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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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e5467af7
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2021-11-23T09:42:07
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Minor change comment
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c7dafb15
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2021-10-27T01:36:05
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Sync wiki -> header
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1b49f092
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2021-10-08T20:22:48
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include: manually ran wikiheaders.pl and cleaned up the obvious issues.
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c88eb7a8
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2021-07-14T17:07:04
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Sync wiki -> header.
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3f40396d
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2021-03-21T14:18:39
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First shot at merging the wiki documentation into the headers.
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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65ad4534
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2020-05-04T13:17:43
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Improvement for bug 3446 - The haptic API does not allow to select the direction axes
meyraud705
I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording:
"Use this value to play an effect on the steering wheel axis. This provides
better compatibility across platforms and devices as SDL will guess the
correct axis."
Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'.
For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
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4c22a21e
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2020-03-17T14:18:05
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Fixed bug 3446 - The haptic API does not allow to select the direction axes
meyraud705
Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
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73799917
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2020-03-16T13:28:38
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Fixed bug 3446 - The haptic API does not allow to select the direction axes
Mathieu Laurendeau
Consider a device supporting effects on multiple axes.
There's currently no way to play effects against a single-axis direction.
A device supporting effects against X and Y may not allow to play effects with a two-axis direction coordinate, even if one of the coordinates is null.
My current (ugly) work around for this is to add a direction type SDL_HAPTIC_X_FORCE to play effects against a X-axis only direction (patch attached).
This issue impacted two GIMX users using the following wheels:
- Leo Bodnar SimSteering force feedback wheel
- Accuforce direct drive wheel
Playing constant/spring/damper effects against a X-axis direction worked well for the first wheel, but not for the second one.
A better strategy seems to play the effects against the first axis reported by the DirectInput enumeration.
This strategy also works with Logitech wheels (at least the DFGT).
It's been more than a year that I have the latest patch (playing effects against the first axis only) in the GIMX software. It's being used by thousands of people, mostly for adapting their FFB wheel to the PS4. I had no report that proves this strategy to be wrong.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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d2042e1e
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2018-08-09T16:00:17
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Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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0a7faa4a
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2018-05-04T21:58:39
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Fix Linux haptic scaling, add 2.1 FIXME
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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7ae7fceb
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2017-04-02T21:32:49
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Fixed typos and documentation in haptic header file.
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45b774e3
|
2017-01-01T18:33:28
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Updated copyright for 2017
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7c60a638
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2016-12-23T20:36:12
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Corrected header file guard comments.
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36156335
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2016-11-20T21:34:54
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Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
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614cb35a
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2016-10-01T13:35:36
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Fixed bug 3165 - define numbers don't match types in Swift
C.W. Betts
Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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0e45984f
|
2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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d002d6bf
|
2015-06-17T12:59:12
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Removed Edgar's name from SDL_haptic.h at his request.
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2c4a6ea0
|
2015-05-26T06:27:46
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Updated the copyright year to 2015
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034933d7
|
2015-04-22T21:43:22
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Fixed typos in header file documentation comments.
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b72938c8
|
2015-04-20T12:22:44
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Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
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2015-01-26T22:00:29
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Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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70438be2
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2014-12-03T10:55:23
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WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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a5ce9c11
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2014-11-29T11:49:58
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Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft
"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
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ef8c3d89
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2014-11-29T11:48:43
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Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft
It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
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9c398852
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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5f9ea7ed
|
2014-09-17T14:49:36
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Haptic: Deal with negative periodic magnitudes (thanks, Elias!).
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs
The periodic magnitude parameter of the SDL Haptic API is based on the Linux
FF API, so it means they are not directly compatible:
'dwMagnitude' is a 'DWORD', which is unsigned.
Fixes Bugzilla #2701.
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266c0023
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2014-09-17T14:47:42
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Fixed haptic documentation typos (thanks, Elias!).
Partially fixes Bugzilla #2701.
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24c86b55
|
2014-09-11T19:24:42
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[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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57db2790
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2014-08-16T16:47:42
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Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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1db581b4
|
2014-08-16T16:41:25
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Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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81c574b8
|
2014-05-11T15:59:22
|
|
Fixed typo in header comment.
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|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
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|
58edac3e
|
2014-02-02T00:53:27
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|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
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|
1e49b1ed
|
2013-08-21T09:47:10
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|
OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
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dad42067
|
2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
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2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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