mirror of
https://github.com/open-goal/jak-project
synced 2026-06-16 06:46:07 -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
81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
#pragma once
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#include "common/util/FileUtil.h"
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#include "common/util/json_util.h"
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#include "game/system/hid/input_bindings.h"
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#include "game/system/hid/sdl_util.h"
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#include "game/tools/filter_menu/filter_menu.h"
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namespace game_settings {
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struct DebugSettings {
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DebugSettings();
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std::string current_version = "1.2";
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std::string version = current_version;
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bool show_imgui = false;
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int imgui_font_size = 16;
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bool monospaced_font = true;
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bool alternate_style = false;
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bool ignore_hide_imgui = false;
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bool treat_pad0_as_pad1 = false;
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std::vector<DebugTextFilter> text_filters = {};
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bool text_check_range = false;
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float text_max_range = 0;
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u32 hide_imgui_key = SDLK_LALT;
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void load_settings();
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void save_settings();
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};
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void to_json(json& j, const DebugSettings& obj);
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void from_json(const json& j, DebugSettings& obj);
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struct DisplaySettings {
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enum class DisplayMode { Windowed = 0, Fullscreen = 1, Borderless = 2 };
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DisplaySettings();
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std::string current_version = "1.2";
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std::string version = current_version;
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int window_xpos = 50;
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int window_ypos = 50;
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int display_id = 0;
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DisplayMode display_mode = DisplayMode::Borderless;
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void load_settings();
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void save_settings();
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};
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void to_json(json& j, const DisplaySettings& obj);
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void from_json(const json& j, DisplaySettings& obj);
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struct InputSettings {
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InputSettings();
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std::string current_version = "1.0";
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std::string version = current_version;
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// NOTE - assumes only port 0
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std::string last_selected_controller_guid = "";
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std::unordered_map<std::string, int> controller_port_mapping;
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std::unordered_map<std::string, InputBindingGroups> controller_binds;
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InputBindingGroups keyboard_binds;
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InputBindingGroups mouse_binds;
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bool keyboard_enabled = false;
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bool enable_trigger_effects = false;
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bool enable_pressure_sensitivity = false;
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// not saved or restored, flips on if no controllers are detected
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bool _keyboard_temp_enabled = false;
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void load_settings();
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void save_settings();
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};
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void to_json(json& j, const InputSettings& obj);
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void from_json(const json& j, InputSettings& obj);
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} // namespace game_settings
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