mirror of
https://github.com/open-goal/jak-project
synced 2026-07-04 21:35:47 -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
148 lines
4.3 KiB
C
Vendored
Generated
148 lines
4.3 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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/**
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* # CategoryBits
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*
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* Functions for fiddling with bits and bitmasks.
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*/
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#ifndef SDL_bits_h_
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#define SDL_bits_h_
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#include <SDL3/SDL_stdinc.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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#if defined(__WATCOMC__) && defined(__386__)
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extern __inline int _SDL_bsr_watcom(Uint32);
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#pragma aux _SDL_bsr_watcom = \
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"bsr eax, eax" \
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parm [eax] nomemory \
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value [eax] \
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modify exact [eax] nomemory;
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#endif
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/**
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* Get the index of the most significant (set) bit in a 32-bit number.
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*
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* Result is undefined when called with 0. This operation can also be stated
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* as "count leading zeroes" and "log base 2".
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param x the 32-bit value to examine.
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* \returns the index of the most significant bit, or -1 if the value is 0.
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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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SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
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{
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#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
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/* Count Leading Zeroes builtin in GCC.
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* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
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*/
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if (x == 0) {
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return -1;
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}
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return 31 - __builtin_clz(x);
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#elif defined(__WATCOMC__) && defined(__386__)
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if (x == 0) {
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return -1;
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}
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return _SDL_bsr_watcom(x);
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#elif defined(_MSC_VER) && _MSC_VER >= 1400
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unsigned long index;
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if (_BitScanReverse(&index, x)) {
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return (int)index;
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}
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return -1;
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#else
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/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
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* <seander@cs.stanford.edu>, released in the public domain.
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* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
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*/
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const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
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const int S[] = {1, 2, 4, 8, 16};
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int msbIndex = 0;
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int i;
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if (x == 0) {
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return -1;
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}
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for (i = 4; i >= 0; i--)
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{
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if (x & b[i])
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{
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x >>= S[i];
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msbIndex |= S[i];
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}
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}
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return msbIndex;
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#endif
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}
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/**
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* Determine if a unsigned 32-bit value has exactly one bit set.
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*
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* If there are no bits set (`x` is zero), or more than one bit set, this
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* returns false. If any one bit is exclusively set, this returns true.
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param x the 32-bit value to examine.
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* \returns true if exactly one bit is set in `x`, false otherwise.
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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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SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x)
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{
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if (x && !(x & (x - 1))) {
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return true;
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}
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return false;
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}
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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_bits_h_ */
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