mirror of
https://github.com/open-goal/jak-project
synced 2026-07-07 06:05:15 -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
108 lines
4.3 KiB
XML
Vendored
Generated
108 lines
4.3 KiB
XML
Vendored
Generated
<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0"
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android:installLocation="auto">
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<!-- OpenGL ES 2.0 -->
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<uses-feature android:glEsVersion="0x00020000" />
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<!-- Touchscreen support -->
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<uses-feature
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android:name="android.hardware.touchscreen"
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android:required="false" />
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<!-- Game controller support -->
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<uses-feature
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android:name="android.hardware.bluetooth"
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android:required="false" />
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<uses-feature
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android:name="android.hardware.gamepad"
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android:required="false" />
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<uses-feature
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android:name="android.hardware.usb.host"
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android:required="false" />
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<!-- External mouse input events -->
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<uses-feature
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android:name="android.hardware.type.pc"
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android:required="false" />
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<!-- Audio recording support -->
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<!-- if you want to record audio, uncomment this. -->
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<!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> -->
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<!-- <uses-feature
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android:name="android.hardware.microphone"
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android:required="false" /> -->
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<!-- Camera support -->
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<!-- if you want to record video, uncomment this. -->
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<!--
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<uses-permission android:name="android.permission.CAMERA" />
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<uses-feature android:name="android.hardware.camera" />
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-->
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<!-- Allow downloading to the external storage on Android 5.1 and older -->
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<!-- <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="22" /> -->
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<!-- Allow access to Bluetooth devices -->
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<!-- Currently this is just for Steam Controller support and requires setting SDL_HINT_JOYSTICK_HIDAPI_STEAM -->
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<!-- <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" /> -->
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<!-- <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" /> -->
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<!-- Allow access to the vibrator -->
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<uses-permission android:name="android.permission.VIBRATE" />
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<!-- Allow access to Internet -->
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<!-- if you want to connect to the network or internet, uncomment this. -->
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<!--
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<uses-permission android:name="android.permission.INTERNET" />
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-->
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<!-- Create a Java class extending SDLActivity and place it in a
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directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java
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then replace "SDLActivity" with the name of your class (e.g. "MyGame")
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in the XML below.
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An example Java class can be found in README-android.md
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-->
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<application android:label="@string/app_name"
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android:icon="@mipmap/ic_launcher"
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android:allowBackup="true"
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android:theme="@style/AppTheme"
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android:hardwareAccelerated="true" >
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<!-- Example of setting SDL hints from AndroidManifest.xml:
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<meta-data android:name="SDL_ENV.SDL_ANDROID_TRAP_BACK_BUTTON" android:value="0"/>
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-->
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<activity android:name="SDLActivity"
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android:label="@string/app_name"
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android:alwaysRetainTaskState="true"
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android:launchMode="singleInstance"
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android:configChanges="layoutDirection|locale|grammaticalGender|fontScale|fontWeightAdjustment|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
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android:preferMinimalPostProcessing="true"
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android:exported="true"
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>
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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<!-- Let Android know that we can handle some USB devices and should receive this event -->
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<intent-filter>
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<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
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</intent-filter>
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<!-- Drop file event -->
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<!--
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<intent-filter>
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<action android:name="android.intent.action.VIEW" />
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<category android:name="android.intent.category.DEFAULT" />
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<data android:mimeType="*/*" />
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</intent-filter>
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-->
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</activity>
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</application>
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</manifest>
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