mirror of
https://github.com/open-goal/jak-project
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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
66 lines
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66 lines
2.0 KiB
Markdown
Vendored
Generated
Porting
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* Porting To A New Platform
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The first thing you have to do when porting to a new platform, is look at
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include/SDL_platform.h and create an entry there for your operating system.
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The standard format is "SDL_PLATFORM_X", where X is the name of the OS.
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Ideally SDL_platform_defines.h will be able to auto-detect the system it's building
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on based on C preprocessor symbols.
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There are two basic ways of building SDL at the moment:
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1. CMake: cmake -S . -B build && cmake --build build && cmake --install install
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If you have a system that supports CMake, then you might try this. Edit CMakeLists.txt,
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take a look at the large section labelled:
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"Platform-specific options and settings!"
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Add a section for your platform, and then re-run 'cmake -S . -B build' and build!
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2. Using an IDE:
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If you're using an IDE or other non-configure build system, you'll probably want to create a custom `SDL_build_config.h` for your platform. Edit `include/build_config/SDL_build_config.h`, add a section for your platform, and create a custom `SDL_build_config_{platform}.h`, based on `SDL_build_config_minimal.h` and `SDL_build_config.h.cmake`
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Add the top level include directory to the header search path, and then add
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the following sources to the project:
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src/*.c
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src/atomic/*.c
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src/audio/*.c
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src/cpuinfo/*.c
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src/events/*.c
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src/file/*.c
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src/haptic/*.c
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src/joystick/*.c
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src/power/*.c
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src/render/*.c
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src/render/software/*.c
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src/stdlib/*.c
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src/thread/*.c
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src/timer/*.c
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src/video/*.c
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src/audio/disk/*.c
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src/audio/dummy/*.c
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src/filesystem/dummy/*.c
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src/video/dummy/*.c
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src/haptic/dummy/*.c
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src/joystick/dummy/*.c
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src/thread/generic/*.c
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src/timer/dummy/*.c
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src/loadso/dummy/*.c
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Once you have a working library without any drivers, you can go back to each
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of the major subsystems and start implementing drivers for your platform.
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If you have any questions, don't hesitate to ask on the SDL mailing list:
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http://www.libsdl.org/mailing-list.php
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Enjoy!
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Sam Lantinga (slouken@libsdl.org)
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