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jak-project/third-party/SDL/docs/README-vita.md
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
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.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### 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
2025-03-02 16:36:22 -05:00

1.7 KiB
Vendored
Generated

PS Vita

SDL port for the Sony Playstation Vita and Sony Playstation TV

Credit to

  • xerpi, cpasjuste and rsn8887 for initial (vita2d) port
  • vitasdk/dolcesdk devs
  • CBPS discord (Namely Graphene and SonicMastr)

Building

To build for the PSVita, make sure you have vitasdk and cmake installed and run:

cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build

Notes

  • gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with -DVIDEO_VITA_PVR=ON These renderers support 720p and 1080i resolutions. These can be specified with: SDL_SetHint(SDL_HINT_VITA_RESOLUTION, "720"); and SDL_SetHint(SDL_HINT_VITA_RESOLUTION, "1080");
  • Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with -DVIDEO_VITA_PVR=ON as long as gl4es4vita is present in your SDK. They support the same resolutions as the gles1/gles2 backends and require specifying SDL_SetHint(SDL_HINT_VITA_PVR_OPENGL, "1"); anytime before video subsystem initialization.
  • gles2 support via PIB is disabled by default and can be enabled by configuring with -DVIDEO_VITA_PIB=ON
  • By default SDL emits mouse events for touch events on every touchscreen. Vita has two touchscreens, so it's recommended to use SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0"); and handle touch events instead. Individual touchscreens can be disabled with: SDL_SetHint(SDL_HINT_VITA_ENABLE_FRONT_TOUCH, "0"); and SDL_SetHint(SDL_HINT_VITA_ENABLE_BACK_TOUCH, "0");
  • Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.