mirror of
https://github.com/open-goal/jak-project
synced 2026-07-02 12:36:42 -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
51 lines
1.5 KiB
Markdown
Vendored
Generated
51 lines
1.5 KiB
Markdown
Vendored
Generated
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# Introduction to SDL with Emscripten
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The easiest way to use SDL is to include it as a subproject in your project.
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We'll start by creating a simple project to build and run [hello.c](hello.c)
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First, you should have the Emscripten SDK installed from:
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https://emscripten.org/docs/getting_started/downloads.html
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Create the file CMakeLists.txt
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```cmake
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cmake_minimum_required(VERSION 3.16)
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project(hello)
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# set the output directory for built objects.
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# This makes sure that the dynamic library goes into the build directory automatically.
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
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# This assumes the SDL source is available in vendored/SDL
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add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
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# on Web targets, we need CMake to generate a HTML webpage.
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if(EMSCRIPTEN)
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set(CMAKE_EXECUTABLE_SUFFIX ".html" CACHE INTERNAL "")
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endif()
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# Create your game executable target as usual
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add_executable(hello WIN32 hello.c)
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# Link to the actual SDL3 library.
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target_link_libraries(hello PRIVATE SDL3::SDL3)
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```
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Build:
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```sh
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emcmake cmake -S . -B build
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cd build
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emmake make
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```
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You can now run your app by pointing a webserver at your build directory and connecting a web browser to it, opening hello.html
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A more complete example is available at:
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https://github.com/Ravbug/sdl3-sample
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Additional information and troubleshooting is available in [README-emscripten.md](README-emscripten.md)
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