mirror of
https://github.com/open-goal/jak-project
synced 2026-08-14 20:43:54 -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
146 lines
5.1 KiB
C
Vendored
Generated
146 lines
5.1 KiB
C
Vendored
Generated
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* WIKI CATEGORY: SharedObject */
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/**
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* # CategorySharedObject
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*
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* System-dependent library loading routines.
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*
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* Shared objects are code that is programmatically loadable at runtime.
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* Windows calls these "DLLs", Linux calls them "shared libraries", etc.
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*
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* To use them, build such a library, then call SDL_LoadObject() on it. Once
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* loaded, you can use SDL_LoadFunction() on that object to find the address
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* of its exported symbols. When done with the object, call SDL_UnloadObject()
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* to dispose of it.
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*
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* Some things to keep in mind:
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*
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* - These functions only work on C function names. Other languages may have
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* name mangling and intrinsic language support that varies from compiler to
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* compiler.
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* - Make sure you declare your function pointers with the same calling
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* convention as the actual library function. Your code will crash
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* mysteriously if you do not do this.
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* - Avoid namespace collisions. If you load a symbol from the library, it is
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* not defined whether or not it goes into the global symbol namespace for
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* the application. If it does and it conflicts with symbols in your code or
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* other shared libraries, you will not get the results you expect. :)
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* - Once a library is unloaded, all pointers into it obtained through
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* SDL_LoadFunction() become invalid, even if the library is later reloaded.
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* Don't unload a library if you plan to use these pointers in the future.
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* Notably: beware of giving one of these pointers to atexit(), since it may
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* call that pointer after the library unloads.
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*/
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#ifndef SDL_loadso_h_
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#define SDL_loadso_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* An opaque datatype that represents a loaded shared object.
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*
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* \since This datatype is available since SDL 3.2.0.
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*
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* \sa SDL_LoadObject
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* \sa SDL_LoadFunction
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* \sa SDL_UnloadObject
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*/
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typedef struct SDL_SharedObject SDL_SharedObject;
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/**
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* Dynamically load a shared object.
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*
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* \param sofile a system-dependent name of the object file.
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* \returns an opaque pointer to the object handle or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_LoadFunction
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* \sa SDL_UnloadObject
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*/
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extern SDL_DECLSPEC SDL_SharedObject * SDLCALL SDL_LoadObject(const char *sofile);
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/**
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* Look up the address of the named function in a shared object.
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*
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* This function pointer is no longer valid after calling SDL_UnloadObject().
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*
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* This function can only look up C function names. Other languages may have
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* name mangling and intrinsic language support that varies from compiler to
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* compiler.
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*
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* Make sure you declare your function pointers with the same calling
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* convention as the actual library function. Your code will crash
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* mysteriously if you do not do this.
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*
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* If the requested function doesn't exist, NULL is returned.
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*
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* \param handle a valid shared object handle returned by SDL_LoadObject().
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* \param name the name of the function to look up.
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* \returns a pointer to the function or NULL on failure; call SDL_GetError()
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* for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_LoadObject
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*/
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extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(SDL_SharedObject *handle, const char *name);
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/**
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* Unload a shared object from memory.
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*
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* Note that any pointers from this object looked up through
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* SDL_LoadFunction() will no longer be valid.
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*
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* \param handle a valid shared object handle returned by SDL_LoadObject().
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_LoadObject
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(SDL_SharedObject *handle);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_loadso_h_ */
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