mirror of
https://github.com/open-goal/jak-project
synced 2026-05-24 23:22:14 -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
89 lines
3.3 KiB
C++
Vendored
Generated
89 lines
3.3 KiB
C++
Vendored
Generated
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
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// This is also an example of how you may wrap your own similar types.
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// Changelog:
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// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
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// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
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// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_stdlib.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif
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struct InputTextCallback_UserData
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{
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std::string* Str;
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ImGuiInputTextCallback ChainCallback;
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void* ChainCallbackUserData;
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};
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static int InputTextCallback(ImGuiInputTextCallbackData* data)
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{
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InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData;
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if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
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{
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// Resize string callback
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// If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want.
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std::string* str = user_data->Str;
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IM_ASSERT(data->Buf == str->c_str());
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str->resize(data->BufTextLen);
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data->Buf = (char*)str->c_str();
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}
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else if (user_data->ChainCallback)
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{
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// Forward to user callback, if any
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data->UserData = user_data->ChainCallbackUserData;
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return user_data->ChainCallback(data);
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}
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return 0;
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}
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bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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{
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IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
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flags |= ImGuiInputTextFlags_CallbackResize;
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InputTextCallback_UserData cb_user_data;
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cb_user_data.Str = str;
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cb_user_data.ChainCallback = callback;
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cb_user_data.ChainCallbackUserData = user_data;
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return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
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}
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bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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{
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IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
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flags |= ImGuiInputTextFlags_CallbackResize;
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InputTextCallback_UserData cb_user_data;
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cb_user_data.Str = str;
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cb_user_data.ChainCallback = callback;
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cb_user_data.ChainCallbackUserData = user_data;
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return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);
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}
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bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
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{
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IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
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flags |= ImGuiInputTextFlags_CallbackResize;
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InputTextCallback_UserData cb_user_data;
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cb_user_data.Str = str;
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cb_user_data.ChainCallback = callback;
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cb_user_data.ChainCallbackUserData = user_data;
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return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
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}
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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#endif // #ifndef IMGUI_DISABLE
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