mirror of
https://github.com/open-goal/jak-project
synced 2026-05-27 16:14:18 -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
163 lines
5.5 KiB
C++
163 lines
5.5 KiB
C++
#include "settings.h"
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#include "common/log/log.h"
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#include "common/util/json_util.h"
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#include "game/runtime.h"
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namespace game_settings {
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void to_json(json& j, const DebugSettings& obj) {
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json_serialize(version);
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json_serialize(show_imgui);
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json_serialize(imgui_font_size);
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json_serialize(monospaced_font);
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json_serialize(alternate_style);
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json_serialize(ignore_hide_imgui);
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json_serialize(text_filters);
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json_serialize(text_check_range);
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json_serialize(text_max_range);
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json_serialize(hide_imgui_key);
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}
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void from_json(const json& j, DebugSettings& obj) {
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json_deserialize_if_exists(version);
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json_deserialize_if_exists(show_imgui);
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json_deserialize_if_exists(imgui_font_size);
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json_deserialize_if_exists(monospaced_font);
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json_deserialize_if_exists(alternate_style);
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json_deserialize_if_exists(ignore_hide_imgui);
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json_deserialize_if_exists(text_filters);
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json_deserialize_if_exists(text_check_range);
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json_deserialize_if_exists(text_max_range);
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json_deserialize_if_exists(hide_imgui_key);
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}
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DebugSettings::DebugSettings() {}
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void DebugSettings::load_settings() {
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try {
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std::string file_path =
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(file_util::get_user_misc_dir(g_game_version) / "debug-settings.json").string();
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if (!file_util::file_exists(file_path)) {
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return;
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}
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lg::info("Loading debug settings at {}", file_path);
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auto raw = file_util::read_text_file(file_path);
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from_json(parse_commented_json(raw, "debug-settings.json"), *this);
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} catch (std::exception& e) {
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// do nothing
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lg::error("Error encountered when attempting to load debug settings {}", e.what());
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// TODO - make sure a bad debug-settings.json is fine, check others below as well
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}
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}
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void DebugSettings::save_settings() {
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// Update the version string as we are now saving it back ground
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version = current_version;
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json data = *this;
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auto debug_settings_filename =
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file_util::get_user_misc_dir(g_game_version) / "debug-settings.json";
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file_util::create_dir_if_needed_for_file(debug_settings_filename);
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file_util::write_text_file(debug_settings_filename, data.dump(2));
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}
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void to_json(json& j, const DisplaySettings& obj) {
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json_serialize(version);
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json_serialize(display_id);
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json_serialize(window_xpos);
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json_serialize(window_ypos);
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json_serialize(display_mode);
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}
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void from_json(const json& j, DisplaySettings& obj) {
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json_deserialize_if_exists(version);
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json_deserialize_if_exists(display_id);
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json_deserialize_if_exists(window_xpos);
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json_deserialize_if_exists(window_ypos);
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if (j.contains("display_mode")) {
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int mode = j.at("display_mode");
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obj.display_mode = static_cast<DisplaySettings::DisplayMode>(mode);
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}
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}
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DisplaySettings::DisplaySettings() {}
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void DisplaySettings::load_settings() {
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try {
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std::string file_path =
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(file_util::get_user_settings_dir(g_game_version) / "display-settings.json").string();
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if (!file_util::file_exists(file_path)) {
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return;
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}
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lg::info("Loading display settings at {}", file_path);
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auto raw = file_util::read_text_file(file_path);
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from_json(parse_commented_json(raw, "display-settings.json"), *this);
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} catch (std::exception& e) {
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// do nothing
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lg::error("Error encountered when attempting to load display settings {}", e.what());
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}
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}
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void DisplaySettings::save_settings() {
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// Update the version string as we are now saving it back ground
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version = current_version;
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json data = *this;
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auto file_path = file_util::get_user_settings_dir(g_game_version) / "display-settings.json";
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file_util::create_dir_if_needed_for_file(file_path);
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file_util::write_text_file(file_path, data.dump(2));
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}
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void to_json(json& j, const InputSettings& obj) {
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json_serialize(version);
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json_serialize(last_selected_controller_guid);
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json_serialize(controller_port_mapping);
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json_serialize(controller_binds);
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json_serialize(keyboard_binds);
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json_serialize(mouse_binds);
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json_serialize(keyboard_enabled);
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json_serialize(enable_pressure_sensitivity);
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json_serialize(enable_trigger_effects);
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}
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void from_json(const json& j, InputSettings& obj) {
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json_deserialize_if_exists(version);
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json_deserialize_if_exists(last_selected_controller_guid);
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json_deserialize_if_exists(controller_port_mapping);
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json_deserialize_if_exists(controller_binds);
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json_deserialize_if_exists(keyboard_binds);
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json_deserialize_if_exists(mouse_binds);
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json_deserialize_if_exists(keyboard_enabled);
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json_deserialize_if_exists(enable_pressure_sensitivity);
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json_deserialize_if_exists(enable_trigger_effects);
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}
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InputSettings::InputSettings() {}
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void InputSettings::load_settings() {
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try {
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keyboard_binds = DEFAULT_KEYBOARD_BINDS;
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mouse_binds = DEFAULT_MOUSE_BINDS;
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std::string file_path =
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(file_util::get_user_settings_dir(g_game_version) / "input-settings.json").string();
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if (!file_util::file_exists(file_path)) {
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return;
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}
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lg::info("Loading input settings at {}", file_path);
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auto raw = file_util::read_text_file(file_path);
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from_json(parse_commented_json(raw, "input-settings.json"), *this);
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} catch (std::exception& e) {
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// do nothing
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lg::error("Error encountered when attempting to load input settings {}", e.what());
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}
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}
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void InputSettings::save_settings() {
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// Update the version string as we are now saving it back ground
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version = current_version;
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json data = *this;
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auto file_path = file_util::get_user_settings_dir(g_game_version) / "input-settings.json";
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file_util::create_dir_if_needed_for_file(file_path);
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file_util::write_text_file(file_path, data.dump(2));
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}
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} // namespace game_settings
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