This is a simple multiplier to the gamepad axis input value received
from SDL events. Normally the values it provides cannot satisfy the
square range of the stick input. This is usually fine but it might play
differently with different controllers and compared to consoles,
especially considering the DualShock 1/2 have automatic calibration
which works in mysterious ways. The setting is there so any user can
adjust it for their controllers.
Saved to and loaded from the input-settings.json file.
133% matches PCSX2's default setting and is generally a good value to
map the square stick range within most modern(ish) controllers' circular
stick motion.
Progress menu option added to Jak 1 and 2. Setting can be changed from
50% all the way to 200%.
~~Renamed the analog deadzone options to stick deadzone since they don't
apply to the other analog buttons and only the (analog, yes) sticks.~~
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.
Fixes#2773
### Pressure sensitivity support for DS3 Controllers
SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.
On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.
### DualSense and Xbox One Trigger Effects
If enabled, Jak 2 will have certain trigger effects. They are:
- xbox1:
- small vibrate when collecting dark eco
- big vibrate when changing to dark jak
- vibrate when shooting gun, proportional to gun type
- ps5:
- resistance when changing to dark jak
- different gun shooting effects
- red (resistance)
- yellow (weapon trigger)
- blue (vibrates)
- purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**
There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.
### New ImGUI Menu
Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.

### Testing
The highlights of what I tested successfully:
- display
- [x] all mode switch permutations
- [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
- [x] load with alternate monitor saved and all modes
- [x] allowing hidpi doesnt break macos
- controls
- [x] keyboard and mouse still work
- [x] pressure sensitivity on linux
People seem to be translating lines that aren't in the base english one,
such as `mtn-plat-buried-rocks-a`
This is fine, but Crowdin will continue to remove these every sync PR
because they aren't in the base english file. So some kind of
segregation needs to happen.
If we didn't want these scenes translated, then they should be banned
from being translated via the editor / etc in the first place (shouldn't
have been included in the metadata).
The main thing that was done here was to slightly modify the new
subtitle-v2 JSON schema to be more similar to the existing one so that
it can properly be used in Crowdin.
Draft while I double-check the diff myself
Along the way the following was also done (among other things):
- got rid of as much duplication as was feasible in the serialization
and editor code
- separated the text serialization code from the subtitle code for
better organization
- simplified "base language" in the editor. The new subtitle format has
built-in support for defining a base language so the editor doesn't have
to be used as a crutch. Also, cutscenes only defined in the base come
first in the list now as that is generally the order you'd work from
(what you havn't done first)
- got rid of the GOAL subtitle format code completely
- switched jak 2 text translations to the JSON format as well
- found a few mistakes in the jak 1 subtitle metadata files
- added a couple minor features to the editor
- consolidate and removed complexity, ie. recently all jak 1 hints were
forced to the `named` type, so I got rid of the two types as there isn't
a need anymore.
- removed subtitle editor groups for jak 1, the only reason they existed
was so when the GOAL file was manually written out they were somewhat
organized, the editor has a decent filter control, there's no need for
them.
- removed the GOAL -> JSON python script helper, it's been a month or so
and no one has come forward with existing translations that they need
help with migrating. If they do need it, the script will be in the git
history.
I did some reasonably through testing in Jak1/Jak 2 and everything
seemed to work. But more testing is always a good idea.
---------
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
Allows for removing a line in the subtitle editor finally, also fixed
the following:
- The path the editor used didn't include the game name
- Loading the subtitle project is too slow to do on startup now
(4-5seconds in a debug build), do it on demand now
I saw that some new speedrunning-related text was added to the English
language, so I decided to translate them. Meanwhile I also made some
minor adjustments/fixes to existing translations.
BUT I have a question...
Do we really need all this text?

They are displayed in a menu that is called 'NEW INDIVIDUAL LEVEL RUN'.
So adding IL after the level names is kind of redundant in my opinion -
the existing level name text entries could be used instead. And the
reason why I care so much is because it is hard to come up with a
"translation" for IL. But if I am forced to, I will come up with
something.
I will keep this PR a draft until I know what the main jak-project
people think about this "IL" issue. And I will adjust my branch
accordingly.
This will probably take a while, since we also have to translate all the
text of the base game - Naughty Dog never translated this game to
Hungarian. This PR will stay a draft until it is complete.
We realized that every letter in our alphabet was already working, apart
from two: Ő and Ű (they are unique sounds, so leaving their marks
wouldn't be okay).
Since I did not find that double accent thing in the jak font, I decided
to use ~ (see my change in FontUtils.cpp). It is good enough, and my
memory tells me that I already saw this exact same "solution"
(workaround) somewhere in the past. If anyone knows a better solution,
please let us know.
We chose ID 14 for the Hungarian language, as it was the lowest free ID.
**Progress tracker**
A tick here means that everything was translated. It does not mean that
everything is perfect yet. We will review everything multiple times, to
have the best translations possible.
Game text:
- [x] base game text
- [x] pc port text
- [ ] credits text ?
[Sziloyoo](https://github.com/Sziloyoo) helped with reviewing my
changes, and gave advice/suggestions for some complicated translations.
Subtitles will be done in the future, not in this PR.