|
45c644cc
|
2020-09-28T21:19:45
|
|
Added support for the MOGA XP5-X Plus
|
|
c3ecf18c
|
2020-07-21T23:38:42
|
|
Linux: Add hint for disabling deadzones
|
|
cab1a715
|
2020-07-15T10:15:52
|
|
Fixed bug 5233 - PS3 Gamepad Motion Control not correctly ignored on Linux
Igor Morgado
PS3 Controller motion sensor string is being reported as
`Gasia Co.,Ltd PS(R) Gamepad Motion Sensors`
But `src/joystick/SDL_gamecontroller.c` line1690 only ignores if matches the string `Controller Motion Sensors`.
```
#if defined(__LINUX__)
if (name && SDL_strstr(name, "Controller Motion Sensors")) {
/* Don't treat the PS3 and PS4 motion controls as a separate game controller */
return SDL_TRUE;
}
#endif
```
Therefore, SDL is mapping 2 Game controllers instead one.
Maybe reduce the substring to match `Motion Sensors` instead.
A simple log from my application is shown below:
INFO: Game controller device 0 - PS3 Controller:PS3 Controller found.
INFO: Controller 0: Player 0: 054c:0268:8111 - PS3 Controller - PS3 Controller - Gasia Co.,Ltd PS(R) Gamepad
INFO: Game controller device 1 - PS3 Controller:PS3 Controller found.
INFO: Controller 1: Player 1: 054c:0268:8111 - PS3 Controller - PS3 Controller - Gasia Co.,Ltd PS(R) Gamepad Motion Sensors
|
|
b1626295
|
2020-07-08T17:28:34
|
|
cmake: Fix building with -DSDL_HAPTIC=Off
|
|
0e98040d
|
2020-06-28T16:23:05
|
|
joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
|
|
efe09359
|
2020-06-15T10:31:16
|
|
Fix compile without DIRECTX
|
|
aefe19ff
|
2020-06-09T11:31:39
|
|
Added support for the NACON Revolution Pro Controller 3 and the GameStop PS4 Fun Controller
|
|
6f241bd5
|
2020-06-09T10:47:29
|
|
Fixed build
|
|
086be21e
|
2020-06-09T10:47:27
|
|
ControllerList: add support for NACON asymetric controller and Revolution 3, Hori mini wireless ps4 controller, and 2 PDP switch controllers
|
|
3b76109f
|
2020-06-09T10:47:25
|
|
ControllerList: remove giotek controller from list - vid/pid appears to be reused in bunch of devies including ones with different fw/protocol and treating as ps4 controller breaks them.
|
|
a9cfac38
|
2020-06-09T10:47:23
|
|
Controller: Deadzone improvements
|
|
9fa8d6d0
|
2020-06-08T17:07:55
|
|
Define constants not available on older kernels
|
|
eea0b0e0
|
2020-06-02T17:08:31
|
|
Fixed bug 5168 - Memory leak in RAWINPUT_JoystickOpen
meyraud705
Variable 'hwdata' is not freed in RAWINPUT_JoystickOpen if device->driver->OpenJoystick() fails.
|
|
ac1f174a
|
2020-06-02T17:02:37
|
|
Fixed bug 5167 - Memory leak in GuessXInputDevice
meyraud705
Variable 'devices' is not freed if function GuessXInputDevice, in SDL_xinputjoystick.c, return early.
|
|
d000c1cd
|
2020-05-29T21:22:11
|
|
Fixed bug 5155 - HIDAPI_JoystickDisconnected incorrect array shift
Anthony Pesch
I was looking into my own input bug and noticed an issue in the HIDAPI code while looking over it. I don't have a controller that goes down this path to test and try to provoke the issue, but it looks pretty straight forward.
The memmove to shift the joystick id array on disconnect isn't scaling the size by sizeof(SDL_JoystickID), likely corrupting the ids on disconnect.
|
|
ae9ff11b
|
2020-05-29T14:54:07
|
|
The zero happens at a higher level now
|
|
39c958bb
|
2020-05-29T14:48:39
|
|
Initialize the raw_map before getting controller mappings from the driver
|
|
2db04947
|
2020-05-29T14:48:05
|
|
Fixed variable names to be consistent across functions
|
|
345b4d7e
|
2020-05-29T13:37:21
|
|
Fixed bug 5161 - Autodetect controller mappings based on the Linux Gamepad Specification
Jan Bujak
I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL.
Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this:
https://www.kernel.org/doc/html/v4.15/input/gamepad.html
Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments.
Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.)
With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
|
|
1a1f1704
|
2020-05-27T10:35:43
|
|
Don't include the iOS joystick driver if joysticks are disabled
|
|
e9f567c7
|
2020-05-27T10:14:08
|
|
Fixed building on iOS with MFI controllers disabled
|
|
5fe34a40
|
2020-05-20T17:01:25
|
|
hidapi: Fix compiler warning.
|
|
68777406
|
2020-05-20T16:58:33
|
|
windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *.
|
|
1e5dd06f
|
2020-05-06T12:19:58
|
|
Added support for the HORI Real Arcade Pro on Mac OSX and Linux
|
|
cd2bdaef
|
2020-05-06T11:19:52
|
|
ControllerList: add PDP Faceoff Deluxe Audio Switch Controller and HORI Real Arcade Pro V Switch Edition
|
|
0e5b48d2
|
2020-05-06T11:19:47
|
|
ControllerList: add NACON Revolution Unlimited (and it's dongle) and NACON Daija fight stick.
|
|
11723411
|
2020-05-04T10:16:10
|
|
Added support for the Razer Kishi
|
|
b0b12e46
|
2020-04-27T13:31:10
|
|
Fixed running on older versions of iOS
|
|
134362e7
|
2020-04-25T19:15:51
|
|
Enable Xbox One HIDAPI driver on macOS
The Xbox One HIDAPI driver is required on macOS for Xbox One S Bluetooth
support since https://hg.libsdl.org/SDL/rev/10c3a10908e9
|
|
032fa681
|
2020-04-24T14:03:30
|
|
Add Logitech G29 to steering wheel list
|
|
01fd8130
|
2020-04-23T11:13:02
|
|
Fixed compiler warning
|
|
c6b24b4b
|
2020-04-23T11:07:07
|
|
Added support for the following controllers:
* 8BitDo N30 Pro 2
* 8BitDo SN30 Gamepad
* 8BitDo SN30 Pro+
* 8BitDo Zero 2
* SZMY-POWER PC Gamepad
* ThrustMaster eSwap PRO Controller
* ZEROPLUS P4 Wired Gamepad
In additional, all 8BitDo controllers use SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to have the correct mapping based on user preferences.
|
|
4727f794
|
2020-04-23T10:13:17
|
|
Don't use the WGI driver if another driver is already handling the joystick
|
|
6ca7f510
|
2020-04-23T09:35:32
|
|
Fixed crash trying to get battery status on some devices
|
|
d12ea89c
|
2020-04-22T10:50:50
|
|
Added support for the following controllers:
* PDP Afterglow Switch Controller
* Thrustmaster ESwap Pro PS4 controller
* Giotek VX4
* Generic PS4 controller vid/pid that several knock offs use
|
|
67760f0e
|
2020-04-20T18:58:18
|
|
joystick: Don't report duplicate recentering events for game controllers.
|
|
c5f2a1ce
|
2020-04-20T16:01:36
|
|
joystick: On disconnect, recenter all game controller inputs.
The joystick layer can't necessarily give us perfect centering, but we know
that the game controller level has logical absolute idle positions that have
nothing to do with the physical device.
So send game controller events to make it look like the device is completely
untouched before sending the final removal event.
|
|
aba27928
|
2020-04-18T21:41:37
|
|
Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
|
|
b90b5927
|
2020-04-17T21:30:58
|
|
Added support for the Razer Atrox Arcade Stick
|
|
dbcda0b2
|
2020-04-17T21:30:56
|
|
Added support for the Razer Wolverine Ultimate
|
|
2b323855
|
2020-04-17T15:08:48
|
|
Don't send rumble packets too quickly to Nintendo Switch Pro controllers over Bluetooth
|
|
c02f54a0
|
2020-04-17T15:08:46
|
|
Fixed the default face button mapping for Nintendo Switch Pro controllers
|
|
a7a4e16b
|
2020-04-15T13:31:54
|
|
haiku: Patched to compile.
|
|
50b1c195
|
2020-04-14T09:55:33
|
|
Fixed bug 5091 - Suspicious condition in HIDAPI_DriverXbox360_UpdateXInput
meyraud705
On line 220 of SDL_hidapi_xbox360.c https://hg.libsdl.org/SDL/file/4608f0e6e8e3/src/joystick/hidapi/SDL_hidapi_xbox360.c#l220
if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {
logical not is only applied to the left hand side of this comparison.
I think you mean:
if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
|
|
f34d2c60
|
2020-04-14T07:35:35
|
|
Added zlib license for Steam Controller headers
|
|
c302c1ab
|
2020-04-13T13:24:19
|
|
Fixed build
|
|
bf87604e
|
2020-04-13T12:33:29
|
|
Fixed rare crash when unplugging Xbox controller on Windows
|
|
55515a8c
|
2020-04-08T08:42:15
|
|
SDL: ps4 controller trigger bits on other controllers just mean that there's some activity, not saturation - only force it on if the analog value is 0.
|
|
8c165add
|
2020-04-07T23:17:27
|
|
joystick: Remove force_centering flag; we handle this on disconnect now.
|
|
3cb62d52
|
2020-04-07T11:17:52
|
|
Fixed setting the controller name for the RAWINPUT driver
|
|
e62c25b6
|
2020-04-07T11:17:22
|
|
The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver
|
|
88cecee4
|
2020-04-07T10:14:12
|
|
Fixed build warning
|
|
50cb8e0f
|
2020-04-07T10:13:08
|
|
Fixed deadlock in new raw input joystick code
The appropriate locking is done elsewhere, this prevents inverted lock acquisition
|
|
b6afbe63
|
2020-04-07T09:38:57
|
|
Added SDL_log.h to SDL_internal.h so logging is available everywhere
|
|
3154d924
|
2020-03-30T14:26:21
|
|
SDL: plumb previously unused digital trigger bits for PS4 controllers. Victrix fight stick only sets these bits and doesn't send the analog values
CR: SamL
|
|
07f231ee
|
2020-03-26T18:47:04
|
|
joystick: Make sure recentering events happen before disconnect events.
Fixes Bugzilla #5063.
|
|
885b3f69
|
2020-03-23T14:10:25
|
|
Don't check the HIDAPI driver for the virtual device created by xow
|
|
cb8c91d9
|
2020-03-22T11:01:14
|
|
Fixed bug 5051 - Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth
bluenaxela+sdl
I've noticed that the Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth, despite having code for setting joystick->epowerlevel.
This is caused by the driver always using k_eSwitchInputReportIDs_SimpleControllerState via Bluetooth. Using that mode means that the state reports you get back from the controller do not include battery state. Not using the full controller state over Bluetooth effectively makes this driver's support for setting joystick->epowerlevel entirely pointless, only ever reporting SDL_JOYSTICK_POWER_WIRED.
Is there a reason this was set to only use SimpleControllerState via Bluetooth?
I've attached a patch I'm using to allow getting battery level for the Switch Pro Controller.
A couple notes about this patch:
1) It changes LoadStickCalibration to accept the input_mode that is selected, because that's really what should determine what is used for stick extents, since stick extents differ between the modes.
2) In my patch I only use FullControllerState when the vid/pid matches the official Switch Pro Controller, as a cautionary measure in case some third-party controllers have problems with FullControllerState mode via Bluetooth (I noticed a HORI Wireless Switch Pad I had seemed to not read controller calibration correctly for stick extents. Maybe it's calibration data was uninitialized on account of having never been used with a Switch? I'm unsure, though if that guess is right maybe SDL2 should be detecting an uninitiated calibration state and using some sensible defaults)
|
|
f55cbdfd
|
2020-03-20T21:05:07
|
|
Allow Valve devices in driver check, we know they're well behaved controllers
|
|
106ffd57
|
2020-03-20T20:45:30
|
|
Fixed bug 5049 - HORI Wireless Switch Pad does not connect properly via Bluetooth
bluenaxela+sdl
The HORI Wireless Switch Pad does not properly connect via bluetooth. I did some debugging and found that the code that tries to control the Home LED causes this controller to disconnect.
|
|
417713a7
|
2020-03-20T19:49:19
|
|
Probable fix for compile errors on Mac OS and (non-VS) Win32
|
|
dc36f133
|
2020-03-20T19:49:15
|
|
Backed out changeset c29d04c3fa49
|
|
2db65a7f
|
2020-03-20T19:47:46
|
|
Fixed compile warnings
|
|
7e5340c5
|
2020-03-17T17:34:24
|
|
Fix for Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034. Here
are the problems being addressed:
1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
lead to a crash. A per-device flag has been added to make sure that these
calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
(via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
checking for a NULL hwdata. FreeDevice will now set hwdata to NULL and
DARWIN_JoystickRumble will check for a NULL hwdata.
|
|
36d58451
|
2020-03-17T02:31:47
|
|
Backout prior fix for Bug 5034, which needs more research
This backs-out the change, https://hg.libsdl.org/SDL/rev/14c961903135
|
|
9b879a08
|
2020-03-16T19:15:28
|
|
Fixed compiler warning
|
|
c2c5d0b3
|
2020-03-16T16:52:49
|
|
Fix compile error
|
|
197b14de
|
2020-03-16T19:24:25
|
|
Fixed Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
The Darwin/macOS joystick driver was freeing its joystick's hwdata field
without zeroing it out in any live instance of SDL_Joystick.
|
|
47da53b9
|
2020-03-16T14:49:20
|
|
Fix compiler warnings
|
|
8cd08646
|
2020-03-16T17:19:18
|
|
virtual joysticks: move variable decls to top of function (for C90 compat; Bug 5038)
|
|
543994b1
|
2020-03-16T12:25:02
|
|
Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
|
|
4dea340c
|
2020-03-16T12:23:38
|
|
Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
|
|
b2296506
|
2020-03-15T15:05:36
|
|
virtual joysticks: MSVC support part 1/2, make driver's .c file be uniquely named
|
|
cc908756
|
2020-03-15T13:25:49
|
|
virtual joysticks: removed ball support (Bug 5028)
|
|
151c8fbf
|
2020-03-14T17:45:00
|
|
Fixed build error
Malte Kie?ling
I get a build error in SDL_sysjoystick.c:74 for the merged patch, but its nothing to sweat about, just -Werror=declaration-after-statement doing its usual stuff.
|
|
2be75c6a
|
2020-03-13T19:08:45
|
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
|
|
879f137a
|
2020-03-13T19:00:24
|
|
Added support for the older Xbox One S Bluetooth controller report format
|
|
d662a659
|
2020-03-13T19:00:22
|
|
Fixed crash if manufacturer or product string is NULL
|
|
255c9c23
|
2020-03-13T13:28:33
|
|
Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
The binding for the Mayflash GameCube controller adapter now respects the SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS hint
|
|
6318765d
|
2020-03-13T13:05:43
|
|
Handle entirely duplicated joystick product names, as well as vendor and product names that start with the name of the vendor, but with different case (e.g. 8bitdo 8BitDo)
|
|
de2001ee
|
2020-03-13T13:05:40
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Fixed binding the D-PAD on the 8BitDo M30 controller
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cb2f78b1
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2020-03-13T13:05:38
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Updated 8BitDo SF30 Pro mapping with hint support, added Android binding for the 8BitDo M30 Gamepad
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80d075a0
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2020-03-13T09:43:48
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Fixed compiler warnings
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5722e884
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2020-03-12T19:49:33
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Fixed build warnings
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c44473ba
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2020-03-12T19:47:30
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Unified code to standardize joystick names
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db3b3a1d
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2020-03-12T19:47:28
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Added support for SDL hints in the game controller mapping database
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9fdc6cf3
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2020-03-10T18:34:33
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Removed Xbox HIDAPI debug code
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fe979921
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2020-03-10T17:35:14
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Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead.
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4caa6a06
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2020-03-10T16:41:42
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Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
Ethan Lee
Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
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4e0fb110
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2020-03-07T19:21:21
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Clear the old player index slot when moving to a new one
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165ccaa8
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2020-03-07T17:20:04
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Fix incorrect player index when assigning a joystick the same index twice
Prior to this fix, we would hit the existing_instance >= 0 case and move the joystick
again to a different index than the one requested by the caller. It also breaks the assumption
that a SDL_JoystickID is only present in SDL_joystick_players at one location.
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467434b9
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2020-03-07T13:17:28
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Added support for indicating player index on DS4 controllers
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e9bc21fb
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2020-03-04T17:10:37
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Fixed rumble for third-party Nintento Switch Pro controllers
The 8BitDo SF30 Pro Gamepad will generate a single motor pulse for each rumble message, so we need to do this frequently to have continous rumble on this device.
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428cfddb
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2020-03-04T14:59:44
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Fixed crash when a controller is disconnected while rumble is pending
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281d05a6
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2020-03-04T09:42:10
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Fixed handling the guide button with both V1 and V2 of the Xbox One Bluetooth wireless protocols
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07000bfc
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2020-03-02T17:31:58
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Fixed bug 5010 - SDL_Init with SDL_INIT_JOYSTICK hangs for 10 seconds when playing audio from another application
Jake Breen
I have tracked it down to a call on
hid_device_info() -> HidD_GetManufacturerString (Line 499 in src\hidapi\windows\hid.c)
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3b3ae4d1
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2020-03-02T15:06:47
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Possible fix for bug 5010 - SDL_Init with SDL_INIT_JOYSTICK hangs for 10 seconds when playing audio from another application
Jake Breen
When I run SDL_INIT with SDL_INIT_JOYSTICK it stalls for about 10 seconds (last report was 10,615ms), but only if I'm currently playing audio. (Like in Spotify for example.)
querying something related to device access (last dll loaded)
'BabbysFirst64.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceaccess.dll'.
I use a USB DAC because my mobo's audio out is pretty not great. And I've noticed unplugging it seems to solve the issue. I haven't noticed any other issues that are caused by my DAC.
My DAC is the Sound BlasterX G1 https://us.creative.com/p/gaming-headsets/sound-blasterx-g1
Vid = 041E
PID = 3249
My system specs:
- Windows 10 Pro
- Ryzen 2700x
- 16GB Ram
- Nvidia 2070 RTX
Additional USB devices plugged in:
- Valve Index
- Xbox One Elite Controller
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eb19631a
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2020-03-02T10:57:57
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This controller firmware is supported on Windows, and is covered by the Bluetooth check on Mac OSX
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49564c8b
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2020-03-02T10:47:48
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Added support for the PDP Victrix Pro FS with Touch Pad for PS4
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4572dd2a
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2020-03-02T10:37:28
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Fixed bug 4854 - Add a way to extend the values in controller_type.h
Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
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