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
46 lines
1.8 KiB
Markdown
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46 lines
1.8 KiB
Markdown
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Generated
# Simple DirectMedia Layer
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https://www.libsdl.org/
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Simple DirectMedia Layer is a cross-platform development library designed
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to provide low level access to audio, keyboard, mouse, joystick, and graphics
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hardware. It is used by video playback software, emulators, and popular games
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including Valve's award winning catalog and many Humble Bundle games.
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SDL officially supports Windows, macOS, Linux, iOS, Android, Xbox, PlayStation 4/5, Nintendo Switch, and many other platforms.
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SDL is written in C, works natively with C++, and there are bindings
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available for several other languages, including C# and Python.
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This library is distributed under the zlib license, which can be found
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in the file "LICENSE.txt".
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Information on building SDL with CMake is available in [README-cmake.md](README-cmake.md)
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The best way to learn how to use SDL is to check out the header files in
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the "include" subdirectory and the programs in the "examples" subdirectory.
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The header files and test programs are well commented and always up to date.
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Information on reporting bugs and contributing is available in [README-contributing.md](README-contributing.md)
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More documentation and FAQs are available online at the [wiki](http://wiki.libsdl.org/)
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- [Migrating from SDL 2.0](README-migration.md)
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- [main()](README-main-functions.md)
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- [High DPI Support](README-highdpi.md)
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- [Touch](README-touch.md)
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- [Supported platforms](README-platforms.md)
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- [Porting information](README-porting.md)
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If you need help with the library, or just want to discuss SDL related
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issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
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which can be used as a web forum or a mailing list, at your preference.
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If you want to report bugs or contribute patches, please submit them to
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[our bug tracker](https://github.com/libsdl-org/SDL/issues)
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Enjoy!
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Sam Lantinga <mailto:slouken@libsdl.org>
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