src/joystick


Log

Author Commit Date CI Message
Sam Lantinga 45c644cc 2020-09-28T21:19:45 Added support for the MOGA XP5-X Plus
Kai Krakow c3ecf18c 2020-07-21T23:38:42 Linux: Add hint for disabling deadzones
Sam Lantinga 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
stfx b1626295 2020-07-08T17:28:34 cmake: Fix building with -DSDL_HAPTIC=Off
Ryan C. Gordon 0e98040d 2020-06-28T16:23:05 joystick: Linux joysticks now recover better from dropped events. Fixes Bugzilla #4830.
stfx efe09359 2020-06-15T10:31:16 Fix compile without DIRECTX
Sam Lantinga aefe19ff 2020-06-09T11:31:39 Added support for the NACON Revolution Pro Controller 3 and the GameStop PS4 Fun Controller
Sam Lantinga 6f241bd5 2020-06-09T10:47:29 Fixed build
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga a9cfac38 2020-06-09T10:47:23 Controller: Deadzone improvements
Sam Lantinga 9fa8d6d0 2020-06-08T17:07:55 Define constants not available on older kernels
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga ae9ff11b 2020-05-29T14:54:07 The zero happens at a higher level now
Sam Lantinga 39c958bb 2020-05-29T14:48:39 Initialize the raw_map before getting controller mappings from the driver
Sam Lantinga 2db04947 2020-05-29T14:48:05 Fixed variable names to be consistent across functions
Sam Lantinga 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.
Sam Lantinga 1a1f1704 2020-05-27T10:35:43 Don't include the iOS joystick driver if joysticks are disabled
Sam Lantinga e9f567c7 2020-05-27T10:14:08 Fixed building on iOS with MFI controllers disabled
Ryan C. Gordon 5fe34a40 2020-05-20T17:01:25 hidapi: Fix compiler warning.
Ryan C. Gordon 68777406 2020-05-20T16:58:33 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *.
Sam Lantinga 1e5dd06f 2020-05-06T12:19:58 Added support for the HORI Real Arcade Pro on Mac OSX and Linux
Sam Lantinga cd2bdaef 2020-05-06T11:19:52 ControllerList: add PDP Faceoff Deluxe Audio Switch Controller and HORI Real Arcade Pro V Switch Edition
Sam Lantinga 0e5b48d2 2020-05-06T11:19:47 ControllerList: add NACON Revolution Unlimited (and it's dongle) and NACON Daija fight stick.
Sam Lantinga 11723411 2020-05-04T10:16:10 Added support for the Razer Kishi
Sam Lantinga b0b12e46 2020-04-27T13:31:10 Fixed running on older versions of iOS
Cameron Gutman 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
Brendan Shanks 032fa681 2020-04-24T14:03:30 Add Logitech G29 to steering wheel list
Sam Lantinga 01fd8130 2020-04-23T11:13:02 Fixed compiler warning
Sam Lantinga 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.
Sam Lantinga 4727f794 2020-04-23T10:13:17 Don't use the WGI driver if another driver is already handling the joystick
Sam Lantinga 6ca7f510 2020-04-23T09:35:32 Fixed crash trying to get battery status on some devices
Sam Lantinga 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
Ryan C. Gordon 67760f0e 2020-04-20T18:58:18 joystick: Don't report duplicate recentering events for game controllers.
Ryan C. Gordon 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.
Sam Lantinga 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
Sam Lantinga b90b5927 2020-04-17T21:30:58 Added support for the Razer Atrox Arcade Stick
Sam Lantinga dbcda0b2 2020-04-17T21:30:56 Added support for the Razer Wolverine Ultimate
Sam Lantinga 2b323855 2020-04-17T15:08:48 Don't send rumble packets too quickly to Nintendo Switch Pro controllers over Bluetooth
Sam Lantinga c02f54a0 2020-04-17T15:08:46 Fixed the default face button mapping for Nintendo Switch Pro controllers
Ryan C. Gordon a7a4e16b 2020-04-15T13:31:54 haiku: Patched to compile.
Sam Lantinga 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) {
Sam Lantinga f34d2c60 2020-04-14T07:35:35 Added zlib license for Steam Controller headers
Sam Lantinga c302c1ab 2020-04-13T13:24:19 Fixed build
Sam Lantinga bf87604e 2020-04-13T12:33:29 Fixed rare crash when unplugging Xbox controller on Windows
Sam Lantinga 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.
Ryan C. Gordon 8c165add 2020-04-07T23:17:27 joystick: Remove force_centering flag; we handle this on disconnect now.
Sam Lantinga 3cb62d52 2020-04-07T11:17:52 Fixed setting the controller name for the RAWINPUT driver
Sam Lantinga e62c25b6 2020-04-07T11:17:22 The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver
Sam Lantinga 88cecee4 2020-04-07T10:14:12 Fixed build warning
Sam Lantinga 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
Sam Lantinga b6afbe63 2020-04-07T09:38:57 Added SDL_log.h to SDL_internal.h so logging is available everywhere
Sam Lantinga 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
Ryan C. Gordon 07f231ee 2020-03-26T18:47:04 joystick: Make sure recentering events happen before disconnect events. Fixes Bugzilla #5063.
Sam Lantinga 885b3f69 2020-03-23T14:10:25 Don't check the HIDAPI driver for the virtual device created by xow
Sam Lantinga 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)
Sam Lantinga f55cbdfd 2020-03-20T21:05:07 Allow Valve devices in driver check, we know they're well behaved controllers
Sam Lantinga 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.
Jimb Esser 417713a7 2020-03-20T19:49:19 Probable fix for compile errors on Mac OS and (non-VS) Win32
Sam Lantinga dc36f133 2020-03-20T19:49:15 Backed out changeset c29d04c3fa49
Sam Lantinga 2db65a7f 2020-03-20T19:47:46 Fixed compile warnings
David Ludwig 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.
David Ludwig 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
Sam Lantinga 9b879a08 2020-03-16T19:15:28 Fixed compiler warning
Jimb Esser c2c5d0b3 2020-03-16T16:52:49 Fix compile error
David Ludwig 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.
Jimb Esser 47da53b9 2020-03-16T14:49:20 Fix compiler warnings
David Ludwig 8cd08646 2020-03-16T17:19:18 virtual joysticks: move variable decls to top of function (for C90 compat; Bug 5038)
Sam Lantinga 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.
Sam Lantinga 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.
David Ludwig b2296506 2020-03-15T15:05:36 virtual joysticks: MSVC support part 1/2, make driver's .c file be uniquely named
David Ludwig cc908756 2020-03-15T13:25:49 virtual joysticks: removed ball support (Bug 5028)
Sam Lantinga 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.
Sam Lantinga 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!
Sam Lantinga 879f137a 2020-03-13T19:00:24 Added support for the older Xbox One S Bluetooth controller report format
Sam Lantinga d662a659 2020-03-13T19:00:22 Fixed crash if manufacturer or product string is NULL
Sam Lantinga 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
Sam Lantinga 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)
Sam Lantinga de2001ee 2020-03-13T13:05:40 Fixed binding the D-PAD on the 8BitDo M30 controller
Sam Lantinga cb2f78b1 2020-03-13T13:05:38 Updated 8BitDo SF30 Pro mapping with hint support, added Android binding for the 8BitDo M30 Gamepad
Sam Lantinga 80d075a0 2020-03-13T09:43:48 Fixed compiler warnings
Sam Lantinga 5722e884 2020-03-12T19:49:33 Fixed build warnings
Sam Lantinga c44473ba 2020-03-12T19:47:30 Unified code to standardize joystick names
Sam Lantinga db3b3a1d 2020-03-12T19:47:28 Added support for SDL hints in the game controller mapping database
Sam Lantinga 9fdc6cf3 2020-03-10T18:34:33 Removed Xbox HIDAPI debug code
Sam Lantinga fe979921 2020-03-10T17:35:14 Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead.
Sam Lantinga 4caa6a06 2020-03-10T16:41:42 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!
Cameron Gutman 4e0fb110 2020-03-07T19:21:21 Clear the old player index slot when moving to a new one
Cameron Gutman 165ccaa8 2020-03-07T17:20:04 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.
Cameron Gutman 467434b9 2020-03-07T13:17:28 Added support for indicating player index on DS4 controllers
Sam Lantinga e9bc21fb 2020-03-04T17:10:37 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.
Sam Lantinga 428cfddb 2020-03-04T14:59:44 Fixed crash when a controller is disconnected while rumble is pending
Sam Lantinga 281d05a6 2020-03-04T09:42:10 Fixed handling the guide button with both V1 and V2 of the Xbox One Bluetooth wireless protocols
Sam Lantinga 07000bfc 2020-03-02T17:31:58 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)
Sam Lantinga 3b3ae4d1 2020-03-02T15:06:47 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
Sam Lantinga eb19631a 2020-03-02T10:57:57 This controller firmware is supported on Windows, and is covered by the Bluetooth check on Mac OSX
Sam Lantinga 49564c8b 2020-03-02T10:47:48 Added support for the PDP Victrix Pro FS with Touch Pad for PS4
Sam Lantinga 4572dd2a 2020-03-02T10:37:28 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