src/joystick/SDL_gamecontroller.c


Log

Author Commit Date CI Message
Pierre Wendling d0bbfdbf 2022-12-01T16:07:03 Clang-Tidy fixes (#6725) (cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
Sam Lantinga b8d85c69 2022-11-30T12:51:59 Update for SDL3 coding style (#6717) I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
Sylvain Becker fb0ce375 2022-11-27T17:38:43 Cleanup add brace (#6545) * Add braces after if conditions * More add braces after if conditions * Add braces after while() conditions * Fix compilation because of macro being modified * Add braces to for loop * Add braces after if/goto * Move comments up * Remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements after merge * Fix inconsistent patterns are xxx == NULL vs !xxx * More "{}" for "if() break;" and "if() continue;" * More "{}" after if() short statement * More "{}" after "if () return;" statement * More fix inconsistent patterns are xxx == NULL vs !xxx * Revert some modificaion on SDL_RLEaccel.c * SDL_RLEaccel: no short statement * Cleanup 'if' where the bracket is in a new line * Cleanup 'while' where the bracket is in a new line * Cleanup 'for' where the bracket is in a new line * Cleanup 'else' where the bracket is in a new line (cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
ulatekh ec58a817 2022-10-05T19:26:09 Fixes made in response to running a static code analyzer under MS Windows. Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs. SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision. SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer. SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used. SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range. SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it. SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691). SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen. SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL. SDL_pixels.c: Looks like the switch is genuinely missing a break! SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons. SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
Sam Lantinga 6432f45a 2022-11-08T10:27:21 Don't treat the Nintendo IMU as a separate game controller on Linux
Sam Lantinga a2d66b6a 2022-11-05T13:12:10 SDL_GameControllerMapping() should return the string for the actual mapping that was used when opening a gamecontroller, rather than do a GUID match again Also don't match against the zero guid if that happens to be in the mapping list for some reason
Sam Lantinga e837debc 2022-10-25T16:13:50 Bindings should have a trailing comma, so the CRC can be appended
Sam Lantinga a6018ae5 2022-10-25T10:23:51 Added support for the NVIDIA SHIELD controller v1.03 to the HIDAPI driver
Sam Lantinga b4c25f57 2022-10-02T09:51:05 Remapped the side button and trigger as paddles for the mini-gamepad mode of the Joy-Cons This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode. The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
Sam Lantinga f58a6506 2022-10-02T09:50:27 Added paddle mapping for combined Joy-Cons
Happy Harry 6c8bf3af 2022-10-03T00:19:34 Add vertical mode for Nintendo Joy-Con (#6303) * Added support for vertical mode for Joy-Con controllers * Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode * Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
Sam Lantinga 2c518747 2022-09-27T09:56:02 Added microsecond timestamp to sensor values for PS4 and PS5 controllers using the HIDAPI driver
Sam Lantinga fa2063fb 2022-09-22T23:42:25 Improved detection of third party PS4 and PS5 controllers
Sam Lantinga 4f1b408a 2022-09-12T18:19:02 Fixed button mapping for PS5 controllers
Ozkan Sezer 787cd580 2022-09-08T23:00:04 silence unused function warning for SDL_endswith() on non-linux.
Sam Lantinga 42cf6d6c 2022-09-07T01:41:11 Don't treat the Wii extension controls as a separate game controller on Linux
Sam Lantinga 30f55a5d 2022-09-06T23:33:55 Added initial support for the Wii Motion Plus extension This adds a gyro sensor to the Wii controller, and is enabled in standalone and nunchuk mode
Sam Lantinga a61b823d 2022-09-05T14:31:25 Added support for the Wii Remote with the Classic Controller Pro extension Also changed event order to: buttons, triggers, axes, for consistency with other drivers
Sam Lantinga 396411c0 2022-09-01T20:27:34 Added mapping for the Wii Nunchuk extension
Sam Lantinga 7708bf0f 2022-09-01T08:18:58 Try matching game controller mappings on CRC and version and fall back to no CRC and no version, in that order. We do exact match when adding mappings, but loose matching everywhere else we look up a mapping for a GUID.
Sam Lantinga 0e4baf1c 2022-08-30T12:39:23 Don't crash if SDL functions are passed a closed joystick or gamecontroller
Sam Lantinga 0b8b321f 2022-08-28T23:01:30 Allow the product version to be different when trying to find a controller mapping This is in the hope that revving the product version doesn't change the mapping, which is the case for some devices. In cases where it does, we just need to provide a mapping for each version of the product.
Sam Lantinga 3cbfd75d 2022-08-27T18:55:55 Re-added the CRC to the joystick guid This is now used as a crc field in the mapping rather than directly in mapping guids, for better mapping compatibility between versions of SDL. Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID, so that mapping programs can clear the CRC from the GUID when generating mappings. sort_controllers.py has been updated to extract the CRC from mappings created by older mapping programs and convert it into the new crc field. It will also take the CRC into account when checking for duplicate mappings. Also regenerated the GUIDs for the PS2/PSP/Vita controller mappings, fixing https://github.com/libsdl-org/SDL/issues/6151
Sam Lantinga e7332cd8 2022-08-24T15:28:56 Fixed zero CRC matching in the controller mapping database
Sam Lantinga b6a3d762 2022-08-23T07:24:21 Look up mappings by GUID in two passes: first with CRC, second without
Sam Lantinga c1e08739 2022-08-22T16:46:55 Added the CRC of the joystick name to the GUID This will make it possible to have mappings for different controllers that have the same VID/PID. This happens frequently with some generic controller boards that have been reused in many products. Fixes https://github.com/libsdl-org/SDL/issues/6004
Sam Lantinga b2819e43 2022-08-22T13:10:57 Send SDL_CONTROLLERDEVICEREMOVED for all joysticks because we don't know after the fact whether it was a game controller. Fixes https://github.com/libsdl-org/SDL/issues/2092
Sam Lantinga bf925b9e 2022-08-11T14:41:48 Fixed build
Sam Lantinga 24f97dd7 2022-08-11T14:39:49 Added an SDL error to SDL_GameControllerMapping* functions
Sam Lantinga 28c01955 2022-08-04T10:46:37 Fixed button mapping for the HORIPAD S This controller actually comes in at least two flavors: a GameCube controller and an arcade pad, neither of which should have the face buttons remapped.
Sam Lantinga 57c3b2c9 2022-08-03T21:31:12 Don't rely on the device VID/PID to get the Nintendo controller type The Nintendo Online Sega Genesis controller reports the SNES VID/PID over Bluetooth. This is a more robust way of handling future controllers as well, so let's go with this instead. Also use full reports over Bluetooth, and don't report gyro for Nintendo Online classic controllers.
Sam Lantinga 29cdb2c9 2022-08-03T18:01:10 Added support for the Nintendo Switch Joy-Con Charging Grip
Sam Lantinga 875b737c 2022-07-28T21:39:32 Added support for the Nintendo Online NES Controllers to the HIDAPI driver
Sam Lantinga 2fa2f9ff 2022-07-28T19:22:27 Greatly improved Nintendo Joy-Con support using the HIDAPI driver * Added support for mini-gamepad mode for Joy-Con controllers, matching the mapping for hid-nintendo on Linux and iOS 16 * Added the ability to merge left and right Joy-Con controllers into a single Pro-style controller * Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_COMBINE_JOY_CONS to control this merging functionality * Removed the hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
diddily 0ec5bb4e 2022-07-25T10:37:23 Add missing controller events to `SDL_GameControllerEventState()` Events to handle controller touchpads and sensors were added to the library but not added in `SDL_GameControllerEventState()`. This change adds the missing events.
Sam Lantinga e24b971a 2022-07-12T17:53:03 Added support for the NVIDIA Shield controller guide button
Cameron Gutman 6e712d24 2022-07-09T22:55:36 joystick: Add HIDAPI driver for NVIDIA SHIELD 2017 controller Basic input already works using the OS HID driver, but this enables force feedback and battery state reporting.
chalonverse 3b191580 2022-06-27T17:19:39 Windows GDK Support (#5830) * Added GDK * Simplfied checks in SDL_config_wingdk.h * Added testgdk sample * Added GDK readme * Fixed error in merge of SDL_windows.h * Additional GDK fixes * OpenWatcom should not export _SDL_GDKGetTaskQueue * Formatting fixes * Moved initialization code into SDL_GDKRunApp
Sam Lantinga 68544be4 2022-06-10T11:31:59 Added support for the Nintendo Online controllers
Sam Lantinga c7f41038 2022-06-09T13:47:29 Special case for k_eControllerType_XInputSwitchController in the raw input path
Sam Lantinga e6cb0822 2022-06-09T13:20:38 Fixed the default mapping on Windows for the HORI Fighting Commander
Sam Lantinga 423141bf 2022-06-03T18:49:41 Added a function to get the controller firmware version
Sam Lantinga 7fa46ec4 2022-05-31T11:11:19 The Google Pixel fingerprint sensor also shows up on Linux when running on the phone
Sam Lantinga 47f1cb55 2022-05-18T23:48:15 Fixed picking up the correct mapping for virtual controllers on Android Fixes https://github.com/libsdl-org/SDL/issues/5662
Sam Lantinga 94eeb587 2022-05-15T20:01:12 First pass at extending virtual controller functionality Added the ability to specify a name and the product VID/PID for a virtual controller Also added a test case to testgamecontroller, if you pass --virtual as a parameter
Sam Lantinga 7ad15c5b 2022-05-15T09:35:52 Added game controller support for virtual joysticks Fixes https://github.com/libsdl-org/SDL/issues/5662
Sam Lantinga e551384a 2022-04-26T14:54:14 Added functions to get the platform dependent name for a joystick or game controller
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Ozkan Sezer 61107494 2021-12-17T07:40:02 SDL_gamecontroller.c: (unsigned char) cast to SDL_isdigit() parameters.
Sam Lantinga a2e85652 2021-11-26T11:04:15 The Google Pixel fingerprint sensor isn't actually a joystick Fixes https://github.com/libsdl-org/SDL/issues/4971
Sam Lantinga 6828955d 2021-11-19T09:58:11 Trim any extra platform strings from mappings when they're returned to the application
Cameron Gutman fe09a493 2021-11-11T15:53:11 joystick: Add APIs to query rumble support
Sam Lantinga 301389ce 2021-11-07T13:52:59 Fixed iOS build
Sam Lantinga 0323d983 2021-11-07T12:52:06 Add the platform to the game controller mapping so it can be read back in without changes Fixes https://github.com/libsdl-org/SDL/issues/4848
Sam Lantinga 86bc65a7 2021-11-07T11:35:12 Fixed non-Apple builds
Sam Lantinga 9fdb0645 2021-08-04T11:33:28 Added support for the Joy-Con Charging Grip when SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS is enabled
Sam Lantinga 2dfc92ca 2021-08-03T01:33:35 Added default mapping for WGI game controllers
Sam Lantinga 993a5676 2021-08-03T00:14:15 Only use the default Xbox mapping on Linux On Windows, this is already covered by XInput and is the wrong mapping if we try to use it with DirectInput/RAWINPUT/WGI controllers
Sam Lantinga a186a503 2021-07-29T06:43:39 Added SDL_GameControllerGetSensorDataRate() to get the sensor update rate for a controller.
Sam Lantinga 09d1cea7 2021-07-24T11:15:09 Use the new controller type for the Luna and Stadia controllers
Sam Lantinga 808c3ae6 2021-07-24T10:36:56 Allow mapping Android controllers that just have a D-PAD and face buttons This fixes bug https://github.com/libsdl-org/SDL/issues/4327
Sam Lantinga d135c076 2021-07-08T13:22:41 Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers See testgamecontroller.c for an example of a custom PS5 trigger effect
Sam Lantinga 430bbcb8 2021-07-07T09:49:33 Added HIDAPI support for the Amazon Luna Controller connected over USB in DirectInput mode
Sam Lantinga 863f5669 2021-07-07T08:55:16 Fixed reading thumbstick axes and mic button on the Amazon Luna Controller firmware version 305164320
Dimitriy Ryazantcev 39302c92 2021-06-02T14:28:33 Add Steam Virtual Gamepad and Xbox 360 Wired Controller defines instead of magic values See https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices for details on what is Steam Virtual Gamepad.
Sam Lantinga afd100f0 2021-06-18T17:37:46 Added support for the PowerA Fusion Pro 2 and the PDP Xbox Series X Afterglow and Blue controllers
JibbSmart ee52624f 2021-02-22T17:23:13 Switch Joy-Con SL and SR buttons are now mapped to matching paddle positions so that all buttons can be accessed when using SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
Sam Lantinga 1a17ab30 2021-02-21T11:03:26 Added mappings for popular controllers on Chromebooks
Sam Lantinga 85235985 2021-02-02T11:53:31 Fixed detecting the paddles on the Xbox Elite Series 1 controller
Sam Lantinga 1981d23f 2021-01-23T11:06:35 Fixed bug 5466 - Add haptic support for Stadia Controller Dimitriy Ryazantcev Consider adding support for Stadia Controller haptics. Here is example code how to deal with it: https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
Sam Lantinga f68b36df 2021-01-22T11:42:42 Added support for the EVORETRO GameCube Adapter in PC mode
Sam Lantinga 178ae70a 2021-01-20T12:18:10 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller.
Sam Lantinga 2ea393bd 2021-01-15T14:36:21 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers
Sam Lantinga b3848c51 2021-01-14T15:15:57 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled jibb I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller. I'm using the standard mapping file from here: https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed). However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead. Mathias Kaerlev Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version. I suspect it might be caused by this commit: https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5 It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga 4ec776c3 2020-12-22T13:29:23 Don't switch the PS5 controller out of DirectInput mode by default
Sam Lantinga cb361896 2020-12-09T07:16:22 Fixed bug 5235 - All internal sources should include SDL_assert.h Ryan C. Gordon We should really stick this in SDL_internal.h or something so it's always available.
Sam Lantinga 4fbefbe2 2020-11-27T11:33:53 Sort the raw input axes by usage, so X comes before Y, etc.
Sam Lantinga 5b3616c3 2020-11-23T18:24:05 Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
Sam Lantinga 6cb7f9e3 2020-11-19T19:09:40 Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for Nintendo Switch Pro controllers using the HIDAPI driver
Sam Lantinga fcb21aa8 2020-11-17T10:30:20 Added API for sensors on game controllers Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers Also fixed an issue with the accelerometer on iOS having inverted axes
Sam Lantinga d140d887 2020-11-16T17:36:47 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
Sam Lantinga 9f51fad3 2020-11-13T18:01:29 Added support for the touchpad on PS4 and PS5 controllers
Sam Lantinga 1e2caac5 2020-11-11T18:57:37 Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
Sam Lantinga e12457d8 2020-11-10T12:26:30 Added support for the Xbox Series X controller to the HIDAPI driver
Sam Lantinga 009b62f1 2020-11-07T02:22:15 Be explicit about mapping the new game controller paddle buttons
Sam Lantinga 3a3aaac2 2020-11-06T11:30:52 Added 4 auxiliary buttons to the game controller API Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver PS4 and PS5 controllers use AUX1 to represent the touchpad button Nintendo Switch Pro controllers use AUX1 to represent the capture button
Sam Lantinga e555d453 2020-11-05T11:07:54 Added SDL_JoystickHasLED Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga 99ed0d7a 2020-10-16T12:40:12 Map the guide button by default on Android 11
Cameron Gutman 9d40a0f3 2020-08-29T16:50:26 Fix joystick device add events containing invalid device indexes This can happen if the application has not yet processed SDL_JOYDEVICEADD when the same joystick is removed. It may also happen if two joysticks are added and the second joystick is removed before the first joystick's SDL_JOYDEVICEADD has been processed by the application.
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
Sam Lantinga 39c958bb 2020-05-29T14:48:39 Initialize the raw_map before getting controller mappings from the driver
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.
Ethan Lee 83cddd2e 2020-04-30T11:57:29 Add SDL_JoystickSetLED. Currently, this is only supported by the PS4 HIDAPI driver.
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
Ryan C. Gordon 8c165add 2020-04-07T23:17:27 joystick: Remove force_centering flag; we handle this on disconnect now.
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.
Sam Lantinga db3b3a1d 2020-03-12T19:47:28 Added support for SDL hints in the game controller mapping database