void qs_config_request_set_resolution(int resolution_index);
|
||||
|
||||
// Returns true and handles the event if it's one of the four custom events
|
||||
// qs_config_request_save()/_load()/_set_renderer()/_set_resolution()
|
||||
// enqueue - called from pump_events() (sdl_events.c, see
|
||||
// android/engine-patches/21-android-config.patch) on the engine's own
|
||||
// thread, once per polled event, before its normal switch on well-known
|
||||
// SDL_* event types. Returns false (no-op) for any other event type,
|
||||
// including before the four custom types have even been registered.
|
||||
// Same cross-thread-dispatch reasoning as the two above - called from the
|
||||
// Main Menu tab's Language row (MenuOverlay.java). language_index is 0
|
||||
// English/1 French/2 German (gShockPrefs.goLanguage's own numbering,
|
||||
// Prefs.h). Applies live immediately, the same way the game's own options
|
||||
// menu applies a language change (see qs_config.c's qs_apply_language()).
|
||||
void qs_config_request_set_language(int language_index);
|
||||
|
||||
// Same cross-thread dispatch as the three above - called from the Main Menu
|
||||
// tab's "Reset Position" button. Re-anchors the player's position in front of
|
||||
// the game quad (see xr_input_reset_player_position()); never reads or writes
|
||||
// the config file.
|
||||
void qs_config_request_reset_position(void);
|
||||
|
||||
// Same cross-thread-dispatch reasoning as the four above - called from the
|
||||
// Video Options tab's "Initial Screen"/"Game Screen" width/distance
|
||||
// preset rows (MenuOverlay.java). preset_index indexes qs_config.c's own
|
||||
// shared, offset+step-generated width/distance preset lists (both in
|
||||
// meters; the offset/step themselves are config-file-only, not exposed
|
||||
// as buttons), read back via the four qs_config_current_*_screen_*_index()
|
||||
// getters below. Applies live immediately if the just-changed profile is
|
||||
// the currently active one (see CONFIG.md) - otherwise just updates the
|
||||
// stored preference, invisibly, until that profile becomes active (e.g.
|
||||
// tweaking "Initial Screen" mid-game).
|
||||
void qs_config_request_set_initial_screen_width(int preset_index);
|
||||
void qs_config_request_set_initial_screen_distance(int preset_index);
|
||||
void qs_config_request_set_game_screen_width(int preset_index);
|
||||
void qs_config_request_set_game_screen_distance(int preset_index);
|
||||
|
||||
// Cross-thread requests from the Controller Options tab (MenuOverlay.java),
|
||||
// enqueued like every request_*() above. action_index indexes
|
||||
// xr_input_action_name()'s list. Begin/cancel start and stop rebind capture;
|
||||
// reset restores all bindings (the built-in defaults, then
|
||||
// questshock.config.default.json's player_controls group if it has one).
|
||||
void qs_config_request_begin_control_capture(int action_index);
|
||||
void qs_config_request_cancel_control_capture(void);
|
||||
void qs_config_request_reset_player_controls(void);
|
||||
|
||||
// Called from xr_input.c's xr_input_process_capture() on the engine's own
|
||||
// thread, so no cross-thread dispatch is needed (as with
|
||||
// qs_screen_profile_notify_loop_mode() below). Resolves
|
||||
// MenuOverlay.onControlCaptureResult(int, String) for action_index (raw_name
|
||||
// NULL on timeout or cancel), and again for displaced_action_index if the new
|
||||
// binding took the input from another action (-1/NULL when none), so both
|
||||
// rows can be updated together.
|
||||
void qs_config_notify_control_capture_result(int action_index, const char *raw_name,
|
||||
int displaced_action_index,
|
||||
const char *displaced_raw_name);
|
||||
|
||||
// Called from xr_input.c whenever the VR menu's visibility changes. Showing
|
||||
// the menu pauses a running game (not the main menu, intro or cutscenes) that
|
||||
// is not already paused; hiding it unpauses only if the menu did the pausing.
|
||||
// Enqueued like the request_*() functions above; the pause itself runs on the
|
||||
// engine's thread at pump_events() time.
|
||||
void qs_config_notify_menu_visibility(bool visible);
|
||||
|
||||
// Cheats tab (MenuOverlay.java). Same enqueue-only requests as above; the work
|
||||
// runs on the engine's thread. cheat_id: 0 give everything, 1 toggle physics,
|
||||
// 2 next level, 3 previous level, 4-7 toggle unlimited health, energy, ammo,
|
||||
// items (grenades and drugs). Cheats need a running game (the unlimited
|
||||
// switches can be set anywhere). The getters are plain scalar reads, safe from
|
||||
// the UI thread; the unlimited mask has bit 0 health, 1 energy, 2 ammo, 3 items.
|
||||
void qs_config_request_cheat(int cheat_id);
|
||||
int qs_config_cheat_unlimited_mask(void);
|
||||
bool qs_config_cheat_physics_running(void);
|
||||
|
||||
// Called once per frame from xr_input.c on the engine's thread; applies the
|
||||
// unlimited-resource cheats that are switched on.
|
||||
void qs_config_frame_tick(void);
|
||||
|
||||
// Called from xr_input.c's xr_input_suggest_bindings() when the OpenXR runtime
|
||||
// rejects a supported interaction profile's suggested bindings at startup.
|
||||
// That is an app bug, not a config problem, so it shows
|
||||
// MenuOverlay.showFatalControllerBindingError()'s non-cancelable "Exit" dialog;
|
||||
// xr_input_init() aborts right after.
|
||||
void qs_config_report_fatal_input_error(const char *profile_display_name);
|
||||
|
||||
// Returns true and handles the event if it is one of the custom events the
|
||||
// request_*()/notify functions above enqueue. Called from pump_events()
|
||||
// (sdl_events.c, see android/engine-patches/21-android-config.patch) on the
|
||||
// engine's thread, once per polled event. Returns false for any other event
|
||||
// type, including before the custom types are registered.
|
||||
bool qs_config_handle_event(const SDL_Event *event);
|
||||
|
||||
// Called directly (no event-queue dispatch - see
|
||||
// android/engine-patches/22-android-screen-profile.patch and this
|
||||
// function's own definition in qs_config.c for why) from the engine's
|
||||
// mainloop.c whenever the loop mode changes, and once from
|
||||
// qs_config_load_startup() - picks between the "Initial Screen" (menu/
|
||||
// intro) and "Game Screen" (actual gameplay) presets based on new_mode
|
||||
// (mainloop.h's SETUP_LOOP/CUTSCENE_LOOP vs. everything else) and applies
|
||||
// the newly-active one's shape to xr_session.c, but only if it's actually
|
||||
// different from what was already active.
|
||||
void qs_screen_profile_notify_loop_mode(short new_mode);
|
||||
|
||||
// Read-only queries for the Video Options tab's own selection highlight
|
||||
// (MenuOverlay.java re-reads these whenever the tab is (re)shown, so it
|
||||
// reflects the live value even if it was last changed some other way, e.g.
|
||||
@@ -70,12 +155,37 @@ bool qs_config_handle_event(const SDL_Event *event);
|
||||
bool qs_config_current_renderer_is_opengl(void);
|
||||
int qs_config_current_resolution_index(void);
|
||||
|
||||
// -1 (not just an unlikely fallback, a routine, expected result here -
|
||||
// unlike qs_config_current_resolution_index() above) if the profile's
|
||||
// current value doesn't exactly match one of qs_config.c's own
|
||||
// offset+step-generated width/distance presets, e.g. after a hand-edited
|
||||
// config file sets an in-between value - MenuOverlay.java's own
|
||||
// setSelected() naturally shows no button selected in that case, no
|
||||
// special-casing needed.
|
||||
int qs_config_current_initial_screen_width_index(void);
|
||||
int qs_config_current_initial_screen_distance_index(void);
|
||||
int qs_config_current_game_screen_width_index(void);
|
||||
int qs_config_current_game_screen_distance_index(void);
|
||||
|
||||
// Returns the value preset button `index` (0..4) currently shows for the
|
||||
// width/distance option - shared by both "Initial Screen" and "Game
|
||||
// Screen" columns (their offset/step is config-file-only, not per-profile
|
||||
// - see qs_config.c's own comment on the underlying statics), so
|
||||
// MenuOverlay.java can label its preset buttons correctly even after a
|
||||
// Load Configuration changes the offset/step. Index is clamped into
|
||||
// range, not validated - every index 0..4 always has a value.
|
||||
float qs_config_screen_width_preset_value(int index);
|
||||
float qs_config_screen_distance_preset_value(int index);
|
||||
|
||||
// gShockPrefs.goLanguage (0 English/1 French/2 German, Prefs.h) - read by
|
||||
// MenuOverlay.java's/KeyboardOverlay.java's periodic header-refresh timer
|
||||
// to pick which language's chrome text (Strings.java) to display, so a
|
||||
// language change made mid-session via the game's own options menu is
|
||||
// picked up without needing to reopen either panel. Same
|
||||
// off-thread-scalar-read reasoning as the two getters above.
|
||||
// language change made mid-session via the game's own options menu (or our
|
||||
// own Language row, or Load Configuration) is picked up without needing to
|
||||
// reopen either panel; also doubles as the Main Menu tab's Language row's
|
||||
// own selection highlight, same as qs_config_current_renderer_is_opengl()/
|
||||
// qs_config_current_resolution_index() above. Same off-thread-scalar-read
|
||||
// reasoning as those two getters.
|
||||
int qs_config_current_language(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
#include "qs_splash.h"
|
||||
|
||||
#include <SDL.h>
|
||||
#include <android/log.h>
|
||||
#include <stdbool.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "xr_session.h"
|
||||
|
||||
#define QS_SPLASH_HOLD_MS 2500
|
||||
#define QS_SPLASH_FADE_MS 500
|
||||
#define QS_SPLASH_TOTAL_MS (QS_SPLASH_HOLD_MS + 2 * QS_SPLASH_FADE_MS)
|
||||
// The XR session only starts once frames are polled, so the display time is
|
||||
// counted from the first submitted frame; this bounds the wait for it.
|
||||
#define QS_SPLASH_SESSION_TIMEOUT_MS 5000
|
||||
|
||||
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, "QuestShock", __VA_ARGS__)
|
||||
|
||||
extern void pump_events(void);
|
||||
// OpenGL.cc (engine patch 11): draws a software frame into the XR game swapchain.
|
||||
extern void android_composite_software_frame(SDL_Surface *ui);
|
||||
|
||||
static SDL_Surface *s_image = NULL;
|
||||
|
||||
void qs_splash_set_image(const uint32_t *argb, int width, int height) {
|
||||
if (s_image != NULL) {
|
||||
SDL_FreeSurface(s_image);
|
||||
s_image = NULL;
|
||||
}
|
||||
if (argb == NULL || width <= 0 || height <= 0)
|
||||
return;
|
||||
s_image = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_ARGB8888);
|
||||
if (s_image == NULL)
|
||||
return;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((uint8_t *)s_image->pixels + (size_t)y * s_image->pitch, argb + (size_t)y * width,
|
||||
(size_t)width * sizeof(uint32_t));
|
||||
SDL_SetSurfaceBlendMode(s_image, SDL_BLENDMODE_BLEND);
|
||||
}
|
||||
|
||||
// 0-255 brightness at `elapsed` ms after the first frame.
|
||||
static int qs_splash_level(uint32_t elapsed) {
|
||||
uint32_t edge = elapsed < QS_SPLASH_TOTAL_MS - elapsed ? elapsed : QS_SPLASH_TOTAL_MS - elapsed;
|
||||
if (edge >= QS_SPLASH_FADE_MS)
|
||||
return 255;
|
||||
return (int)(255 * edge / QS_SPLASH_FADE_MS);
|
||||
}
|
||||
|
||||
void qs_splash_show(void) {
|
||||
if (s_image == NULL) {
|
||||
LOGI("Startup splash: no image");
|
||||
return;
|
||||
}
|
||||
int width, height;
|
||||
xr_get_game_swapchain_size(&width, &height);
|
||||
if (width <= 0 || height <= 0) {
|
||||
LOGI("Startup splash: no XR game swapchain");
|
||||
return;
|
||||
}
|
||||
|
||||
// The image is stretched over the whole swapchain image, so it is
|
||||
// letterboxed into a canvas of that size to keep its aspect ratio.
|
||||
SDL_Surface *canvas =
|
||||
SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_RGBA32);
|
||||
if (canvas == NULL)
|
||||
return;
|
||||
const float scale = SDL_min((float)width / s_image->w, (float)height / s_image->h);
|
||||
SDL_Rect dst;
|
||||
dst.w = (int)(s_image->w * scale);
|
||||
dst.h = (int)(s_image->h * scale);
|
||||
dst.x = (width - dst.w) / 2;
|
||||
dst.y = (height - dst.h) / 2;
|
||||
|
||||
const uint32_t waitStart = SDL_GetTicks();
|
||||
uint32_t shownStart = 0;
|
||||
uint32_t elapsed = 0;
|
||||
int drawnLevel = -1;
|
||||
bool done = false;
|
||||
|
||||
while (!done) {
|
||||
pump_events();
|
||||
xr_poll_events();
|
||||
if (xr_frame_begin()) {
|
||||
if (shownStart == 0)
|
||||
shownStart = SDL_GetTicks();
|
||||
elapsed = SDL_GetTicks() - shownStart;
|
||||
if (elapsed >= QS_SPLASH_TOTAL_MS) {
|
||||
elapsed = QS_SPLASH_TOTAL_MS;
|
||||
done = true;
|
||||
}
|
||||
const int level = qs_splash_level(elapsed);
|
||||
if (level != drawnLevel) {
|
||||
drawnLevel = level;
|
||||
SDL_FillRect(canvas, NULL, SDL_MapRGB(canvas->format, 0, 0, 0));
|
||||
SDL_SetSurfaceColorMod(s_image, level, level, level);
|
||||
SDL_BlitScaled(s_image, NULL, canvas, &dst);
|
||||
}
|
||||
android_composite_software_frame(canvas);
|
||||
} else {
|
||||
SDL_Delay(10);
|
||||
if (shownStart == 0 && SDL_GetTicks() - waitStart > QS_SPLASH_SESSION_TIMEOUT_MS)
|
||||
done = true;
|
||||
}
|
||||
xr_frame_end();
|
||||
}
|
||||
|
||||
LOGI("Startup splash: %s after %u ms", shownStart != 0 ? "shown" : "XR session did not start",
|
||||
(unsigned)(SDL_GetTicks() - waitStart));
|
||||
SDL_FreeSurface(canvas);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
// Startup splash: the QuestShock title, shown on the game screen before the
|
||||
// engine's own splash sequence.
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
// Stores a copy of the splash image (straight-alpha ARGB, one int per pixel).
|
||||
// Called from JNI before the engine starts; replaces any earlier image. Without
|
||||
// an image qs_splash_show() does nothing.
|
||||
void qs_splash_set_image(const uint32_t *argb, int width, int height);
|
||||
|
||||
// Engine thread only (called from engine patch 27). Fades the image in and out
|
||||
// on the game screen and returns when done, or after a few seconds if the XR
|
||||
// session never starts.
|
||||
void qs_splash_show(void);
|
||||
@@ -11,6 +11,8 @@
|
||||
#include <SDL.h>
|
||||
|
||||
#include "qs_config.h"
|
||||
#include "qs_splash.h"
|
||||
#include "xr_input.h"
|
||||
#include "xr_overlay.h"
|
||||
#include "xr_session.h"
|
||||
|
||||
@@ -21,6 +23,15 @@ Java_de_ladkau_questshock_QuestShockActivity_nativeChdir(JNIEnv *env, jclass cla
|
||||
(*env)->ReleaseStringUTFChars(env, path, cpath);
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL Java_de_ladkau_questshock_QuestShockActivity_nativeSetSplashImage(
|
||||
JNIEnv *env, jclass clazz, jintArray pixels, jint width, jint height) {
|
||||
jint *data = (*env)->GetIntArrayElements(env, pixels, NULL);
|
||||
if (data == NULL)
|
||||
return;
|
||||
qs_splash_set_image((const uint32_t *)data, width, height);
|
||||
(*env)->ReleaseIntArrayElements(env, pixels, data, JNI_ABORT);
|
||||
}
|
||||
|
||||
// KeyboardOverlay's hand-built on-screen keyboard (see
|
||||
// KeyboardOverlay.handleCharKeyDown()/handleCharKeyUp()) has no real
|
||||
// Android IME session behind it, so printable characters can't reach the
|
||||
@@ -118,6 +129,47 @@ Java_de_ladkau_questshock_MenuOverlay_nativeRequestSetResolution(JNIEnv *env, jc
|
||||
qs_config_request_set_resolution(resolutionIndex);
|
||||
}
|
||||
|
||||
// MenuOverlay's Main Menu tab's Language row - same enqueue-only reasoning as above.
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestSetLanguage(JNIEnv *env, jclass clazz,
|
||||
jint languageIndex) {
|
||||
qs_config_request_set_language(languageIndex);
|
||||
}
|
||||
|
||||
// MenuOverlay's Main Menu tab's "Reset Position" button - same enqueue-only
|
||||
// reasoning as above.
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestResetPosition(JNIEnv *env, jclass clazz) {
|
||||
qs_config_request_reset_position();
|
||||
}
|
||||
|
||||
// MenuOverlay's Video Options tab - "Initial Screen"/"Game Screen" width/
|
||||
// distance preset rows, same enqueue-only reasoning as above.
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestSetInitialScreenWidth(JNIEnv *env, jclass clazz,
|
||||
jint presetIndex) {
|
||||
qs_config_request_set_initial_screen_width(presetIndex);
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestSetGameScreenWidth(JNIEnv *env, jclass clazz,
|
||||
jint presetIndex) {
|
||||
qs_config_request_set_game_screen_width(presetIndex);
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestSetInitialScreenDistance(JNIEnv *env,
|
||||
jclass clazz,
|
||||
jint presetIndex) {
|
||||
qs_config_request_set_initial_screen_distance(presetIndex);
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestSetGameScreenDistance(JNIEnv *env, jclass clazz,
|
||||
jint presetIndex) {
|
||||
qs_config_request_set_game_screen_distance(presetIndex);
|
||||
}
|
||||
|
||||
// Read-only queries - safe to call directly (no enqueue needed, see
|
||||
// qs_config.h's own comment on each of these).
|
||||
JNIEXPORT jboolean JNICALL
|
||||
@@ -130,6 +182,42 @@ Java_de_ladkau_questshock_MenuOverlay_nativeGetResolutionIndex(JNIEnv *env, jcla
|
||||
return qs_config_current_resolution_index();
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetInitialScreenWidthIndex(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_current_initial_screen_width_index();
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetGameScreenWidthIndex(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_current_game_screen_width_index();
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetInitialScreenDistanceIndex(JNIEnv *env,
|
||||
jclass clazz) {
|
||||
return qs_config_current_initial_screen_distance_index();
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetGameScreenDistanceIndex(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_current_game_screen_distance_index();
|
||||
}
|
||||
|
||||
// Preset button *labels* (not the current value) - shared by both
|
||||
// "Initial Screen" and "Game Screen" columns, since their offset/step is
|
||||
// config-file-only, not per-profile (see qs_config.h's own comment).
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetScreenWidthPresetValue(JNIEnv *env, jclass clazz,
|
||||
jint index) {
|
||||
return qs_config_screen_width_preset_value(index);
|
||||
}
|
||||
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetScreenDistancePresetValue(JNIEnv *env, jclass clazz,
|
||||
jint index) {
|
||||
return qs_config_screen_distance_preset_value(index);
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetLanguage(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_current_language();
|
||||
@@ -156,3 +244,55 @@ JNIEXPORT jfloat JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetGpuUtilization(JNIEnv *env, jclass clazz) {
|
||||
return xr_session_get_gpu_utilization();
|
||||
}
|
||||
|
||||
// Controller Options tab: actionIndex follows xr_input.c's action order
|
||||
// (MenuOverlay.java and Strings.java hold the matching labels).
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestBeginControlCapture(JNIEnv *env, jclass clazz,
|
||||
jint actionIndex) {
|
||||
qs_config_request_begin_control_capture(actionIndex);
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestCancelControlCapture(JNIEnv *env, jclass clazz) {
|
||||
qs_config_request_cancel_control_capture();
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestResetPlayerControls(JNIEnv *env, jclass clazz) {
|
||||
qs_config_request_reset_player_controls();
|
||||
}
|
||||
|
||||
JNIEXPORT jstring JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetControlBindingKey(JNIEnv *env, jclass clazz,
|
||||
jint actionIndex) {
|
||||
return (*env)->NewStringUTF(env, xr_input_get_action_binding_name(actionIndex));
|
||||
}
|
||||
|
||||
JNIEXPORT jstring JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetActiveInteractionProfilePath(JNIEnv *env,
|
||||
jclass clazz) {
|
||||
return (*env)->NewStringUTF(env, xr_input_get_active_interaction_profile_path());
|
||||
}
|
||||
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeSetControllerOptionsTabOpen(JNIEnv *env, jclass clazz,
|
||||
jboolean open) {
|
||||
xr_input_set_controller_options_tab_open(open == JNI_TRUE);
|
||||
}
|
||||
|
||||
// Cheats tab: same enqueue-only pattern as the other requests.
|
||||
JNIEXPORT void JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeRequestCheat(JNIEnv *env, jclass clazz, jint cheatId) {
|
||||
qs_config_request_cheat(cheatId);
|
||||
}
|
||||
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetCheatUnlimitedMask(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_cheat_unlimited_mask();
|
||||
}
|
||||
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_de_ladkau_questshock_MenuOverlay_nativeGetCheatPhysicsRunning(JNIEnv *env, jclass clazz) {
|
||||
return qs_config_cheat_physics_running();
|
||||
}
|
||||
|
||||
@@ -66,6 +66,85 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw);
|
||||
// frame.
|
||||
bool xr_input_get_beam_layer(int hand, XrCompositionLayerQuad *out_quad);
|
||||
|
||||
// Recenters the player so the game quad ("virtual screen") appears directly
|
||||
// ahead of wherever they are standing and facing, from their current real head
|
||||
// pose. Never reads or writes questshock.config.json. Called automatically
|
||||
// once, from xr_input_sync_and_draw(), on the first frame with a valid head
|
||||
// pose after startup, unless a complete saved player_position was loaded (see
|
||||
// xr_input_skip_startup_recenter()): a saved position is relative to a
|
||||
// previous session's real-space origin, which is not stable across launches.
|
||||
// Returns false (no-op) if no valid head pose is available yet.
|
||||
bool xr_input_recenter_player_to_screen(void);
|
||||
|
||||
// The Main Menu tab's "Reset Position" button (via qs_config.c). Like
|
||||
// xr_input_recenter_player_to_screen(), but re-anchors only the player's
|
||||
// position to the centre in front of the game quad; the current facing (yaw)
|
||||
// is kept, so the screen does not rotate to follow the gaze. Returns false
|
||||
// (no-op) if no valid head pose is available yet.
|
||||
bool xr_input_reset_player_position(void);
|
||||
|
||||
// Called once, from qs_config_load_startup() (qs_config.c), when a
|
||||
// complete saved player_position was actually loaded from
|
||||
// questshock.config.json - cancels the pending automatic startup recenter
|
||||
// above so it doesn't immediately override the value that was just
|
||||
// applied. Safe to call regardless of whether xr_input_init() has even run
|
||||
// yet (this only touches the plain file-local flag, no XR calls).
|
||||
void xr_input_skip_startup_recenter(void);
|
||||
|
||||
// ===========================================================================
|
||||
// Remappable controls ("player_controls" config group; see qs_config.c and
|
||||
// CONFIG.md). menu_toggle is not among them and has no getter/setter: it is
|
||||
// fixed (see xr_input_sync_and_draw()).
|
||||
// ===========================================================================
|
||||
|
||||
// Number of remappable actions and each one's index<->name mapping, which
|
||||
// qs_config.c uses to parse/write the player_controls group without its own
|
||||
// copy of the list. The names are the keys used in questshock.config.json;
|
||||
// index_from_name() returns false for an unrecognized name.
|
||||
int xr_input_action_count(void);
|
||||
const char *xr_input_action_name(int action_index);
|
||||
bool xr_input_action_index_from_name(const char *name, int *out_index);
|
||||
|
||||
// Current binding for one action, as an opaque int and as its string form
|
||||
// (e.g. "right_b", "trigger", "none" for unbound), the same strings used in
|
||||
// questshock.config.json and reported by capture.
|
||||
int xr_input_get_action_binding(int action_index);
|
||||
const char *xr_input_get_action_binding_name(int action_index);
|
||||
|
||||
// Sets one action's binding from a config-file string. Returns false (binding
|
||||
// unchanged) for an unrecognized name, or for the symmetric "trigger"/
|
||||
// "squeeze" on an action other than mouse_click/mouse_double_click. Does not
|
||||
// enforce one-action-per-input the way capture does: a hand-edited file that
|
||||
// binds two actions to one input is accepted as-is.
|
||||
bool xr_input_set_action_binding(int action_index, const char *raw_name);
|
||||
|
||||
// Restores every action to its built-in default (the table xr_input_init()
|
||||
// starts from). qs_config.c calls this first for "Reset to Defaults", then
|
||||
// applies questshock.config.default.json's player_controls group on top if it
|
||||
// has one.
|
||||
void xr_input_reset_player_controls(void);
|
||||
|
||||
// Begins/cancels rebind capture for one action (an index into
|
||||
// xr_input_action_name()'s list): the next fresh button or thumbstick-direction
|
||||
// edge on any hand becomes that action's binding and is reported via
|
||||
// qs_config_notify_control_capture_result(); with no press, capture cancels
|
||||
// after 8 seconds. Called via qs_config.c's cross-thread request functions.
|
||||
// The menu button is never captured.
|
||||
void xr_input_capture_begin(int action_index);
|
||||
void xr_input_capture_cancel(void);
|
||||
|
||||
// The OpenXR interaction profile currently bound (e.g.
|
||||
// "/interaction_profiles/oculus/touch_controller"), refreshed once per frame.
|
||||
// MenuOverlay.java's Controller Options tab uses it to pick a file from
|
||||
// controller_profiles/ (see CONFIG.md). Empty until the first successful
|
||||
// query.
|
||||
const char *xr_input_get_active_interaction_profile_path(void);
|
||||
|
||||
// Set by MenuOverlay.java when the Controller Options tab becomes or stops
|
||||
// being the menu's current tab. While it is open, the menu's thumbstick
|
||||
// locomotion (snap turn/smooth move) is disabled.
|
||||
void xr_input_set_controller_options_tab_open(bool open);
|
||||
|
||||
void xr_input_shutdown(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "xr_overlay.h"
|
||||
|
||||
#include <dlfcn.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
@@ -18,11 +19,33 @@
|
||||
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
|
||||
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
|
||||
|
||||
// Same constant (deliberately not <math.h>'s M_PI, which isn't used
|
||||
// anywhere else in this codebase and isn't guaranteed by the C standard -
|
||||
// only POSIX) as xr_session.c's own play-space rebuild math.
|
||||
#define QS_DEG_TO_RAD (3.14159265358979323846f / 180.0f)
|
||||
|
||||
struct XrOverlay {
|
||||
XrInstance instance; // for error logging only
|
||||
int width, height;
|
||||
float distance_m, half_width_m, half_height_m;
|
||||
float center_x_m, center_y_m;
|
||||
// The *authored* distance_m (config->distance_m at creation time),
|
||||
// never touched again afterward by anything, including
|
||||
// xr_overlay_set_pose() - kept separate from the live, mutable
|
||||
// distance_m above because that one stops meaning "how far in front of
|
||||
// the origin" once a rotated set_pose() call (the menu recenter)
|
||||
// repurposes it as a raw base-space Z coordinate; reusing *that* as a
|
||||
// "how far in front of me" magnitude on a later recenter would drift
|
||||
// further with every reopen instead of staying at a stable distance -
|
||||
// see xr_overlay_get_default_distance_m().
|
||||
float default_distance_m;
|
||||
// Rotation about the vertical axis, applied on top of center_x_m/
|
||||
// center_y_m/distance_m (see xr_overlay_set_pose()) - 0 for every
|
||||
// overlay except the menu launcher immediately after it's freshly
|
||||
// reopened (xr_input.c re-centers it in front of wherever the player
|
||||
// is currently facing, which needs this to keep the quad actually
|
||||
// facing them instead of whatever direction it started out at).
|
||||
float yaw_deg;
|
||||
bool visible;
|
||||
|
||||
XrSwapchainState swapchain;
|
||||
@@ -205,6 +228,7 @@ XrOverlay *xr_overlay_create(XrInstance instance, XrSession session, int64_t swa
|
||||
overlay->width = config->width;
|
||||
overlay->height = config->height;
|
||||
overlay->distance_m = config->distance_m;
|
||||
overlay->default_distance_m = config->distance_m;
|
||||
overlay->half_width_m = config->width_m * 0.5f;
|
||||
overlay->half_height_m = config->width_m * 0.5f * (float)config->height / (float)config->width;
|
||||
overlay->center_x_m = config->default_center_x_m;
|
||||
@@ -281,9 +305,10 @@ void xr_overlay_set_visible(XrOverlay *overlay, bool visible) {
|
||||
bool xr_overlay_is_visible(const XrOverlay *overlay) { return overlay != NULL && overlay->visible; }
|
||||
|
||||
void xr_overlay_get_quad_extent(const XrOverlay *overlay, float *center_x_m, float *center_y_m,
|
||||
float *distance_m, float *half_width_m, float *half_height_m) {
|
||||
float *distance_m, float *half_width_m, float *half_height_m,
|
||||
float *yaw_deg) {
|
||||
if (overlay == NULL) {
|
||||
*center_x_m = *center_y_m = *distance_m = *half_width_m = *half_height_m = 0.0f;
|
||||
*center_x_m = *center_y_m = *distance_m = *half_width_m = *half_height_m = *yaw_deg = 0.0f;
|
||||
return;
|
||||
}
|
||||
*center_x_m = overlay->center_x_m;
|
||||
@@ -291,6 +316,7 @@ void xr_overlay_get_quad_extent(const XrOverlay *overlay, float *center_x_m, flo
|
||||
*distance_m = overlay->distance_m;
|
||||
*half_width_m = overlay->half_width_m;
|
||||
*half_height_m = overlay->half_height_m;
|
||||
*yaw_deg = overlay->yaw_deg;
|
||||
}
|
||||
|
||||
void xr_overlay_set_position(XrOverlay *overlay, float center_x_m, float center_y_m) {
|
||||
@@ -300,6 +326,20 @@ void xr_overlay_set_position(XrOverlay *overlay, float center_x_m, float center_
|
||||
overlay->center_y_m = center_y_m;
|
||||
}
|
||||
|
||||
void xr_overlay_set_pose(XrOverlay *overlay, float center_x_m, float center_y_m, float distance_m,
|
||||
float yaw_deg) {
|
||||
if (overlay == NULL)
|
||||
return;
|
||||
overlay->center_x_m = center_x_m;
|
||||
overlay->center_y_m = center_y_m;
|
||||
overlay->distance_m = distance_m;
|
||||
overlay->yaw_deg = yaw_deg;
|
||||
}
|
||||
|
||||
float xr_overlay_get_default_distance_m(const XrOverlay *overlay) {
|
||||
return overlay == NULL ? 0.0f : overlay->default_distance_m;
|
||||
}
|
||||
|
||||
void xr_overlay_touch(XrOverlay *overlay, float u, float v, bool down) {
|
||||
if (overlay == NULL)
|
||||
return;
|
||||
@@ -443,7 +483,17 @@ bool xr_overlay_render_and_build_layer(XrOverlay *overlay, XrCompositionLayerQua
|
||||
out_quad->subImage.swapchain = overlay->swapchain.swapchain;
|
||||
out_quad->subImage.imageRect.extent.width = overlay->swapchain.width;
|
||||
out_quad->subImage.imageRect.extent.height = overlay->swapchain.height;
|
||||
out_quad->pose.orientation.w = 1.0f;
|
||||
// Rotation about the vertical axis only (see the struct field's own
|
||||
// comment) - same R_y(-yaw_deg) quaternion construction as
|
||||
// xr_session.c's own play-space rebuild, for the same reason: this
|
||||
// quad's pose is expressed as "yaw_deg turned from its own local -Z",
|
||||
// so a point/ray in that rotated frame maps back into the (unrotated)
|
||||
// base space by rotating by -yaw_deg.
|
||||
float half = -(overlay->yaw_deg * QS_DEG_TO_RAD) * 0.5f;
|
||||
out_quad->pose.orientation.x = 0.0f;
|
||||
out_quad->pose.orientation.y = sinf(half);
|
||||
out_quad->pose.orientation.z = 0.0f;
|
||||
out_quad->pose.orientation.w = cosf(half);
|
||||
out_quad->pose.position.x = overlay->center_x_m;
|
||||
out_quad->pose.position.y = overlay->center_y_m;
|
||||
out_quad->pose.position.z = -overlay->distance_m;
|
||||
|
||||
@@ -58,18 +58,39 @@ void xr_overlay_toggle_visible(XrOverlay *overlay);
|
||||
void xr_overlay_set_visible(XrOverlay *overlay, bool visible);
|
||||
bool xr_overlay_is_visible(const XrOverlay *overlay);
|
||||
|
||||
// Local-space pose/size of the quad, valid regardless of visibility -
|
||||
// shared with xr_input.c's ray/quad hit-testing.
|
||||
// Base-space pose/size of the quad, valid regardless of visibility - shared
|
||||
// with xr_input.c's ray/quad hit-testing. yaw_deg is rotation about the
|
||||
// vertical axis (see xr_overlay_set_pose()) - 0 unless something has
|
||||
// called that.
|
||||
void xr_overlay_get_quad_extent(const XrOverlay *overlay, float *center_x_m, float *center_y_m,
|
||||
float *distance_m, float *half_width_m, float *half_height_m);
|
||||
float *distance_m, float *half_width_m, float *half_height_m,
|
||||
float *yaw_deg);
|
||||
|
||||
// Repositions the quad (world-space X/Y offset, same units/space as
|
||||
// Repositions the quad (base-space X/Y offset, same units/space as
|
||||
// xr_overlay_get_quad_extent()'s center_x_m/center_y_m) - e.g. driven by
|
||||
// xr_input.c while the user drags a panel's title bar. Distance from the
|
||||
// viewer isn't adjustable this way - only left/right/up/down
|
||||
// repositioning, not push/pull.
|
||||
// viewer and rotation aren't adjustable this way - only left/right/up/down
|
||||
// repositioning, not push/pull or turning - see xr_overlay_set_pose() for
|
||||
// that.
|
||||
void xr_overlay_set_position(XrOverlay *overlay, float center_x_m, float center_y_m);
|
||||
|
||||
// Full reposition: X/Y offset, distance ("push/pull"), and rotation about
|
||||
// the vertical axis (degrees, same sign convention as
|
||||
// xr_session_set_player_transform()'s yaw_deg) - used by xr_input.c to
|
||||
// re-center the menu launcher in front of wherever the player currently
|
||||
// is/facing each time it's freshly reopened, unlike
|
||||
// xr_overlay_set_position()'s drag-only X/Y-at-fixed-distance-and-facing.
|
||||
void xr_overlay_set_pose(XrOverlay *overlay, float center_x_m, float center_y_m, float distance_m,
|
||||
float yaw_deg);
|
||||
|
||||
// The overlay's original, never-mutated distance_m (from XrOverlayConfig at
|
||||
// creation time) - unlike xr_overlay_get_quad_extent()'s live distance_m,
|
||||
// which xr_overlay_set_pose() repurposes as a raw base-space Z coordinate
|
||||
// once any rotation is involved (see xr_overlay_set_pose()'s own comment),
|
||||
// this stays a stable "how far in front" magnitude across repeated
|
||||
// recenters. 0 for a NULL overlay.
|
||||
float xr_overlay_get_default_distance_m(const XrOverlay *overlay);
|
||||
|
||||
// Forwards a hit on the quad (in the quad's own 0..1 u/v, top-left origin)
|
||||
// to the backing Java view as a synthetic touch down/up.
|
||||
void xr_overlay_touch(XrOverlay *overlay, float u, float v, bool down);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "xr_session.h"
|
||||
|
||||
#include <ctype.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
@@ -25,14 +26,18 @@
|
||||
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
|
||||
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
|
||||
|
||||
// Fixed pose/size for the single game quad - 2m in front of the local space
|
||||
// origin, sized to preserve the game's own aspect ratio at a comfortable
|
||||
// visual angle. No per-eye view/projection work is needed for a quad layer
|
||||
// at all - the compositor handles reprojecting it per eye itself, which is
|
||||
// exactly why this milestone doesn't need xrLocateViews or any stereo
|
||||
// rendering (see the plan's step A notes).
|
||||
// Original, pre-screen-profile-feature default distance for the game
|
||||
// screen - 2m in front of the local space origin - now just the initial
|
||||
// value of g_screen_distance_m (below) rather than a fixed constant.
|
||||
// Width/curve/distance are all configurable (see g_screen_width_m/
|
||||
// g_screen_curve_deg/g_screen_distance_m above and CONFIG.md's Video
|
||||
// Options "Initial Screen"/"Game Screen" settings), sized to preserve the
|
||||
// game's own pixel aspect ratio at whatever physical width is currently
|
||||
// configured. No per-eye view/projection work is needed for a quad/
|
||||
// cylinder layer at all - the compositor handles reprojecting it per eye
|
||||
// itself, which is exactly why this milestone doesn't need xrLocateViews
|
||||
// or any stereo rendering (see the plan's step A notes).
|
||||
#define QUAD_DISTANCE_METERS 2.0f
|
||||
#define QUAD_WIDTH_METERS 1.6f
|
||||
|
||||
// The menu launcher (just a "Keyboard" button - see MenuOverlay.java) is
|
||||
// small and sits above where the keyboard defaults to; the keyboard keeps
|
||||
@@ -40,16 +45,22 @@
|
||||
// xr_overlay.h) so both can be shown/hidden/dragged separately - deliberately
|
||||
// positioned apart by default so they don't start out overlapping.
|
||||
#define MENU_JAVA_CLASS "de.ladkau.questshock.MenuOverlay"
|
||||
// 768x552 (was 512x256, then 768x512) - grown to fit the header/tabs/Video
|
||||
// Options content added on top of the original single "Keyboard" button,
|
||||
// then again to fit the stats ribbon below the tab bar; taller in world
|
||||
// space too since MENU_WIDTH_METERS (the physical size) stays fixed and
|
||||
// height_m is derived from it by aspect ratio (see xr_overlay.c's
|
||||
// xr_overlay_init()).
|
||||
// 768x800 (was 512x256, then 768x512, then 768x552) - grown to fit the
|
||||
// header/tabs/Video Options content added on top of the original single
|
||||
// "Keyboard" button, then again to fit the stats ribbon below the tab
|
||||
// bar, then again to fit the Video Options tab's screen-size grid; taller
|
||||
// in world space too since MENU_WIDTH_METERS (the physical size) stays
|
||||
// fixed and height_m is derived from it by aspect ratio (see
|
||||
// xr_overlay.c's xr_overlay_init()). Must match MenuOverlay.java's own
|
||||
// WIDTH/HEIGHT, and xr_input.c's MENU_TITLE_BAR_V_FRACTION denominator.
|
||||
#define MENU_WIDTH 768
|
||||
#define MENU_HEIGHT 552
|
||||
#define MENU_HEIGHT 800
|
||||
#define MENU_DISTANCE_METERS 1.3f
|
||||
#define MENU_WIDTH_METERS 0.35f
|
||||
// Physical size - was 0.35m, too small to read comfortably at
|
||||
// MENU_DISTANCE_METERS given how much text the header/tabs/stats ribbon
|
||||
// pack in; same pixel resolution (MENU_WIDTH/HEIGHT above) just displayed
|
||||
// bigger, not a layout change.
|
||||
#define MENU_WIDTH_METERS 0.5f
|
||||
#define MENU_DEFAULT_CENTER_X_METERS 0.0f
|
||||
#define MENU_DEFAULT_CENTER_Y_METERS 0.15f
|
||||
|
||||
@@ -65,6 +76,26 @@ static XrInstance g_instance = XR_NULL_HANDLE;
|
||||
static XrSystemId g_system_id = XR_NULL_SYSTEM_ID;
|
||||
static XrSession g_session = XR_NULL_HANDLE;
|
||||
static XrSpace g_local_space = XR_NULL_HANDLE;
|
||||
|
||||
// Everything this app submits/locates (game/menu/keyboard/beam quads, hand
|
||||
// and head poses) is expressed relative to g_play_space, not g_local_space
|
||||
// directly - it's g_local_space translated/rotated by the inverse of the
|
||||
// player's own virtual transform (see xr_session_set_player_transform()'s
|
||||
// own comment in xr_session.h and xr_session_rebuild_play_space() below),
|
||||
// so moving/turning the player moves/turns everything else relative to
|
||||
// them without touching any actual pose-building or hit-testing math
|
||||
// elsewhere in the app - it's all still "relative to the base space",
|
||||
// which just happens to no longer be g_local_space itself.
|
||||
static XrSpace g_play_space = XR_NULL_HANDLE;
|
||||
static float g_player_x = 0.0f;
|
||||
static float g_player_z = 0.0f;
|
||||
static float g_player_yaw_deg = 0.0f;
|
||||
// Set by xr_session_set_player_transform() (including before xr_init() has
|
||||
// even run - see its own comment), cleared once xr_session_rebuild_play_space()
|
||||
// actually rebuilds g_play_space from the current x/z/yaw_deg - checked
|
||||
// once per frame in xr_frame_end() so a stick held at rest costs nothing.
|
||||
static bool g_player_transform_dirty = false;
|
||||
|
||||
static XrSessionState g_session_state = XR_SESSION_STATE_UNKNOWN;
|
||||
// Distinct from g_session_state - true from a successful xrBeginSession
|
||||
// until xrEndSession/loss/exit. Many runtimes only advance the *state*
|
||||
@@ -102,6 +133,24 @@ static PFN_xrQueryPerformanceMetricsCounterMETA g_xrQueryPerformanceMetricsCount
|
||||
static XrPath g_cpu_utilization_path = XR_NULL_PATH;
|
||||
static XrPath g_gpu_utilization_path = XR_NULL_PATH;
|
||||
|
||||
// XR_KHR_composition_layer_cylinder support - same "only if the runtime
|
||||
// advertised it" reasoning as g_performance_metrics_supported above. If
|
||||
// unsupported, the curve is forced to 0 (flat) everywhere regardless of
|
||||
// configuration (see xr_get_game_quad_extent()) so the game screen just
|
||||
// silently stays flat instead of failing to submit a layer at all.
|
||||
static bool g_cylinder_layer_supported = false;
|
||||
|
||||
// The game screen's currently-configured shape (see qs_config.c's
|
||||
// qs_screen_profile_notify_loop_mode(), which is what actually calls
|
||||
// xr_session_set_game_screen_shape() below - this file has no notion of
|
||||
// "which profile" is active, only "what shape is current"). Defaults
|
||||
// match the game quad's own original, pre-this-feature hardcoded width
|
||||
// (1.6m) and lack of curve, so a build that never touches the new config
|
||||
// options renders identically to before.
|
||||
static float g_screen_width_m = 1.6f;
|
||||
static float g_screen_curve_deg = 0.0f;
|
||||
static float g_screen_distance_m = QUAD_DISTANCE_METERS;
|
||||
|
||||
static bool xr_check(XrResult result, const char *what) {
|
||||
if (XR_SUCCEEDED(result))
|
||||
return true;
|
||||
@@ -256,6 +305,65 @@ static EGLConfig xr_get_current_egl_config(EGLDisplay display, EGLContext contex
|
||||
return config;
|
||||
}
|
||||
|
||||
#define QS_DEG_TO_RAD (3.14159265358979323846f / 180.0f)
|
||||
|
||||
// Destroys/recreates g_play_space from g_local_space, offset by the
|
||||
// inverse of the player's current virtual transform (g_player_x/z/yaw_deg) -
|
||||
// see xr_session_set_player_transform()'s comment in xr_session.h for why
|
||||
// this is the inverse rather than the transform itself. Given
|
||||
// V = Translate(x, 0, z) * Rotate_Y(yaw_deg) (the player's own transform,
|
||||
// "apparent pose in play space = V composed with real pose in local
|
||||
// space"), the new space's poseInReferenceSpace must be V's inverse:
|
||||
// orientation = Rotate_Y(-yaw_deg), position = Rotate_Y(-yaw_deg) * (-x, 0, -z).
|
||||
// Called once, right after g_local_space itself is created (picking up
|
||||
// whatever qs_config_load_startup() already seeded before xr_init() ever
|
||||
// ran), and once per frame from xr_frame_end() whenever
|
||||
// g_player_transform_dirty says the transform actually changed since the
|
||||
// last rebuild - a plain stick-at-rest frame costs nothing beyond that one
|
||||
// bool check. g_session must already exist.
|
||||
static void xr_session_rebuild_play_space(void) {
|
||||
if (g_play_space != XR_NULL_HANDLE) {
|
||||
xrDestroySpace(g_play_space);
|
||||
g_play_space = XR_NULL_HANDLE;
|
||||
}
|
||||
|
||||
float theta = g_player_yaw_deg * QS_DEG_TO_RAD;
|
||||
float half = -theta * 0.5f;
|
||||
float c = cosf(-theta), s = sinf(-theta);
|
||||
float vx = -g_player_x, vz = -g_player_z;
|
||||
|
||||
XrReferenceSpaceCreateInfo spaceInfo = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO};
|
||||
spaceInfo.referenceSpaceType = XR_REFERENCE_SPACE_TYPE_LOCAL;
|
||||
spaceInfo.poseInReferenceSpace.orientation.x = 0.0f;
|
||||
spaceInfo.poseInReferenceSpace.orientation.y = sinf(half);
|
||||
spaceInfo.poseInReferenceSpace.orientation.z = 0.0f;
|
||||
spaceInfo.poseInReferenceSpace.orientation.w = cosf(half);
|
||||
spaceInfo.poseInReferenceSpace.position.x = vx * c + vz * s;
|
||||
spaceInfo.poseInReferenceSpace.position.y = 0.0f;
|
||||
spaceInfo.poseInReferenceSpace.position.z = -vx * s + vz * c;
|
||||
xr_check(xrCreateReferenceSpace(g_session, &spaceInfo, &g_play_space),
|
||||
"xrCreateReferenceSpace(play)");
|
||||
|
||||
g_player_transform_dirty = false;
|
||||
}
|
||||
|
||||
void xr_session_set_player_transform(float x, float z, float yaw_deg) {
|
||||
g_player_x = x;
|
||||
g_player_z = z;
|
||||
g_player_yaw_deg = yaw_deg;
|
||||
g_player_transform_dirty = true;
|
||||
}
|
||||
|
||||
void xr_session_get_player_transform(float *x, float *z, float *yaw_deg) {
|
||||
*x = g_player_x;
|
||||
*z = g_player_z;
|
||||
*yaw_deg = g_player_yaw_deg;
|
||||
}
|
||||
|
||||
XrSpace xr_session_get_local_space(void) { return g_local_space; }
|
||||
|
||||
XrTime xr_session_get_predicted_display_time(void) { return g_predicted_display_time; }
|
||||
|
||||
static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
|
||||
jobject activity = (jobject)SDL_AndroidGetActivity();
|
||||
@@ -271,12 +379,24 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
|
||||
g_performance_metrics_supported =
|
||||
xr_instance_extension_supported(XR_META_PERFORMANCE_METRICS_EXTENSION_NAME);
|
||||
g_cylinder_layer_supported =
|
||||
xr_instance_extension_supported(XR_KHR_COMPOSITION_LAYER_CYLINDER_EXTENSION_NAME);
|
||||
|
||||
const char *extensions[3] = {
|
||||
// The two KHR extensions here are always required; the other two are
|
||||
// each independently optional device capabilities (see
|
||||
// g_performance_metrics_supported/g_cylinder_layer_supported's own
|
||||
// comments) - appended only if actually advertised, since listing an
|
||||
// unsupported extension fails xrCreateInstance entirely, not just that
|
||||
// one feature.
|
||||
const char *extensions[4] = {
|
||||
XR_KHR_ANDROID_CREATE_INSTANCE_EXTENSION_NAME,
|
||||
XR_KHR_OPENGL_ES_ENABLE_EXTENSION_NAME,
|
||||
XR_META_PERFORMANCE_METRICS_EXTENSION_NAME,
|
||||
};
|
||||
uint32_t extensionCount = 2;
|
||||
if (g_performance_metrics_supported)
|
||||
extensions[extensionCount++] = XR_META_PERFORMANCE_METRICS_EXTENSION_NAME;
|
||||
if (g_cylinder_layer_supported)
|
||||
extensions[extensionCount++] = XR_KHR_COMPOSITION_LAYER_CYLINDER_EXTENSION_NAME;
|
||||
|
||||
XrInstanceCreateInfoAndroidKHR androidInfo = {XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR};
|
||||
androidInfo.applicationVM = vm;
|
||||
@@ -284,7 +404,7 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
|
||||
XrInstanceCreateInfo createInfo = {XR_TYPE_INSTANCE_CREATE_INFO};
|
||||
createInfo.next = &androidInfo;
|
||||
createInfo.enabledExtensionCount = g_performance_metrics_supported ? 3 : 2;
|
||||
createInfo.enabledExtensionCount = extensionCount;
|
||||
createInfo.enabledExtensionNames = extensions;
|
||||
strncpy(createInfo.applicationInfo.applicationName, "QuestShock",
|
||||
XR_MAX_APPLICATION_NAME_SIZE - 1);
|
||||
@@ -342,6 +462,14 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
|
||||
"xrCreateReferenceSpace"))
|
||||
return false;
|
||||
|
||||
// Picks up whatever qs_config_load_startup() already stored into
|
||||
// g_player_x/z/yaw_deg via xr_session_set_player_transform() before
|
||||
// this function ever ran (that call is pure state, no XR API calls, so
|
||||
// it works fine even this early) - so a saved position is already in
|
||||
// effect from the very first frame, not just after the player first
|
||||
// moves a thumbstick.
|
||||
xr_session_rebuild_play_space();
|
||||
|
||||
// Prefer a plain linear 8-bit format over GL_SRGB8_ALPHA8: the source
|
||||
// SDL surface pixels are already sRGB-encoded (as ordinary 8-bit image
|
||||
// data conventionally is) and get uploaded/sampled as plain linear
|
||||
@@ -546,6 +674,14 @@ void xr_frame_end(void) {
|
||||
if (g_session == XR_NULL_HANDLE)
|
||||
return;
|
||||
|
||||
// Rebuilt before xr_input_sync_and_draw() below so this same frame's
|
||||
// hit-testing and layer submission both see whatever the player's
|
||||
// thumbstick input (or a config-driven "Reset Position"/Load
|
||||
// Configuration) changed last frame - a no-op check on every frame
|
||||
// nothing moved.
|
||||
if (g_player_transform_dirty)
|
||||
xr_session_rebuild_play_space();
|
||||
|
||||
// Syncs actions and hit-tests/dispatches each hand's ray against
|
||||
// keyboard/menu/game quad (see xr_input.c) before the game swapchain
|
||||
// image is released below - this always runs, even when there's
|
||||
@@ -554,7 +690,7 @@ void xr_frame_end(void) {
|
||||
// laser-beam quads are submitted as their own composition layers
|
||||
// further down, not drawn into the game swapchain itself.
|
||||
if (xr_is_session_running())
|
||||
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
|
||||
xr_input_sync_and_draw(g_play_space, g_predicted_display_time,
|
||||
g_have_acquired_game_image);
|
||||
|
||||
if (g_have_acquired_game_image)
|
||||
@@ -563,34 +699,58 @@ void xr_frame_end(void) {
|
||||
if (!xr_is_session_running())
|
||||
return;
|
||||
|
||||
// Up to 5 layers: the game quad (if a frame was actually rendered),
|
||||
// the menu launcher and keyboard overlays while visible - each gets
|
||||
// its own acquire/render/release cycle against its own swapchain (see
|
||||
// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
|
||||
// unlike the game quad there's no per-frame engine rendering to wrap
|
||||
// around here, just each overlay's own blit - and, per hand, a
|
||||
// laser-beam quad while that hand's ray is aimed at the keyboard,
|
||||
// menu, or the game quad itself (see xr_input_get_beam_layer()).
|
||||
// Up to 5 layers: the game screen (if a frame was actually rendered) -
|
||||
// a flat quad, or a curved cylinder if the currently-active screen
|
||||
// profile has a nonzero curve (see xr_get_game_quad_extent()'s own
|
||||
// comment; xr_input.c's xr_input_try_game_quad() hit-tests whichever
|
||||
// shape is actually submitted here, always agreeing since both read
|
||||
// the same getter) - the menu launcher and keyboard overlays while
|
||||
// visible - each gets its own acquire/render/release cycle against
|
||||
// its own swapchain (see xr_overlay_render_and_build_layer()) any
|
||||
// time before xrEndFrame, unlike the game screen there's no per-frame
|
||||
// engine rendering to wrap around here, just each overlay's own blit -
|
||||
// and, per hand, a laser-beam quad while that hand's ray is aimed at
|
||||
// the keyboard, menu, or the game screen itself (see
|
||||
// xr_input_get_beam_layer()).
|
||||
float gameDistance, gameHalfWidth, gameHalfHeight, gameRadius, gameCentralAngle;
|
||||
xr_get_game_quad_extent(&gameDistance, &gameHalfWidth, &gameHalfHeight, &gameRadius,
|
||||
&gameCentralAngle);
|
||||
bool gameScreenCurved = gameCentralAngle > 0.0f;
|
||||
|
||||
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
|
||||
gameQuad.space = g_local_space;
|
||||
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
gameQuad.subImage.swapchain = g_game_swapchain.swapchain;
|
||||
gameQuad.subImage.imageRect.extent.width = g_game_swapchain.width;
|
||||
gameQuad.subImage.imageRect.extent.height = g_game_swapchain.height;
|
||||
gameQuad.pose.orientation.w = 1.0f;
|
||||
gameQuad.pose.position.z = -QUAD_DISTANCE_METERS;
|
||||
gameQuad.size.width = QUAD_WIDTH_METERS;
|
||||
gameQuad.size.height =
|
||||
QUAD_WIDTH_METERS * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
|
||||
XrCompositionLayerCylinderKHR gameCylinder = {XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR};
|
||||
if (gameScreenCurved) {
|
||||
gameCylinder.space = g_play_space;
|
||||
gameCylinder.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
gameCylinder.subImage.swapchain = g_game_swapchain.swapchain;
|
||||
gameCylinder.subImage.imageRect.extent.width = g_game_swapchain.width;
|
||||
gameCylinder.subImage.imageRect.extent.height = g_game_swapchain.height;
|
||||
gameCylinder.pose.orientation.w = 1.0f;
|
||||
gameCylinder.pose.position.z = -gameDistance;
|
||||
gameCylinder.radius = gameRadius;
|
||||
gameCylinder.centralAngle = gameCentralAngle;
|
||||
gameCylinder.aspectRatio = (float)g_game_swapchain.width / (float)g_game_swapchain.height;
|
||||
} else {
|
||||
gameQuad.space = g_play_space;
|
||||
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
gameQuad.subImage.swapchain = g_game_swapchain.swapchain;
|
||||
gameQuad.subImage.imageRect.extent.width = g_game_swapchain.width;
|
||||
gameQuad.subImage.imageRect.extent.height = g_game_swapchain.height;
|
||||
gameQuad.pose.orientation.w = 1.0f;
|
||||
gameQuad.pose.position.z = -gameDistance;
|
||||
gameQuad.size.width = gameHalfWidth * 2.0f;
|
||||
gameQuad.size.height = gameHalfHeight * 2.0f;
|
||||
}
|
||||
|
||||
const XrCompositionLayerBaseHeader *layers[5];
|
||||
uint32_t layerCount = 0;
|
||||
if (g_have_acquired_game_image)
|
||||
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&gameQuad;
|
||||
layers[layerCount++] = gameScreenCurved ? (XrCompositionLayerBaseHeader *)&gameCylinder
|
||||
: (XrCompositionLayerBaseHeader *)&gameQuad;
|
||||
|
||||
XrCompositionLayerQuad menuQuad;
|
||||
if (g_frame_should_render && xr_overlay_render_and_build_layer(g_menu_overlay, &menuQuad)) {
|
||||
menuQuad.space = g_local_space;
|
||||
menuQuad.space = g_play_space;
|
||||
menuQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&menuQuad;
|
||||
}
|
||||
@@ -598,7 +758,7 @@ void xr_frame_end(void) {
|
||||
XrCompositionLayerQuad keyboardQuad;
|
||||
if (g_frame_should_render &&
|
||||
xr_overlay_render_and_build_layer(g_keyboard_overlay, &keyboardQuad)) {
|
||||
keyboardQuad.space = g_local_space;
|
||||
keyboardQuad.space = g_play_space;
|
||||
keyboardQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
// Lets the keyboard sit on screen translucently while playing
|
||||
// rather than fully hiding whatever's behind it - KeyboardOverlay
|
||||
@@ -618,7 +778,7 @@ void xr_frame_end(void) {
|
||||
XrCompositionLayerQuad beamQuad[2];
|
||||
for (int hand = 0; hand < 2; hand++) {
|
||||
if (xr_input_get_beam_layer(hand, &beamQuad[hand])) {
|
||||
beamQuad[hand].space = g_local_space;
|
||||
beamQuad[hand].space = g_play_space;
|
||||
beamQuad[hand].eyeVisibility = XR_EYE_VISIBILITY_BOTH;
|
||||
beamQuad[hand].layerFlags = XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT;
|
||||
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&beamQuad[hand];
|
||||
@@ -643,6 +803,10 @@ void xr_shutdown(void) {
|
||||
xrDestroySpace(g_local_space);
|
||||
g_local_space = XR_NULL_HANDLE;
|
||||
|
||||
if (g_play_space != XR_NULL_HANDLE)
|
||||
xrDestroySpace(g_play_space);
|
||||
g_play_space = XR_NULL_HANDLE;
|
||||
|
||||
// Before the session/instance they were created from.
|
||||
xr_input_shutdown();
|
||||
xr_overlay_destroy(g_menu_overlay);
|
||||
@@ -666,13 +830,50 @@ void xr_shutdown(void) {
|
||||
g_xrQueryPerformanceMetricsCounterMETA = NULL;
|
||||
g_cpu_utilization_path = XR_NULL_PATH;
|
||||
g_gpu_utilization_path = XR_NULL_PATH;
|
||||
|
||||
g_cylinder_layer_supported = false;
|
||||
// g_screen_width_m/g_screen_curve_deg/g_screen_distance_m deliberately
|
||||
// NOT reset here - same reasoning as xr_session_set_player_transform()'s
|
||||
// own state: it's meant to persist across a shutdown/reinit within the
|
||||
// same process (e.g. an Android lifecycle pause/resume), not just
|
||||
// within one XR session.
|
||||
}
|
||||
|
||||
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m) {
|
||||
*distance_m = QUAD_DISTANCE_METERS;
|
||||
*half_width_m = QUAD_WIDTH_METERS * 0.5f;
|
||||
*half_height_m =
|
||||
QUAD_WIDTH_METERS * 0.5f * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
|
||||
void xr_session_set_game_screen_shape(float width_m, float curve_deg, float distance_m) {
|
||||
g_screen_width_m = width_m;
|
||||
g_screen_curve_deg = curve_deg;
|
||||
g_screen_distance_m = distance_m;
|
||||
}
|
||||
|
||||
// Single source of truth for the game screen's current shape, read by
|
||||
// both xr_frame_end() (to build/submit the actual layer) and
|
||||
// xr_input_try_game_quad() (xr_input.c, to hit-test the laser pointer
|
||||
// against it). half_width_m is meaningful only when *central_angle_rad is
|
||||
// 0 (flat); a curved screen's horizontal extent is bounded by
|
||||
// *central_angle_rad instead, with *half_height_m always the vertical
|
||||
// bound either way.
|
||||
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m,
|
||||
float *radius_m, float *central_angle_rad) {
|
||||
float curveDeg = g_cylinder_layer_supported ? g_screen_curve_deg : 0.0f;
|
||||
float aspect = (float)g_game_swapchain.height / (float)g_game_swapchain.width;
|
||||
|
||||
*distance_m = g_screen_distance_m;
|
||||
*half_width_m = g_screen_width_m * 0.5f;
|
||||
*half_height_m = g_screen_width_m * 0.5f * aspect;
|
||||
|
||||
if (curveDeg > 0.0f) {
|
||||
float theta = curveDeg * QS_DEG_TO_RAD;
|
||||
*central_angle_rad = theta;
|
||||
*radius_m = g_screen_width_m / theta;
|
||||
} else {
|
||||
*central_angle_rad = 0.0f;
|
||||
*radius_m = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void xr_get_game_swapchain_size(int *width, int *height) {
|
||||
*width = g_game_swapchain.width;
|
||||
*height = g_game_swapchain.height;
|
||||
}
|
||||
|
||||
void xr_get_game_resolution(int *width, int *height) {
|
||||
|
||||
@@ -62,17 +62,36 @@ bool xr_frame_begin(void);
|
||||
// launcher and keyboard overlay quads via xr_overlay_render_and_build_layer()
|
||||
// for whichever of them is currently visible, and submits whichever of the
|
||||
// three quads actually rendered this frame as composition layers
|
||||
// positioned in front of the local reference space's origin, then ends the
|
||||
// XR frame.
|
||||
// positioned in front of the play space's origin (see
|
||||
// xr_session_set_player_transform() above), then ends the XR frame.
|
||||
void xr_frame_end(void);
|
||||
|
||||
void xr_shutdown(void);
|
||||
|
||||
// Local-space geometry of the single game quad xr_frame_end() submits
|
||||
// (distance in front of the local space origin, half-width/half-height,
|
||||
// Play-space geometry of the single game screen xr_frame_end() submits
|
||||
// (distance in front of the play space origin, half-width/half-height,
|
||||
// all in meters) - shared with xr_input.c's ray/quad hit-testing so the
|
||||
// laser pointer always matches whatever's actually visible.
|
||||
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m);
|
||||
// laser pointer always matches whatever's actually visible. *radius_m/
|
||||
// *central_angle_rad are 0 when flat, in which case *half_width_m is the
|
||||
// horizontal extent; otherwise the screen is a curved cylinder segment
|
||||
// and the caller uses *central_angle_rad instead of *half_width_m for the
|
||||
// horizontal bound (*half_height_m stays meaningful either way). Curving
|
||||
// is currently unused - qs_config.c has no config surface for it - but
|
||||
// kept working so it can be re-enabled later.
|
||||
void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m,
|
||||
float *radius_m, float *central_angle_rad);
|
||||
|
||||
// Sets the game screen's current physical width (meters) and curve (wrap
|
||||
// angle in degrees, 0 = flat) - a plain state setter, no XR calls, same
|
||||
// category as xr_session_set_player_transform() above (safe to call
|
||||
// before xr_init() has even run). Read by both xr_frame_end() (to build/
|
||||
// submit the actual layer) and, via xr_get_game_quad_extent() above,
|
||||
// xr_input.c's hit-testing. Driven by qs_config.c's
|
||||
// qs_screen_profile_notify_loop_mode(), which decides which of the
|
||||
// "Initial Screen"/"Game Screen" config profiles (see CONFIG.md) is
|
||||
// currently active - this function itself has no notion of "profiles",
|
||||
// only "what shape is current".
|
||||
void xr_session_set_game_screen_shape(float width_m, float curve_deg, float distance_m);
|
||||
|
||||
// The engine's current screen resolution (gScreenWide/gScreenHigh,
|
||||
// InitMac.h) - not the game quad's own swapchain size, which is fixed at
|
||||
@@ -83,6 +102,12 @@ void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half
|
||||
// swapchain.
|
||||
void xr_get_game_resolution(int *width, int *height);
|
||||
|
||||
// Pixel size of the game quad's swapchain image, fixed at launch (0, 0 before
|
||||
// xr_init()). The quad's aspect ratio is this size, so full-quad content
|
||||
// drawn outside the engine's own frame path (the startup splash) is laid out
|
||||
// against it.
|
||||
void xr_get_game_swapchain_size(int *width, int *height);
|
||||
|
||||
// Exponentially-smoothed frame rate/frame time, updated once per real
|
||||
// rendered frame in xr_frame_end() - read by MenuOverlay's header (see
|
||||
// questshock_native.c's nativeGetFps()/nativeGetFrameTimeMs()). 0 before
|
||||
@@ -98,6 +123,49 @@ float xr_session_get_frame_ms(void);
|
||||
float xr_session_get_cpu_utilization(void);
|
||||
float xr_session_get_gpu_utilization(void);
|
||||
|
||||
// The player's virtual position/orientation - horizontal-plane only (x/z
|
||||
// plus a yaw rotation about the vertical axis); height always comes from
|
||||
// the real tracked HMD pose, never from this. Everything the app submits
|
||||
// (game/menu/keyboard/beam quads) and every hand/head pose it locates is
|
||||
// expressed relative to a second reference space, derived from the real
|
||||
// LOCAL space by this transform's inverse (see xr_session.c's own
|
||||
// xr_session_rebuild_play_space()) - so changing it moves/turns the player
|
||||
// relative to those otherwise-fixed quads, letting them walk up to and
|
||||
// square up with the game quad ("virtual screen") without needing any
|
||||
// physical room-scale space to do it in.
|
||||
//
|
||||
// xr_session_set_player_transform() only stores the three floats (no XR
|
||||
// calls) - safe to call before xr_init() has even run, which is how
|
||||
// qs_config_load_startup() seeds the saved position before the OpenXR
|
||||
// session/spaces exist yet (xr_init() picks it up when it creates its own
|
||||
// spaces); also used live by xr_input.c's thumbstick locomotion and
|
||||
// "Reset Position" recenter (xr_input_recenter_player_to_screen()) and
|
||||
// qs_config.c's "Load Configuration", and read back by "Save Configuration"
|
||||
// via the getter.
|
||||
void xr_session_set_player_transform(float x, float z, float yaw_deg);
|
||||
void xr_session_get_player_transform(float *x, float *z, float *yaw_deg);
|
||||
|
||||
// The real, physical tracking-origin reference space - used only by
|
||||
// xr_input_recenter_player_to_screen() (xr_input.c), which needs the
|
||||
// player's CURRENT real head pose (not one already bent through the
|
||||
// existing play-space transform - see xr_session_set_player_transform()'s
|
||||
// own comment above) to compute a brand new one. Every other consumer in
|
||||
// this app (rendering, hit-testing) uses the play space instead - see
|
||||
// xr_session_rebuild_play_space()'s own comment for why this one stays a
|
||||
// separate, never-swapped-out space.
|
||||
XrSpace xr_session_get_local_space(void);
|
||||
|
||||
// The most recent xrWaitFrame-predicted display time (xr_frame_begin()'s
|
||||
// own g_predicted_display_time) - for the same reason as
|
||||
// xr_session_get_local_space() above, xr_input_recenter_player_to_screen()
|
||||
// needs a valid XrTime to locate a space with but isn't itself called from
|
||||
// the normal per-frame xr_frame_end()/xr_input_sync_and_draw() call chain
|
||||
// that already threads one through (it's triggered by a button press,
|
||||
// dispatched via qs_config.c's cross-thread event queue instead). A frame
|
||||
// or so of staleness doesn't matter for a one-shot recenter. 0 before the
|
||||
// first frame has ever begun.
|
||||
XrTime xr_session_get_predicted_display_time(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -271,7 +271,11 @@ abstract class OverlayPanel {
|
||||
// Absolute bounds of view within this panel's own coordinate space
|
||||
// (i.e. relative to root, which is always laid out at (0,0,width,
|
||||
// height) - see the constructor) - View's own getLeft()/getTop() are
|
||||
// parent-relative, so this walks up the parent chain summing them.
|
||||
// parent-relative, so this walks up the parent chain summing them,
|
||||
// additionally subtracting each ancestor's own getScrollX()/getScrollY()
|
||||
// (0 for a plain ViewGroup, non-zero for e.g. a ScrollView - see
|
||||
// MenuOverlay's Controller Options tab) so a view inside a scrolled
|
||||
// container reports its actual on-screen position, not its laid-out one.
|
||||
// Assumes view is actually part of this panel's tree (every registered
|
||||
// view always is, since registerHoverable() is only ever called from
|
||||
// buildContent()).
|
||||
@@ -285,7 +289,10 @@ abstract class OverlayPanel {
|
||||
if (current == root || !(current.getParent() instanceof View)) {
|
||||
break;
|
||||
}
|
||||
current = (View) current.getParent();
|
||||
View parent = (View) current.getParent();
|
||||
left -= parent.getScrollX();
|
||||
top -= parent.getScrollY();
|
||||
current = parent;
|
||||
}
|
||||
return new Rect(left, top, left + view.getWidth(), top + view.getHeight());
|
||||
}
|
||||
|
||||
@@ -5,6 +5,8 @@ import android.app.AlertDialog;
|
||||
import android.content.Context;
|
||||
import android.content.pm.PackageManager;
|
||||
import android.content.res.AssetManager;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.BitmapFactory;
|
||||
import android.os.Bundle;
|
||||
import android.util.Log;
|
||||
import android.view.SurfaceHolder;
|
||||
@@ -18,7 +20,7 @@ import org.libsdl.app.SDLActivity;
|
||||
import org.libsdl.app.SDLSurface;
|
||||
|
||||
/**
|
||||
* Prepares /sdcard/questshock/ the way Shockolate's plain relative-path
|
||||
* Prepares /sdcard/QuestShock/ the way Shockolate's plain relative-path
|
||||
* file I/O ("res/data/...", confirmed via grep - none of it goes through
|
||||
* SDL_RWops, so Android's asset-manager fallback for SDL_RWFromFile
|
||||
* doesn't apply here) expects to find it - see android/engine-patches/ for
|
||||
@@ -39,7 +41,8 @@ import org.libsdl.app.SDLSurface;
|
||||
public class QuestShockActivity extends SDLActivity {
|
||||
private static final String TAG = "QuestShock";
|
||||
private static final int PERMISSION_REQUEST_STORAGE = 1;
|
||||
private static final String GAME_DIR = "/sdcard/questshock";
|
||||
// Package-visible: MenuOverlay reads controller_profiles/ from here.
|
||||
static final String GAME_DIR = "/sdcard/QuestShock";
|
||||
|
||||
// Loaded here (rather than waiting for SDLActivity's own
|
||||
// getLibraries()/loadLibraries(), which only runs from super.onCreate())
|
||||
@@ -57,6 +60,9 @@ public class QuestShockActivity extends SDLActivity {
|
||||
// has no public chdir() (confirmed against the actual API 34 stub jar).
|
||||
private static native void nativeChdir(String path);
|
||||
|
||||
// Straight-alpha ARGB pixels of the startup splash (qs_splash.c).
|
||||
private static native void nativeSetSplashImage(int[] pixels, int width, int height);
|
||||
|
||||
@Override
|
||||
protected String[] getLibraries() {
|
||||
return new String[] {
|
||||
@@ -143,11 +149,25 @@ public class QuestShockActivity extends SDLActivity {
|
||||
// is already there, assume a previous run already extracted everything.
|
||||
File marker = new File(gameDir, "GET_ASSETS_QUEST.txt");
|
||||
if (!marker.exists()) {
|
||||
copyAssetDir("shaders", new File(gameDir, "shaders"));
|
||||
copyAssetFile("res/soundfont.sf2", new File(gameDir, "res/soundfont.sf2"));
|
||||
copyAssetFile("GET_ASSETS_QUEST.txt", marker);
|
||||
copyAssetDir("shaders", new File(gameDir, "shaders"), false);
|
||||
copyAssetFile("res/soundfont.sf2", new File(gameDir, "res/soundfont.sf2"), false);
|
||||
copyAssetFile("GET_ASSETS_QUEST.txt", marker, false);
|
||||
}
|
||||
|
||||
// Refreshed on every launch (unlike the marker-gated block above) so
|
||||
// it always matches the installed build - qs_config.c reads this as
|
||||
// the initial config only when questshock.config.json doesn't exist
|
||||
// yet, never overwriting a user's own saved config.
|
||||
copyAssetFile("questshock.config.default.json",
|
||||
new File(gameDir, "questshock.config.default.json"), true);
|
||||
|
||||
// Refreshed on every launch. MenuOverlay's Controller Options tab
|
||||
// matches the active OpenXR interaction profile against these files'
|
||||
// "interaction_profile" and shows the paired image (see CONFIG.md).
|
||||
// Only the bundled filenames are overwritten, so profiles a user adds
|
||||
// to this folder are kept.
|
||||
copyAssetDir("controller_profiles", new File(gameDir, "controller_profiles"), true);
|
||||
|
||||
// Shockolate's engine/ is never patched to check this itself (see the
|
||||
// class doc above) - it just does plain fopen("res/data/...", ...)
|
||||
// and, on a fresh install with no game data copied in yet, that
|
||||
@@ -172,11 +192,31 @@ public class QuestShockActivity extends SDLActivity {
|
||||
// before clearing mBrokenLibraries below so the engine can never
|
||||
// start pre-chdir.
|
||||
nativeChdir(GAME_DIR);
|
||||
loadSplashImage();
|
||||
|
||||
// Assets confirmed present - safe to let the native engine start now.
|
||||
SDLActivity.mBrokenLibraries = false;
|
||||
}
|
||||
|
||||
// The engine shows this at startup (qs_splash.c); without it there is no splash.
|
||||
private void loadSplashImage() {
|
||||
try (InputStream in = getAssets().open("splash.png")) {
|
||||
Bitmap bitmap = BitmapFactory.decodeStream(in);
|
||||
if (bitmap == null) {
|
||||
Log.e(TAG, "Could not decode splash.png");
|
||||
return;
|
||||
}
|
||||
int width = bitmap.getWidth();
|
||||
int height = bitmap.getHeight();
|
||||
int[] pixels = new int[width * height];
|
||||
bitmap.getPixels(pixels, 0, width, 0, 0, width, height);
|
||||
bitmap.recycle();
|
||||
nativeSetSplashImage(pixels, width, height);
|
||||
} catch (IOException e) {
|
||||
Log.e(TAG, "Could not read splash.png", e);
|
||||
}
|
||||
}
|
||||
|
||||
private static boolean isNonEmptyDir(File dir) {
|
||||
String[] entries = dir.list();
|
||||
return entries != null && entries.length > 0;
|
||||
@@ -204,15 +244,15 @@ public class QuestShockActivity extends SDLActivity {
|
||||
+ "merging or extraction required.\n\n"
|
||||
+ "Then relaunch.\n\n"
|
||||
+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
|
||||
+ "questshock folder on this device, if you need to read them again.)")
|
||||
+ "QuestShock folder on this device, if you need to read them again.)")
|
||||
.setCancelable(false)
|
||||
.setPositiveButton("Exit", (dialog, which) -> finish())
|
||||
.create()
|
||||
.show();
|
||||
}
|
||||
|
||||
private void copyAssetFile(String assetPath, File dest) {
|
||||
if (dest.exists()) {
|
||||
private void copyAssetFile(String assetPath, File dest, boolean overwrite) {
|
||||
if (dest.exists() && !overwrite) {
|
||||
return;
|
||||
}
|
||||
File parent = dest.getParentFile();
|
||||
@@ -232,7 +272,7 @@ public class QuestShockActivity extends SDLActivity {
|
||||
}
|
||||
}
|
||||
|
||||
private void copyAssetDir(String assetDir, File destDir) {
|
||||
private void copyAssetDir(String assetDir, File destDir, boolean overwrite) {
|
||||
AssetManager assets = getAssets();
|
||||
String[] entries;
|
||||
try {
|
||||
@@ -246,7 +286,7 @@ public class QuestShockActivity extends SDLActivity {
|
||||
}
|
||||
destDir.mkdirs();
|
||||
for (String entry : entries) {
|
||||
copyAssetFile(assetDir + "/" + entry, new File(destDir, entry));
|
||||
copyAssetFile(assetDir + "/" + entry, new File(destDir, entry), overwrite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -37,6 +37,8 @@ final class Strings {
|
||||
"Konfiguration speichern");
|
||||
put("load_configuration", "Load Configuration", "Charger la configuration",
|
||||
"Konfiguration laden");
|
||||
put("reset_position", "Reset Position", "Réinitialiser la position",
|
||||
"Position zurücksetzen");
|
||||
put("main_menu", "Main Menu", "Menu principal", "Hauptmenü");
|
||||
put("video_options", "Video Options", "Options vidéo", "Videooptionen");
|
||||
put("dismiss", "Dismiss", "Fermer", "Schließen");
|
||||
@@ -44,6 +46,14 @@ final class Strings {
|
||||
put("renderer", "Renderer", "Moteur de rendu", "Renderer");
|
||||
put("resolution", "Resolution", "Résolution", "Auflösung");
|
||||
put("software", "Software", "Logiciel", "Software");
|
||||
put("language", "Language", "Langue", "Sprache");
|
||||
put("english", "English", "Anglais", "Englisch");
|
||||
put("french", "French", "Français", "Französisch");
|
||||
put("german", "German", "Allemand", "Deutsch");
|
||||
put("initial_screen", "Initial Screen", "Écran initial", "Startbildschirm");
|
||||
put("game_screen", "Game Screen", "Écran de jeu", "Spielbildschirm");
|
||||
put("width", "Width", "Largeur", "Breite");
|
||||
put("distance", "Distance", "Distance", "Abstand");
|
||||
// "OpenGL" is a proper/brand name - not translated, same in every
|
||||
// language, so it has no entry here; call sites just use it as a
|
||||
// literal.
|
||||
@@ -51,6 +61,145 @@ final class Strings {
|
||||
"Clavier - faites glisser ici pour déplacer",
|
||||
"Tastatur - hier ziehen zum Verschieben");
|
||||
put("close", "Close", "Fermer", "Schließen");
|
||||
|
||||
// Controller Options tab: action row labels, keyed by xr_input.c's
|
||||
// action names (see MenuOverlay.ACTION_KEYS).
|
||||
put("controller_options", "Controller Options", "Options de manette", "Controller-Optionen");
|
||||
put("action_move_forward", "Move Forward", "Avancer", "Vorwärts gehen");
|
||||
put("action_move_back", "Move Back", "Reculer", "Rückwärts gehen");
|
||||
put("action_strafe_left", "Strafe Left", "Pas latéral gauche", "Seitwärts links");
|
||||
put("action_strafe_right", "Strafe Right", "Pas latéral droit", "Seitwärts rechts");
|
||||
put("action_turn_left", "Turn Left", "Tourner à gauche", "Nach links drehen");
|
||||
put("action_turn_right", "Turn Right", "Tourner à droite", "Nach rechts drehen");
|
||||
put("action_jump", "Jump", "Sauter", "Springen");
|
||||
put("action_mouse_click", "Click", "Cliquer", "Klicken");
|
||||
put("action_mouse_double_click", "Double-Click", "Double-clic", "Doppelklick");
|
||||
|
||||
// Hotkey actions (see xr_input.c); all unbound by default.
|
||||
put("action_stand", "Stand", "Debout", "Stehen");
|
||||
put("action_crouch", "Crouch", "Accroupi", "Ducken");
|
||||
put("action_prone", "Prone", "Couché", "Liegen");
|
||||
put("action_pause", "Pause Game", "Mettre en pause", "Spiel pausieren");
|
||||
put("action_full_view", "Fullscreen View", "Vue plein écran", "Vollbildansicht");
|
||||
put("action_normal_view", "Normal View", "Vue normale", "Normale Ansicht");
|
||||
put("action_map_view", "Automap View", "Vue de la carte", "Automap-Ansicht");
|
||||
put("action_save_game", "Save Game", "Sauvegarder", "Spiel speichern");
|
||||
put("action_load_game", "Load Game", "Charger", "Spiel laden");
|
||||
put("action_select_grenade", "Select Grenade", "Sélectionner une grenade",
|
||||
"Granate auswählen");
|
||||
put("action_arm_grenade", "Arm Grenade", "Armer la grenade", "Granate scharfmachen");
|
||||
put("action_select_drug", "Select Drug", "Sélectionner une drogue", "Droge auswählen");
|
||||
put("action_use_drug", "Use Drug", "Utiliser la drogue", "Droge benutzen");
|
||||
put("action_toggle_online_help", "Toggle Online Help", "Basculer l'aide en ligne",
|
||||
"Online-Hilfe umschalten");
|
||||
put("action_show_help", "Show Help", "Afficher l'aide", "Hilfe anzeigen");
|
||||
put("action_toggle_music", "Toggle Music", "Basculer la musique", "Musik umschalten");
|
||||
put("action_quit", "Quit Game", "Quitter le jeu", "Spiel beenden");
|
||||
put("action_cycle_weapon_next", "Next Weapon", "Arme suivante", "Nächste Waffe");
|
||||
put("action_cycle_weapon_prev", "Previous Weapon", "Arme précédente", "Vorherige Waffe");
|
||||
put("action_cycle_detail", "Cycle Detail Level", "Changer le niveau de détail",
|
||||
"Detailgrad wechseln");
|
||||
put("action_reload_weapon_primary", "Reload Weapon (Primary)",
|
||||
"Recharger l'arme (principal)", "Waffe nachladen (primär)");
|
||||
put("action_reload_weapon_secondary", "Reload Weapon (Secondary)",
|
||||
"Recharger l'arme (secondaire)", "Waffe nachladen (sekundär)");
|
||||
put("action_hud_color", "Cycle HUD Color", "Changer la couleur de l'interface",
|
||||
"HUD-Farbe wechseln");
|
||||
put("action_clear_fullscreen", "Clear Fullscreen View", "Quitter la vue plein écran",
|
||||
"Vollbildansicht schließen");
|
||||
put("action_mfd_left_1", "Left MFD: Weapon", "MFD gauche : arme", "Linkes MFD: Waffe");
|
||||
put("action_mfd_left_2", "Left MFD: Item", "MFD gauche : objet", "Linkes MFD: Gegenstand");
|
||||
put("action_mfd_left_3", "Left MFD: Map", "MFD gauche : carte", "Linkes MFD: Karte");
|
||||
put("action_mfd_left_4", "Left MFD: Target", "MFD gauche : cible", "Linkes MFD: Ziel");
|
||||
put("action_mfd_left_5", "Left MFD: Info", "MFD gauche : info", "Linkes MFD: Info");
|
||||
put("action_mfd_right_1", "Right MFD: Weapon", "MFD droit : arme", "Rechtes MFD: Waffe");
|
||||
put("action_mfd_right_2", "Right MFD: Item", "MFD droit : objet",
|
||||
"Rechtes MFD: Gegenstand");
|
||||
put("action_mfd_right_3", "Right MFD: Map", "MFD droit : carte", "Rechtes MFD: Karte");
|
||||
put("action_mfd_right_4", "Right MFD: Target", "MFD droit : cible", "Rechtes MFD: Ziel");
|
||||
put("action_mfd_right_5", "Right MFD: Info", "MFD droit : info", "Rechtes MFD: Info");
|
||||
put("action_fire_weapon", "Fire Weapon", "Tirer", "Waffe abfeuern");
|
||||
// Cheats tab.
|
||||
put("cheats", "Cheats", "Triches", "Cheats");
|
||||
put("cheats_note", "Cheats need a running game.", "Les triches nécessitent une partie en cours.",
|
||||
"Cheats benötigen ein laufendes Spiel.");
|
||||
put("cheat_give_all", "Give All Items & Weapons", "Tout obtenir", "Alles erhalten");
|
||||
put("cheat_physics", "Physics", "Physique", "Physik");
|
||||
put("cheat_level_up", "Next Level", "Niveau suivant", "Nächstes Level");
|
||||
put("cheat_level_down", "Previous Level", "Niveau précédent", "Vorheriges Level");
|
||||
put("cheat_unlimited_health", "Unlimited Health", "Santé illimitée", "Unbegrenzt Leben");
|
||||
put("cheat_unlimited_energy", "Unlimited Energy", "Énergie illimitée", "Unbegrenzt Energie");
|
||||
put("cheat_unlimited_ammo", "Unlimited Ammo", "Munitions illimitées", "Unbegrenzt Munition");
|
||||
put("cheat_unlimited_items", "Unlimited Items", "Objets illimités", "Unbegrenzt Items");
|
||||
|
||||
put("action_free_left_thumbstick_view", "Free View (Left Stick)",
|
||||
"Vue libre (stick gauche)", "Freie Ansicht (linker Stick)");
|
||||
put("action_free_right_thumbstick_view", "Free View (Right Stick)",
|
||||
"Vue libre (stick droit)", "Freie Ansicht (rechter Stick)");
|
||||
|
||||
// Cyberspace actions (active only in cyberspace, see xr_input.c).
|
||||
put("action_cyber_thrust", "Cyberspace: Thrust", "Cyberespace : poussée",
|
||||
"Cyberspace: Schub");
|
||||
put("action_cyber_climb", "Cyberspace: Climb", "Cyberespace : monter",
|
||||
"Cyberspace: Steigen");
|
||||
put("action_cyber_dive", "Cyberspace: Dive", "Cyberespace : plonger",
|
||||
"Cyberspace: Sinken");
|
||||
put("action_cyber_bank_left", "Cyberspace: Bank Left", "Cyberespace : virage à gauche",
|
||||
"Cyberspace: Links kippen");
|
||||
put("action_cyber_bank_right", "Cyberspace: Bank Right", "Cyberespace : virage à droite",
|
||||
"Cyberspace: Rechts kippen");
|
||||
put("action_cyber_roll_left", "Cyberspace: Roll Left", "Cyberespace : roulis gauche",
|
||||
"Cyberspace: Links rollen");
|
||||
put("action_cyber_roll_right", "Cyberspace: Roll Right", "Cyberespace : roulis droit",
|
||||
"Cyberspace: Rechts rollen");
|
||||
put("action_cyber_climb_left", "Cyberspace: Climb Left", "Cyberespace : monter à gauche",
|
||||
"Cyberspace: Links steigen");
|
||||
put("action_cyber_climb_right", "Cyberspace: Climb Right", "Cyberespace : monter à droite",
|
||||
"Cyberspace: Rechts steigen");
|
||||
put("action_cyber_dive_left", "Cyberspace: Dive Left", "Cyberespace : plonger à gauche",
|
||||
"Cyberspace: Links sinken");
|
||||
put("action_cyber_dive_right", "Cyberspace: Dive Right", "Cyberespace : plonger à droite",
|
||||
"Cyberspace: Rechts sinken");
|
||||
put("capture_prompt", "Press a button…", "Appuyez sur un bouton…", "Taste drücken…");
|
||||
put("reset_to_defaults", "Reset to Defaults", "Réinitialiser", "Auf Standard zurücksetzen");
|
||||
put("generic_profile_note",
|
||||
"This controller only exposes a trigger and a menu button - most actions above have "
|
||||
+ "nothing to bind to.",
|
||||
"Cette manette n'expose qu'une gâchette et un bouton menu - la plupart des actions "
|
||||
+ "ci-dessus n'ont rien à quoi être assignées.",
|
||||
"Dieser Controller bietet nur einen Trigger und eine Menütaste - die meisten "
|
||||
+ "Aktionen oben haben nichts, woran sie gebunden werden können.");
|
||||
|
||||
// Raw physical-input display names (xr_input.c's kRawInputNames);
|
||||
// "none" is the unbound sentinel.
|
||||
put("raw_left_trigger", "Left Trigger", "Gâchette gauche", "Linker Trigger");
|
||||
put("raw_right_trigger", "Right Trigger", "Gâchette droite", "Rechter Trigger");
|
||||
put("raw_left_squeeze", "Left Grip", "Préhension gauche", "Linker Griff");
|
||||
put("raw_right_squeeze", "Right Grip", "Préhension droite", "Rechter Griff");
|
||||
put("raw_left_x", "X Button", "Bouton X", "X-Taste");
|
||||
put("raw_left_y", "Y Button", "Bouton Y", "Y-Taste");
|
||||
put("raw_right_a", "A Button", "Bouton A", "A-Taste");
|
||||
put("raw_right_b", "B Button", "Bouton B", "B-Taste");
|
||||
put("raw_left_thumbstick_click", "Left Stick Click", "Clic du stick gauche",
|
||||
"Linker Stick-Klick");
|
||||
put("raw_right_thumbstick_click", "Right Stick Click", "Clic du stick droit",
|
||||
"Rechter Stick-Klick");
|
||||
put("raw_left_thumbstick_up", "Left Stick Up", "Stick gauche haut", "Linker Stick hoch");
|
||||
put("raw_left_thumbstick_down", "Left Stick Down", "Stick gauche bas", "Linker Stick runter");
|
||||
put("raw_left_thumbstick_left", "Left Stick Left", "Stick gauche à gauche",
|
||||
"Linker Stick links");
|
||||
put("raw_left_thumbstick_right", "Left Stick Right", "Stick gauche à droite",
|
||||
"Linker Stick rechts");
|
||||
put("raw_right_thumbstick_up", "Right Stick Up", "Stick droit haut", "Rechter Stick hoch");
|
||||
put("raw_right_thumbstick_down", "Right Stick Down", "Stick droit bas",
|
||||
"Rechter Stick runter");
|
||||
put("raw_right_thumbstick_left", "Right Stick Left", "Stick droit à gauche",
|
||||
"Rechter Stick links");
|
||||
put("raw_right_thumbstick_right", "Right Stick Right", "Stick droit à droite",
|
||||
"Rechter Stick rechts");
|
||||
put("raw_trigger", "Either Trigger", "L'une ou l'autre gâchette", "Beliebiger Trigger");
|
||||
put("raw_squeeze", "Either Grip", "L'une ou l'autre préhension", "Beliebiger Griff");
|
||||
put("raw_none", "(unbound)", "(non assigné)", "(nicht zugewiesen)");
|
||||
}
|
||||
|
||||
private Strings() {}
|
||||
|
||||
|
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 3.6 KiB |
|
Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 73 KiB After Width: | Height: | Size: 16 KiB |
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">System Shock</string>
|
||||
<string name="app_name">QuestShock</string>
|
||||
</resources>
|
||||
|
||||
@@ -9,7 +9,18 @@ buildscript {
|
||||
google()
|
||||
}
|
||||
dependencies {
|
||||
classpath 'com.android.tools.build:gradle:8.1.1'
|
||||
// 8.5.1+ needed for AGP to automatically 16 KB-align native
|
||||
// libraries' zip entries within the APK - the actual .so's are
|
||||
// already ELF-segment-aligned for this regardless of AGP version
|
||||
// (see build-image/Dockerfile's ANDROID_16KB_LDFLAGS and
|
||||
// app/build.gradle's own CMAKE_SHARED_LINKER_FLAGS), but that alone
|
||||
// doesn't get them 16 KB-aligned *within the APK's zip*, which is
|
||||
// what Android Studio's "not compatible with 16 KB devices"
|
||||
// warning is actually about. Needs Gradle 8.7+ (see
|
||||
// gradle/wrapper/gradle-wrapper.properties) and JDK 17 in whatever
|
||||
// runs gradlew (already the case - see build-image/Dockerfile's
|
||||
// openjdk-17-jdk-headless).
|
||||
classpath 'com.android.tools.build:gradle:8.5.2'
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
--- a/src/GameSrc/mainloop.c
|
||||
+++ b/src/GameSrc/mainloop.c
|
||||
@@ -57,6 +57,10 @@
|
||||
#include "tools.h"
|
||||
#include "wrapper.h"
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+#include "qs_config.h"
|
||||
+#endif
|
||||
+
|
||||
// how is the game doing, anyway, set to true at end of time
|
||||
uchar cit_success = FALSE;
|
||||
|
||||
@@ -103,6 +107,16 @@
|
||||
_last_mode = *cmode;
|
||||
(*exit_modes[_last_mode])();
|
||||
*cmode = _new_mode;
|
||||
+#ifdef __ANDROID__
|
||||
+ // Notifies qs_config.c of every loop-mode transition so it can pick
|
||||
+ // between the "Initial Screen" and "Game Screen" virtual-screen
|
||||
+ // presets - see qs_config.h/CONFIG.md. Called synchronously, directly,
|
||||
+ // on this thread (mainloop()'s own) - unlike the UI-thread-triggered
|
||||
+ // config actions elsewhere in qs_config.c, this doesn't need the
|
||||
+ // cross-thread SDL-event dance since it already originates on the
|
||||
+ // right thread.
|
||||
+ qs_screen_profile_notify_loop_mode(*cmode);
|
||||
+#endif
|
||||
_static_change = 0;
|
||||
if (*cmode >= 0)
|
||||
(*enter_modes[*cmode])();
|
||||
@@ -0,0 +1,42 @@
|
||||
--- a/src/GameSrc/cutsloop.c
|
||||
+++ b/src/GameSrc/cutsloop.c
|
||||
@@ -292,11 +292,38 @@
|
||||
|
||||
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+// The intro (cutscene 0) ships in one file per language - localized
|
||||
+// voice-over - each holding the same resource id (cutscene_anims[0]), so
|
||||
+// opening the current language's file instead is all it takes. The death
|
||||
+// and ending cutscenes only have one version.
|
||||
+static char *intro_files_by_language[3] =
|
||||
+{
|
||||
+ "res/data/svgaintr.res", // English
|
||||
+ "res/data/svfrintr.res", // French
|
||||
+ "res/data/svgeintr.res" // German
|
||||
+};
|
||||
+
|
||||
+static int open_cutscene_file(int id)
|
||||
+{
|
||||
+ if (id == 0 && which_lang > 0 && which_lang < 3)
|
||||
+ {
|
||||
+ int handle = ResOpenFile(intro_files_by_language[(int)which_lang]);
|
||||
+ if (handle > 0)
|
||||
+ return handle;
|
||||
+ // Not installed for this language - fall back to English below.
|
||||
+ }
|
||||
+ return ResOpenFile(cutscene_files[id]);
|
||||
+}
|
||||
+#else
|
||||
+#define open_cutscene_file(id) ResOpenFile(cutscene_files[id])
|
||||
+#endif
|
||||
+
|
||||
short play_cutscene(int id, bool show_credits)
|
||||
{
|
||||
MacTuneKillCurrentTheme();
|
||||
|
||||
- cutscene_filehandle = ResOpenFile(cutscene_files[id]);
|
||||
+ cutscene_filehandle = open_cutscene_file(id);
|
||||
if (cutscene_filehandle <= 0) {
|
||||
// If we failed to play the cutscene, go to setup / credits.
|
||||
_new_mode = SETUP_LOOP;
|
||||
@@ -0,0 +1,13 @@
|
||||
--- a/src/GameSrc/mouselook.c
|
||||
+++ b/src/GameSrc/mouselook.c
|
||||
@@ -121,3 +121,10 @@
|
||||
get_mouselook_vel(&mvelx, &mvely);
|
||||
}
|
||||
}
|
||||
+
|
||||
+#ifdef __ANDROID__
|
||||
+// Whether the player is currently in cyberspace; read by the Android
|
||||
+// controller input code (android/app/src/main/cpp/xr_input.c) to switch
|
||||
+// between the normal and cyberspace action sets.
|
||||
+int qs_in_cyberspace(void) { return global_fullmap != NULL && global_fullmap->cyber; }
|
||||
+#endif
|
||||
@@ -0,0 +1,110 @@
|
||||
--- a/src/GameSrc/movekeys.c
|
||||
+++ b/src/GameSrc/movekeys.c
|
||||
@@ -44,6 +44,12 @@
|
||||
extern bool gKeypadOverride;
|
||||
|
||||
uchar parse_motion_key(ushort code, short *cnum, short *cval);
|
||||
+#ifdef __ANDROID__
|
||||
+// Set every frame by android/app/src/main/cpp/xr_input.c.
|
||||
+float qs_cyber_pitch_scale = 1.0f;
|
||||
+float qs_cyber_bank_scale = 1.0f;
|
||||
+#endif
|
||||
+
|
||||
uchar parse_motion_key_cyber(ushort code, short *cnum, short *cval);
|
||||
void init_motion_polling(void);
|
||||
|
||||
@@ -173,6 +179,20 @@
|
||||
*cnum = -1;
|
||||
*cval = 0;
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+ // Pitch and bank strength, scaled by the controller thumbstick's
|
||||
+ // deflection (see android/app/src/main/cpp/xr_input.c); 1.0 for a key.
|
||||
+ short pitchMax = (short)(CONTROL_MAX_VAL * qs_cyber_pitch_scale + 0.5f);
|
||||
+ short bankMax = (short)(CONTROL_MAX_VAL * qs_cyber_bank_scale + 0.5f);
|
||||
+ if (pitchMax < 1)
|
||||
+ pitchMax = 1;
|
||||
+ if (bankMax < 1)
|
||||
+ bankMax = 1;
|
||||
+#else
|
||||
+ short pitchMax = CONTROL_MAX_VAL;
|
||||
+ short bankMax = CONTROL_MAX_VAL;
|
||||
+#endif
|
||||
+
|
||||
while (MoveCyberKeybinds[i].code != 255) {
|
||||
if (code == MoveCyberKeybinds[i].code) {
|
||||
move = MoveCyberKeybinds[i].move;
|
||||
@@ -189,22 +209,22 @@
|
||||
|
||||
case M_CLIMB:
|
||||
*cnum = CONTROL_YVEL;
|
||||
- *cval = -CONTROL_MAX_VAL;
|
||||
+ *cval = -pitchMax;
|
||||
break;
|
||||
|
||||
case M_BANKLEFT:
|
||||
*cnum = CONTROL_XYROT;
|
||||
- *cval = -CONTROL_MAX_VAL;
|
||||
+ *cval = -bankMax;
|
||||
break;
|
||||
|
||||
case M_BANKRIGHT:
|
||||
*cnum = CONTROL_XYROT;
|
||||
- *cval = CONTROL_MAX_VAL;
|
||||
+ *cval = bankMax;
|
||||
break;
|
||||
|
||||
case M_DIVE:
|
||||
*cnum = CONTROL_YVEL;
|
||||
- *cval = CONTROL_MAX_VAL;
|
||||
+ *cval = pitchMax;
|
||||
break;
|
||||
|
||||
case M_ROLLRIGHT:
|
||||
@@ -219,38 +239,38 @@
|
||||
|
||||
case M_CLIMBLEFT:
|
||||
*cnum = CONTROL_YVEL;
|
||||
- *cval = -CONTROL_MAX_VAL;
|
||||
+ *cval = -pitchMax;
|
||||
if (abs(poll_controls[*cnum]) < abs(*cval))
|
||||
poll_controls[*cnum] = *cval;
|
||||
*cnum = CONTROL_XYROT;
|
||||
- *cval = -CONTROL_MAX_VAL;
|
||||
+ *cval = -bankMax;
|
||||
break;
|
||||
|
||||
case M_CLIMBRIGHT:
|
||||
*cnum = CONTROL_YVEL;
|
||||
- *cval = -CONTROL_MAX_VAL;
|
||||
+ *cval = -pitchMax;
|
||||
if (abs(poll_controls[*cnum]) < abs(*cval))
|
||||
poll_controls[*cnum] = *cval;
|
||||
*cnum = CONTROL_XYROT;
|
||||
- *cval = CONTROL_MAX_VAL;
|
||||
+ *cval = bankMax;
|
||||
break;
|
||||
|
||||
case M_DIVERIGHT:
|
||||
*cnum = CONTROL_YVEL;
|
||||
- *cval = CONTROL_MAX_VAL;
|
||||
+ *cval = pitchMax;
|
||||
if (abs(poll_controls[*cnum]) < abs(*cval))
|
||||
poll_controls[*cnum] = *cval;
|
||||
*cnum = CONTROL_XYROT;
|
||||
- *cval = CONTROL_MAX_VAL;
|
||||
+ *cval = bankMax;
|
||||
break;
|
||||
|
||||
case M_DIVELEFT:
|
||||
*cnum = CONTROL_YVEL;
|
||||
- *cval = CONTROL_MAX_VAL;
|
||||
+ *cval = pitchMax;
|
||||
if (abs(poll_controls[*cnum]) < abs(*cval))
|
||||
poll_controls[*cnum] = *cval;
|
||||
*cnum = CONTROL_XYROT;
|
||||
- *cval = -CONTROL_MAX_VAL;
|
||||
+ *cval = -bankMax;
|
||||
break;
|
||||
default:
|
||||
// Unhandled movement. What I gonna do?
|
||||
@@ -0,0 +1,74 @@
|
||||
--- a/src/GameSrc/hkeyfunc.c
|
||||
+++ b/src/GameSrc/hkeyfunc.c
|
||||
@@ -1465,3 +1465,71 @@
|
||||
#pragma enable_message(202)
|
||||
|
||||
#endif // NOT_YET
|
||||
+
|
||||
+#ifdef __ANDROID__
|
||||
+// Tops up parts of the player's state; android/app/src/main/cpp/qs_config.c
|
||||
+// calls it once per frame with the "unlimited" cheats that are switched on.
|
||||
+// `what` is a bitmask: 1 health, 2 energy, 4 ammo, 8 items (the same values as
|
||||
+// QS_CHEAT_MASK_* in qs_config.c). Only conventional guns use ammo: beam and
|
||||
+// melee weapons keep heat in the same field, so they are left alone (beams draw
|
||||
+// on energy). Spare ammo clips, grenades and drugs are only refilled for kinds
|
||||
+// the player already holds, so the cheat never creates items.
|
||||
+void qs_cheat_refill(int what) {
|
||||
+ const int kAmmoFloor = 99;
|
||||
+ const int kItemFloor = 99;
|
||||
+ uchar vitalsChanged = FALSE;
|
||||
+ uchar inventoryChanged = FALSE;
|
||||
+
|
||||
+ if (player_struct.dead)
|
||||
+ return;
|
||||
+ if ((what & 1) && player_struct.hit_points < PLAYER_MAX_HP) {
|
||||
+ player_struct.hit_points = PLAYER_MAX_HP;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if ((what & 1) && player_struct.cspace_hp < PLAYER_MAX_HP) {
|
||||
+ player_struct.cspace_hp = PLAYER_MAX_HP;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if ((what & 2) && player_struct.energy < 255) {
|
||||
+ player_struct.energy = 255;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if (vitalsChanged)
|
||||
+ chg_set_flg(VITALS_UPDATE);
|
||||
+
|
||||
+ if (what & 4) {
|
||||
+ for (int i = 0; i < NUM_WEAPON_SLOTS; i++) {
|
||||
+ weapon_slot *slot = &player_struct.weapons[i];
|
||||
+ if (slot->type != EMPTY_WEAPON_SLOT && slot->type <= GUN_SUBCLASS_SPECIAL &&
|
||||
+ slot->ammo < kAmmoFloor) {
|
||||
+ slot->ammo = kAmmoFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ for (int i = 0; i < NUM_AMMO_TYPES; i++) {
|
||||
+ if (player_struct.cartridges[i] > 0 && player_struct.cartridges[i] < kItemFloor) {
|
||||
+ player_struct.cartridges[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ if (what & 8) {
|
||||
+ for (int i = 0; i < NUM_GRENADEZ; i++) {
|
||||
+ if (player_struct.grenades[i] > 0 && player_struct.grenades[i] < kItemFloor) {
|
||||
+ player_struct.grenades[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ for (int i = 0; i < NUM_DRUGZ; i++) {
|
||||
+ if (player_struct.drugs[i] > 0 && player_struct.drugs[i] < kItemFloor) {
|
||||
+ player_struct.drugs[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ if (inventoryChanged) {
|
||||
+ chg_set_flg(INVENTORY_UPDATE);
|
||||
+ mfd_force_update();
|
||||
+ }
|
||||
+}
|
||||
+#endif
|
||||
@@ -0,0 +1,24 @@
|
||||
--- a/src/GameSrc/setup.c 2026-09-20 16:04:46.197310679 +0200
|
||||
+++ b/src/GameSrc/setup.c 2026-09-20 16:05:08.400330327 +0200
|
||||
@@ -58,6 +58,9 @@
|
||||
#include "gamestrn.h"
|
||||
|
||||
#include "mainloop.h"
|
||||
+#ifdef __ANDROID__
|
||||
+#include "qs_splash.h"
|
||||
+#endif
|
||||
#include "tools.h"
|
||||
#include "input.h"
|
||||
#include "game_screen.h"
|
||||
@@ -1300,6 +1303,11 @@
|
||||
if (!show_splash)
|
||||
return;
|
||||
|
||||
+#ifdef __ANDROID__
|
||||
+ // The QuestShock title, before the engine's own splash screens.
|
||||
+ qs_splash_show();
|
||||
+#endif
|
||||
+
|
||||
// Need to load the splash palette file
|
||||
|
||||
INFO("Loading splshpal.res");
|
||||
@@ -1,6 +1,7 @@
|
||||
#Thu Nov 11 18:20:34 PST 2021
|
||||
#Sat Sep 05 16:12:16 CEST 2026
|
||||
distributionBase=GRADLE_USER_HOME
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-8.1.1-bin.zip
|
||||
distributionPath=wrapper/dists
|
||||
zipStorePath=wrapper/dists
|
||||
distributionSha256Sum=544c35d6bd849ae8a5ed0bcea39ba677dc40f49df7d1835561582da2009b961d
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-8.7-bin.zip
|
||||
zipStoreBase=GRADLE_USER_HOME
|
||||
zipStorePath=wrapper/dists
|
||||
|
||||
@@ -24,16 +24,33 @@ VERSION="$("$REPO_ROOT/build-image/version.sh")"
|
||||
VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
|
||||
echo "Version: $VERSION (versionCode $VERSION_CODE)"
|
||||
|
||||
echo "== Building the APK (gradlew assembleDebug) =="
|
||||
# A release APK is built and signed when QUESTSHOCK_KEYSTORE is set (with
|
||||
# QUESTSHOCK_KEYSTORE_PASSWORD, and optionally QUESTSHOCK_KEY_ALIAS,
|
||||
# default "questshock", and QUESTSHOCK_KEY_PASSWORD, default the keystore
|
||||
# password). Without it the APK is a debug build, signed with a per-machine
|
||||
# debug key.
|
||||
if [ -n "${QUESTSHOCK_KEYSTORE:-}" ]; then
|
||||
[ -f "$QUESTSHOCK_KEYSTORE" ] || { echo "BUILD FAIL: QUESTSHOCK_KEYSTORE ($QUESTSHOCK_KEYSTORE) does not exist" >&2; exit 1; }
|
||||
[ -n "${QUESTSHOCK_KEYSTORE_PASSWORD:-}" ] || { echo "BUILD FAIL: QUESTSHOCK_KEYSTORE_PASSWORD is not set" >&2; exit 1; }
|
||||
GRADLE_TASK=assembleRelease
|
||||
APK="$ANDROID_DIR/app/build/outputs/apk/release/app-release.apk"
|
||||
PKG_SUFFIX=""
|
||||
else
|
||||
echo "== QUESTSHOCK_KEYSTORE is not set: building a debug APK, not for distribution =="
|
||||
GRADLE_TASK=assembleDebug
|
||||
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
|
||||
PKG_SUFFIX="-debug"
|
||||
fi
|
||||
|
||||
echo "== Building the APK (gradlew $GRADLE_TASK) =="
|
||||
cd "$ANDROID_DIR"
|
||||
./gradlew --no-daemon assembleDebug \
|
||||
./gradlew --no-daemon "$GRADLE_TASK" \
|
||||
"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
|
||||
|
||||
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
|
||||
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
|
||||
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after $GRADLE_TASK" >&2; exit 1; }
|
||||
|
||||
mkdir -p "$REPO_ROOT/dist"
|
||||
PKG_NAME="questshock-$VERSION-android-arm64.apk"
|
||||
PKG_NAME="questshock-$VERSION-android-arm64$PKG_SUFFIX.apk"
|
||||
cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
|
||||
|
||||
echo "== Done =="
|
||||
|
||||
@@ -81,7 +81,7 @@ fi
|
||||
echo "prebuiltDir=$PREBUILT_DIR_PROP"
|
||||
} > "$ANDROID_DIR/engine.properties"
|
||||
|
||||
echo "== Staging bundled assets (shaders, soundfont, get-assets text) =="
|
||||
echo "== Staging bundled assets (shaders, soundfont, get-assets text, default config) =="
|
||||
ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
|
||||
rm -rf "$ASSETS_DIR"
|
||||
mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
|
||||
@@ -91,6 +91,9 @@ mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
|
||||
cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
|
||||
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
|
||||
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
|
||||
cp "$REPO_ROOT/res/questshock.config.default.json" "$ASSETS_DIR/questshock.config.default.json"
|
||||
cp -a "$REPO_ROOT/res/controller_profiles" "$ASSETS_DIR/controller_profiles"
|
||||
cp "$REPO_ROOT/res/splash.png" "$ASSETS_DIR/splash.png"
|
||||
|
||||
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
|
||||
# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
|
||||
|
||||
@@ -5,8 +5,8 @@ installed (on Windows, or via Wine/Proton on Linux).
|
||||
|
||||
Using SideQuest (or any MTP file browser) with your Quest connected,
|
||||
copy its res/data/ and res/sound/ folders directly into:
|
||||
/sdcard/questshock/res/data/
|
||||
/sdcard/questshock/res/sound/
|
||||
/sdcard/QuestShock/res/data/
|
||||
/sdcard/QuestShock/res/sound/
|
||||
They already contain everything needed, in the right layout - no
|
||||
merging or extraction required.
|
||||
|
||||
|
||||
@@ -13,10 +13,23 @@
|
||||
# inside it in sshock.kpf, which is just a zip file. Its res/pc/hd/ and
|
||||
# res/pc/cdrom/ trees together hold every classic-game data/sound file
|
||||
# Shockolate's res/ folder expects (res/pc/hd wins the couple of
|
||||
# filenames present in both: intro.res, objprop.dat). Needs innoextract
|
||||
# and unzip; if they're not installed locally, this script does the
|
||||
# extraction inside a throwaway Ubuntu container instead (needs docker in
|
||||
# that case, nothing else).
|
||||
# filenames present in both: intro.res, objprop.dat), EXCEPT
|
||||
# mfdfrn.res/mfdger.res (French/German MFD art - see CONFIG.md/README.md),
|
||||
# which that installer doesn't include at all - see "Optional: French/
|
||||
# German MFD art" below for where those instead come from. Needs
|
||||
# innoextract and unzip; if they're not installed locally, this script
|
||||
# does the extraction inside a throwaway Ubuntu container instead (needs
|
||||
# docker in that case, nothing else).
|
||||
#
|
||||
# Optional: French/German MFD art
|
||||
# The Enhanced Edition installer's data set doesn't include
|
||||
# mfdfrn.res/mfdger.res, so French/German are otherwise missing their
|
||||
# MFD (Multi-Function Display) art and the game refuses to switch to
|
||||
# them (see CONFIG.md). System Shock: Classic (also gog.com) does
|
||||
# include both files. If you also own it, drop its offline installer
|
||||
# (e.g. setup_system_shock_classic_2.0.0.3.exe) in this directory too -
|
||||
# entirely optional, this script still runs fine without it - and this
|
||||
# script pulls just those two files out of it into ss_ee/data/ as well.
|
||||
set -euo pipefail
|
||||
|
||||
cd "$(dirname "${BASH_SOURCE[0]}")"
|
||||
@@ -27,6 +40,7 @@ fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
|
||||
|
||||
shopt -s nullglob
|
||||
installers=(setup_system_shock_enhanced_edition*.exe)
|
||||
classic_installers=(setup_system_shock_classic*.exe)
|
||||
shopt -u nullglob
|
||||
case "${#installers[@]}" in
|
||||
0) fail "no setup_system_shock_enhanced_edition*.exe found in $ASSETS_DIR - buy System Shock: Enhanced Edition on gog.com, download the offline installer, and drop it here" ;;
|
||||
@@ -35,6 +49,15 @@ case "${#installers[@]}" in
|
||||
esac
|
||||
INSTALLER="${installers[0]}"
|
||||
|
||||
# Optional - see "Optional: French/German MFD art" above. Empty (not
|
||||
# missing/failed) when absent; only a genuine ambiguity (more than one
|
||||
# candidate file) is a hard failure.
|
||||
case "${#classic_installers[@]}" in
|
||||
0) CLASSIC_INSTALLER="" ;;
|
||||
1) CLASSIC_INSTALLER="${classic_installers[0]}" ;;
|
||||
*) fail "multiple setup_system_shock_classic*.exe files found in $ASSETS_DIR - keep only one: ${classic_installers[*]}" ;;
|
||||
esac
|
||||
|
||||
# Extracts sshock.kpf from $1 (an installer .exe) and assembles $2 (an
|
||||
# ss_ee output directory) from its res/pc/{hd,cdrom} trees. Defined as a
|
||||
# function so the exact same logic can run either natively or, via
|
||||
@@ -69,9 +92,38 @@ run_extraction() {
|
||||
cp -a "$work/kpf/res/pc/hd/sound/." "$out_dir/sound/"
|
||||
}
|
||||
|
||||
# Extracts mfdfrn.res/mfdger.res from $1 (a System Shock: Classic installer
|
||||
# .exe) into $2 (an existing ss_ee output directory's data/ subfolder) -
|
||||
# see "Optional: French/German MFD art" above. Unlike the Enhanced Edition
|
||||
# installer, Classic's data files sit directly in the Inno Setup package
|
||||
# (no intermediate zip), so this is just a targeted innoextract --include,
|
||||
# no unzip step needed. Same declare -f-into-docker structure as
|
||||
# run_extraction() above.
|
||||
run_classic_mfd_extraction() {
|
||||
set -euo pipefail
|
||||
local installer="$1" out_dir="$2"
|
||||
work="$(mktemp -d)"
|
||||
trap 'rm -rf "${work:-}"' EXIT
|
||||
|
||||
echo "== Extracting mfdfrn.res/mfdger.res from classic installer =="
|
||||
innoextract --silent \
|
||||
--include 'app/SSHOCK/DATA/MFDFRN.RES' --include 'app/SSHOCK/DATA/MFDGER.RES' \
|
||||
-d "$work/classic" "$installer"
|
||||
|
||||
# Original DOS-era filenames are uppercase; Shockolate's resource
|
||||
# loader expects the lowercase names already used for every other
|
||||
# res/data/*.res file (case-sensitive on Linux, unlike the DOS/Windows
|
||||
# filesystems these came from).
|
||||
cp "$work/classic/app/SSHOCK/DATA/MFDFRN.RES" "$out_dir/data/mfdfrn.res"
|
||||
cp "$work/classic/app/SSHOCK/DATA/MFDGER.RES" "$out_dir/data/mfdger.res"
|
||||
}
|
||||
|
||||
if command -v innoextract >/dev/null 2>&1 && command -v unzip >/dev/null 2>&1; then
|
||||
echo "== Using local innoextract/unzip =="
|
||||
run_extraction "$ASSETS_DIR/$INSTALLER" "$OUT_DIR"
|
||||
if [ -n "$CLASSIC_INSTALLER" ]; then
|
||||
run_classic_mfd_extraction "$ASSETS_DIR/$CLASSIC_INSTALLER" "$OUT_DIR"
|
||||
fi
|
||||
else
|
||||
echo "== innoextract/unzip not found locally - using a throwaway docker container =="
|
||||
command -v docker >/dev/null 2>&1 \
|
||||
@@ -86,12 +138,18 @@ else
|
||||
apt-get update -qq >/dev/null
|
||||
apt-get install -y -qq innoextract unzip >/dev/null
|
||||
$(declare -f run_extraction)
|
||||
$(declare -f run_classic_mfd_extraction)
|
||||
run_extraction '/assets/$INSTALLER' '/assets/ss_ee'
|
||||
$([ -n "$CLASSIC_INSTALLER" ] && echo "run_classic_mfd_extraction '/assets/$CLASSIC_INSTALLER' '/assets/ss_ee'")
|
||||
chown -R \"\$HOST_UID:\$HOST_GID\" /assets/ss_ee
|
||||
"
|
||||
fi
|
||||
|
||||
echo "== Done =="
|
||||
echo "Assets extracted to $OUT_DIR"
|
||||
echo "Note: mfdfrn.res/mfdger.res (French/German MFD art) are not present in this"
|
||||
echo "installer and are only needed for those localizations - not for English play."
|
||||
if [ -n "$CLASSIC_INSTALLER" ]; then
|
||||
echo "Also extracted mfdfrn.res/mfdger.res (French/German MFD art) from $CLASSIC_INSTALLER."
|
||||
else
|
||||
echo "Note: mfdfrn.res/mfdger.res (French/German MFD art) are not present - only needed for"
|
||||
echo "French/German (see CONFIG.md); drop a System Shock: Classic installer here too to get them."
|
||||
fi
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"name": "Generic OpenXR Controller",
|
||||
"interaction_profile": "/interaction_profiles/khr/simple_controller",
|
||||
"image": "generic.png",
|
||||
"controls": [
|
||||
{"id": "left_trigger", "label": "Select (Left)", "anchor_x": 0.30, "anchor_y": 0.60},
|
||||
{"id": "right_trigger", "label": "Select (Right)", "anchor_x": 0.30, "anchor_y": 0.60}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 27 KiB |
@@ -0,0 +1,19 @@
|
||||
{
|
||||
"name": "Meta Quest Touch",
|
||||
"interaction_profile": "/interaction_profiles/oculus/touch_controller",
|
||||
"image": "touch.png",
|
||||
"controls": [
|
||||
{"id": "left_trigger", "label": "Trigger", "anchor_x": 0.30, "anchor_y": 0.45},
|
||||
{"id": "right_trigger", "label": "Trigger", "anchor_x": 0.72, "anchor_y": 0.45},
|
||||
{"id": "left_squeeze", "label": "Grip", "anchor_x": 0.12, "anchor_y": 0.55},
|
||||
{"id": "right_squeeze", "label": "Grip", "anchor_x": 0.58, "anchor_y": 0.55},
|
||||
{"id": "left_x", "label": "X", "anchor_x": 0.14, "anchor_y": 0.33},
|
||||
{"id": "left_y", "label": "Y", "anchor_x": 0.24, "anchor_y": 0.35},
|
||||
{"id": "right_a", "label": "A", "anchor_x": 0.68, "anchor_y": 0.35},
|
||||
{"id": "right_b", "label": "B", "anchor_x": 0.75, "anchor_y": 0.33},
|
||||
{"id": "left_thumbstick", "label": "Thumbstick", "anchor_x": 0.20, "anchor_y": 0.28},
|
||||
{"id": "right_thumbstick", "label": "Thumbstick", "anchor_x": 0.62, "anchor_y": 0.30},
|
||||
{"id": "left_thumbstick_click", "label": "Thumbstick Click", "anchor_x": 0.20, "anchor_y": 0.28},
|
||||
{"id": "right_thumbstick_click", "label": "Thumbstick Click", "anchor_x": 0.62, "anchor_y": 0.30}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 62 KiB |
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"name": "HTC Vive Wand",
|
||||
"interaction_profile": "/interaction_profiles/htc/vive_controller",
|
||||
"image": "vive.png",
|
||||
"controls": [
|
||||
{"id": "left_trigger", "label": "Trigger", "anchor_x": 0.13, "anchor_y": 0.62},
|
||||
{"id": "right_trigger", "label": "Trigger", "anchor_x": 0.78, "anchor_y": 0.62},
|
||||
{"id": "left_squeeze", "label": "Grip", "anchor_x": 0.08, "anchor_y": 0.68},
|
||||
{"id": "right_squeeze", "label": "Grip", "anchor_x": 0.85, "anchor_y": 0.68},
|
||||
{"id": "left_thumbstick", "label": "Trackpad", "anchor_x": 0.20, "anchor_y": 0.42},
|
||||
{"id": "right_thumbstick", "label": "Trackpad", "anchor_x": 0.72, "anchor_y": 0.42},
|
||||
{"id": "left_thumbstick_click", "label": "Trackpad Click", "anchor_x": 0.20, "anchor_y": 0.42},
|
||||
{"id": "right_thumbstick_click", "label": "Trackpad Click", "anchor_x": 0.72, "anchor_y": 0.42}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 77 KiB |
|
Before Width: | Height: | Size: 1.5 MiB After Width: | Height: | Size: 245 KiB |
|
Before Width: | Height: | Size: 628 KiB After Width: | Height: | Size: 103 KiB |
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"video_options": {
|
||||
"renderer": "opengl",
|
||||
"resolution": "1024x768",
|
||||
"initial_screen_width_m": 1.600000,
|
||||
"initial_screen_distance_m": 2.000000,
|
||||
"game_screen_width_m": 3.400000,
|
||||
"game_screen_distance_m": 2.000000,
|
||||
"screen_width_offset_m": 1.000000,
|
||||
"screen_width_step_m": 0.600000,
|
||||
"screen_distance_offset_m": 1.000000,
|
||||
"screen_distance_step_m": 0.500000
|
||||
},
|
||||
"general": {
|
||||
"language": "english"
|
||||
}
|
||||
}
|
||||
|
Before Width: | Height: | Size: 493 KiB After Width: | Height: | Size: 493 KiB |
|
Before Width: | Height: | Size: 434 KiB After Width: | Height: | Size: 434 KiB |
|
Before Width: | Height: | Size: 343 KiB After Width: | Height: | Size: 343 KiB |
|
Before Width: | Height: | Size: 272 KiB After Width: | Height: | Size: 272 KiB |
|
Before Width: | Height: | Size: 309 KiB After Width: | Height: | Size: 309 KiB |
|
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 96 KiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 142 KiB After Width: | Height: | Size: 142 KiB |
|
Before Width: | Height: | Size: 265 KiB After Width: | Height: | Size: 265 KiB |
|
Before Width: | Height: | Size: 51 KiB After Width: | Height: | Size: 51 KiB |
|
Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 52 KiB |
|
Before Width: | Height: | Size: 310 KiB After Width: | Height: | Size: 310 KiB |
|
Before Width: | Height: | Size: 297 KiB After Width: | Height: | Size: 297 KiB |
|
Before Width: | Height: | Size: 184 KiB After Width: | Height: | Size: 184 KiB |
|
Before Width: | Height: | Size: 402 KiB After Width: | Height: | Size: 402 KiB |
|
Before Width: | Height: | Size: 95 KiB After Width: | Height: | Size: 95 KiB |
|
Before Width: | Height: | Size: 157 KiB After Width: | Height: | Size: 157 KiB |
|
Before Width: | Height: | Size: 641 KiB After Width: | Height: | Size: 641 KiB |
|
Before Width: | Height: | Size: 575 KiB After Width: | Height: | Size: 575 KiB |
|
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