mirror of
https://github.com/open-goal/jak-project
synced 2026-06-07 03:58:11 -04:00
1f6438e517
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
55 lines
2.3 KiB
C++
55 lines
2.3 KiB
C++
#pragma once
|
|
|
|
#include "dualsense_effects.h"
|
|
#include "input_device.h"
|
|
|
|
// https://wiki.libsdl.org/SDL3/CategoryGamepad
|
|
class GameController : public InputDevice {
|
|
public:
|
|
GameController(int sdl_device_id, std::shared_ptr<game_settings::InputSettings> settings);
|
|
~GameController() { close_device(); }
|
|
|
|
void process_event(const SDL_Event& event,
|
|
const CommandBindingGroups& commands,
|
|
std::shared_ptr<PadData> data,
|
|
std::optional<InputBindAssignmentMeta>& bind_assignment) override;
|
|
void close_device() override;
|
|
int send_rumble(const u8 low_rumble, const u8 high_rumble);
|
|
void send_trigger_rumble(const u16 left_rumble,
|
|
const u16 right_rumble,
|
|
const u32 duration_ms = 100);
|
|
void clear_trigger_effect(dualsense_effects::TriggerEffectOption option);
|
|
void send_trigger_effect_feedback(dualsense_effects::TriggerEffectOption option,
|
|
u8 position,
|
|
u8 strength);
|
|
void send_trigger_effect_vibrate(dualsense_effects::TriggerEffectOption option,
|
|
u8 position,
|
|
u8 amplitude,
|
|
u8 frequency);
|
|
void send_trigger_effect_weapon(dualsense_effects::TriggerEffectOption option,
|
|
u8 start_position,
|
|
u8 end_position,
|
|
u8 strength);
|
|
std::string get_name() const { return m_device_name; }
|
|
bool has_led() { return m_has_led; }
|
|
bool has_rumble() { return m_has_rumble; }
|
|
void set_led(const u8 red, const u8 green, const u8 blue);
|
|
std::string get_guid() { return m_guid; }
|
|
bool is_dualsense() { return m_is_dualsense; }
|
|
bool has_trigger_rumble() { return m_has_trigger_rumble; }
|
|
bool has_trigger_effect_support() { return has_trigger_rumble() || is_dualsense(); }
|
|
bool has_pressure_sensitivity_support() { return m_has_pressure_sensitive_buttons; }
|
|
|
|
private:
|
|
int m_sdl_instance_id = -1;
|
|
SDL_Gamepad* m_device_handle;
|
|
SDL_Joystick* m_low_device_handle;
|
|
std::string m_device_name = "";
|
|
bool m_has_led;
|
|
bool m_has_rumble;
|
|
std::string m_guid = "";
|
|
bool m_has_pressure_sensitive_buttons = false;
|
|
bool m_is_dualsense;
|
|
bool m_has_trigger_rumble;
|
|
};
|