Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 135e474a14 | |||
| 295f4869c1 | |||
| f0a83df667 | |||
| 9586c58a67 |
@@ -69,7 +69,25 @@ jobs:
|
||||
dist/shockolate-*-linux-*.tar.gz
|
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dist/shockolate-*-windows-*.zip
|
||||
|
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# The release key is stored base64-encoded in ANDROID_KEYSTORE_BASE64
|
||||
# (see README section 4.3). Without it the APK is a debug build.
|
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- name: Prepare release signing
|
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env:
|
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KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
|
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run: |
|
||||
set -euo pipefail
|
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if [ -z "$KEYSTORE_BASE64" ]; then
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echo "No signing key: the APK will be a debug build"
|
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exit 0
|
||||
fi
|
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echo "$KEYSTORE_BASE64" | base64 -d > "${RUNNER_TEMP:-/tmp}/questshock-release.jks"
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echo "QUESTSHOCK_KEYSTORE=${RUNNER_TEMP:-/tmp}/questshock-release.jks" >> "$GITHUB_ENV"
|
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|
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- name: Build Quest APK
|
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env:
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QUESTSHOCK_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
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QUESTSHOCK_KEY_ALIAS: ${{ secrets.ANDROID_KEY_ALIAS }}
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QUESTSHOCK_KEY_PASSWORD: ${{ secrets.ANDROID_KEY_PASSWORD }}
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# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
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# this runs build-apk.sh directly instead of trying to docker-run
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# the image again - same reasoning as `make package` above.
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@@ -0,0 +1,145 @@
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name: release
|
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|
||||
# GitHub's build. The Gitea build is .gitea/workflows/build.yml.
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#
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# Pushing a tag vX.Y.Z builds the Linux and Windows packages and the Quest APK
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# inside the build-image and attaches them to a GitHub release. A manual run
|
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# builds the same files and keeps them as a workflow artifact without
|
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# releasing them.
|
||||
#
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||||
# The build-image (build-image/Dockerfile) is published to GHCR, tagged with a
|
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# hash of the files that define it, and only built when that tag does not
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# exist yet.
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on:
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push:
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tags:
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- "v*"
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workflow_dispatch:
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|
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permissions:
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contents: read
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|
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jobs:
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image:
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runs-on: ubuntu-latest
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permissions:
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contents: read
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packages: write
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outputs:
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name: ${{ steps.name.outputs.name }}
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steps:
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- uses: actions/checkout@v4
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|
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- name: Name the image after the files that define it
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id: name
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run: |
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set -euo pipefail
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hash="$(cat build-image/Dockerfile build-image/docker-entrypoint.sh build-image/build-engine.sh | sha256sum | cut -c1-16)"
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echo "name=ghcr.io/${GITHUB_REPOSITORY_OWNER,,}/questshock-builder:${hash}" >> "$GITHUB_OUTPUT"
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|
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- name: Build and push the image if it does not exist yet
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env:
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IMAGE: ${{ steps.name.outputs.name }}
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REGISTRY_USER: ${{ github.actor }}
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REGISTRY_PASSWORD: ${{ secrets.GITHUB_TOKEN }}
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run: |
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set -euo pipefail
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echo "$REGISTRY_PASSWORD" | docker login ghcr.io -u "$REGISTRY_USER" --password-stdin
|
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if docker manifest inspect "$IMAGE" >/dev/null 2>&1; then
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echo "$IMAGE already exists"
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exit 0
|
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fi
|
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# The image is large and the runner's disk is small.
|
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sudo rm -rf /usr/share/dotnet /usr/local/lib/android /opt/ghc /opt/hostedtoolcache/CodeQL
|
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# The label links the package to this repository, so the build job
|
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# can pull it with the workflow's token.
|
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docker build -f build-image/Dockerfile \
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--label "org.opencontainers.image.source=https://github.com/${GITHUB_REPOSITORY}" \
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-t "$IMAGE" .
|
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docker push "$IMAGE"
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|
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build:
|
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needs: image
|
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runs-on: ubuntu-latest
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permissions:
|
||||
contents: read
|
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packages: read
|
||||
defaults:
|
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run:
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shell: bash
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# The job runs inside the build-image, so `make` compiles directly instead
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# of starting the image itself (QUESTSHOCK_BUILD_IMAGE is set in it).
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container:
|
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image: ${{ needs.image.outputs.name }}
|
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credentials:
|
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username: ${{ github.actor }}
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password: ${{ secrets.GITHUB_TOKEN }}
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steps:
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- uses: actions/checkout@v4
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with:
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||||
# The version comes from `git describe --tags`.
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fetch-depth: 0
|
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|
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- name: Build the Linux and Windows packages
|
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run: make package
|
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|
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# The release key is stored base64-encoded in ANDROID_KEYSTORE_BASE64; see
|
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# README section 4.3. A tag build must be signed with it.
|
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- name: Prepare release signing
|
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env:
|
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KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
|
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run: |
|
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set -euo pipefail
|
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if [ -z "$KEYSTORE_BASE64" ]; then
|
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if [[ "$GITHUB_REF" == refs/tags/* ]]; then
|
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echo "::error::ANDROID_KEYSTORE_BASE64 is not set: a release APK must be signed"
|
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exit 1
|
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fi
|
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echo "No signing key: the APK will be a debug build"
|
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exit 0
|
||||
fi
|
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echo "$KEYSTORE_BASE64" | base64 -d > "${RUNNER_TEMP:-/tmp}/questshock-release.jks"
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echo "QUESTSHOCK_KEYSTORE=${RUNNER_TEMP:-/tmp}/questshock-release.jks" >> "$GITHUB_ENV"
|
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|
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# Needs network access for Gradle's own dependency resolution.
|
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- name: Build the Quest APK
|
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env:
|
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QUESTSHOCK_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
|
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QUESTSHOCK_KEY_ALIAS: ${{ secrets.ANDROID_KEY_ALIAS }}
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QUESTSHOCK_KEY_PASSWORD: ${{ secrets.ANDROID_KEY_PASSWORD }}
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run: make apk
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- uses: actions/upload-artifact@v4
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with:
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name: questshock
|
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path: |
|
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dist/shockolate-*-linux-*.tar.gz
|
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dist/shockolate-*-windows-*.zip
|
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dist/questshock-*-android-*.apk
|
||||
|
||||
release:
|
||||
if: startsWith(github.ref, 'refs/tags/')
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needs: build
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
env:
|
||||
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
GH_REPO: ${{ github.repository }}
|
||||
steps:
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: questshock
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||||
path: dist
|
||||
|
||||
- name: Create the release, or update its files if it exists
|
||||
run: |
|
||||
set -euo pipefail
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||||
if gh release view "$GITHUB_REF_NAME" >/dev/null 2>&1; then
|
||||
gh release upload "$GITHUB_REF_NAME" dist/* --clobber
|
||||
else
|
||||
gh release create "$GITHUB_REF_NAME" dist/* \
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||||
--title "$GITHUB_REF_NAME" \
|
||||
--generate-notes \
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--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."
|
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fi
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||||
@@ -38,3 +38,7 @@
|
||||
|
||||
# Local registry credentials (see registry.env.example)
|
||||
/registry.env
|
||||
|
||||
# Signing keys
|
||||
*.jks
|
||||
*.keystore
|
||||
|
||||
@@ -16,7 +16,7 @@ a cross-platform port of the original engine, in an Android app that:
|
||||
- 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`.
|
||||
- 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.
|
||||
@@ -34,7 +34,7 @@ These come from the maintainer. Follow them without being asked again.
|
||||
`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 12). Say plainly in your report that the change was not built or
|
||||
(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
|
||||
@@ -74,7 +74,8 @@ These come from the maintainer. Follow them without being asked again.
|
||||
| `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), `assets/` (where the user's own game data goes, git-ignored), `run.sh`/`run.bat`. |
|
||||
| `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. |
|
||||
|
||||
@@ -94,13 +95,14 @@ not print it or commit it.
|
||||
| `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. |
|
||||
| `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. |
|
||||
@@ -116,6 +118,10 @@ not print it or commit it.
|
||||
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
|
||||
|
||||
@@ -135,7 +141,7 @@ not print it or commit it.
|
||||
`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 12).
|
||||
runtime, so check it (section 13).
|
||||
|
||||
### 4.5 Off-screen views (`OverlayPanel`, `MenuOverlay`, `KeyboardOverlay`)
|
||||
|
||||
@@ -314,20 +320,36 @@ toggles.
|
||||
|
||||
## 10. Bundled files on the device
|
||||
|
||||
`QuestShockActivity` extracts these into `/sdcard/questshock/`:
|
||||
`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/controller_profiles/` and the default config are staged into APK assets by
|
||||
`build-image/prepare-android-project.sh`; new staged directories must also be
|
||||
declared as `inputs.dir(...)` of `stageEngine` in `android/app/build.gradle`.
|
||||
`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. Code and documentation style
|
||||
## 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
|
||||
@@ -343,7 +365,7 @@ committed. The app refuses to start the engine until it is present.
|
||||
- English, French and German strings live in `Strings.java`; keep the three
|
||||
entries of each key on the same `put(...)`.
|
||||
|
||||
## 12. Verifying a change without building
|
||||
## 13. Verifying a change without building
|
||||
|
||||
Because you may not build (rule 2), check statically and say so in the report:
|
||||
|
||||
@@ -365,7 +387,7 @@ 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`).
|
||||
|
||||
## 13. Commit messages
|
||||
## 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
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
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
|
||||
@@ -421,7 +421,7 @@ profile is active.
|
||||
|
||||
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/`
|
||||
(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:
|
||||
|
||||
|
||||
@@ -45,7 +45,12 @@ sideloaded Android app, and needs your own copy of the game data.
|
||||
- `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.
|
||||
[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`).
|
||||
@@ -64,9 +69,11 @@ sideloaded Android app, and needs your own copy of the game data.
|
||||
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
|
||||
@@ -210,6 +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:**
|
||||
@@ -224,7 +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
|
||||
@@ -293,17 +344,17 @@ 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. Every launch also refreshes `questshock.config.default.json` (the
|
||||
@@ -314,6 +365,9 @@ 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
|
||||
@@ -411,7 +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.
|
||||
@@ -611,6 +665,9 @@ each one does:
|
||||
- **`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/`:
|
||||
|
||||
|
||||
@@ -107,6 +107,7 @@ def stageEngineTask = tasks.register("stageEngine", Exec) {
|
||||
// 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("${repoRoot}/build/android-prebuilt")
|
||||
@@ -138,7 +139,7 @@ android {
|
||||
// 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
|
||||
// comment on ANDROID_PLATFORM_VERSION: paired with
|
||||
// requestLegacyExternalStorage in the manifest, this keeps
|
||||
// /sdcard/questshock/ a plain, unrestricted shared folder instead of
|
||||
// /sdcard/QuestShock/ a plain, unrestricted shared folder instead of
|
||||
// Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
|
||||
// targets - not just whatever's the current API level today.
|
||||
minSdkVersion 24
|
||||
@@ -199,7 +200,7 @@ android {
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
|
||||
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
|
||||
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
|
||||
"-DANDROID_EXTRA_SOURCES=${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'
|
||||
}
|
||||
}
|
||||
@@ -211,9 +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.
|
||||
//
|
||||
|
||||
@@ -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 +11,7 @@
|
||||
#include <SDL.h>
|
||||
|
||||
#include "qs_config.h"
|
||||
#include "qs_splash.h"
|
||||
#include "xr_input.h"
|
||||
#include "xr_overlay.h"
|
||||
#include "xr_session.h"
|
||||
@@ -22,6 +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
|
||||
|
||||
@@ -871,6 +871,11 @@ void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
// Not g_game_swapchain.width/height: that's the fixed physical size of
|
||||
// the swapchain image the game is composited into (see xr_init()) -
|
||||
|
||||
@@ -102,6 +102,12 @@ void xr_session_set_game_screen_shape(float width_m, float curve_deg, float dist
|
||||
// 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
|
||||
|
||||
@@ -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
|
||||
@@ -40,7 +42,7 @@ public class QuestShockActivity extends SDLActivity {
|
||||
private static final String TAG = "QuestShock";
|
||||
private static final int PERMISSION_REQUEST_STORAGE = 1;
|
||||
// Package-visible: MenuOverlay reads controller_profiles/ from here.
|
||||
static final String GAME_DIR = "/sdcard/questshock";
|
||||
static final String GAME_DIR = "/sdcard/QuestShock";
|
||||
|
||||
// Loaded here (rather than waiting for SDLActivity's own
|
||||
// getLibraries()/loadLibraries(), which only runs from super.onCreate())
|
||||
@@ -58,6 +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[] {
|
||||
@@ -187,11 +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;
|
||||
@@ -219,7 +244,7 @@ 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()
|
||||
|
||||
|
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>
|
||||
|
||||
@@ -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");
|
||||
@@ -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 =="
|
||||
|
||||
@@ -93,6 +93,7 @@ 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.
|
||||
|
||||
|
||||
|
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 |
|
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 |
|
Before Width: | Height: | Size: 707 KiB After Width: | Height: | Size: 707 KiB |
|
Before Width: | Height: | Size: 382 KiB After Width: | Height: | Size: 382 KiB |
|
Before Width: | Height: | Size: 413 KiB After Width: | Height: | Size: 413 KiB |
|
Before Width: | Height: | Size: 368 KiB After Width: | Height: | Size: 368 KiB |
|
Before Width: | Height: | Size: 435 KiB After Width: | Height: | Size: 435 KiB |
|
Before Width: | Height: | Size: 276 KiB After Width: | Height: | Size: 276 KiB |
|
Before Width: | Height: | Size: 209 KiB After Width: | Height: | Size: 209 KiB |
|
Before Width: | Height: | Size: 283 KiB After Width: | Height: | Size: 283 KiB |
|
After Width: | Height: | Size: 517 KiB |
|
After Width: | Height: | Size: 445 KiB |
|
After Width: | Height: | Size: 484 KiB |
|
After Width: | Height: | Size: 422 KiB |
|
After Width: | Height: | Size: 300 KiB |
|
After Width: | Height: | Size: 361 KiB |
|
After Width: | Height: | Size: 423 KiB |
|
After Width: | Height: | Size: 401 KiB |
|
After Width: | Height: | Size: 389 KiB |
|
After Width: | Height: | Size: 166 KiB |