|
b90b5927
|
2020-04-17T21:30:58
|
|
Added support for the Razer Atrox Arcade Stick
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|
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
|
|
50b1c195
|
2020-04-14T09:55:33
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|
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) {
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f34d2c60
|
2020-04-14T07:35:35
|
|
Added zlib license for Steam Controller headers
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|
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.
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|
b6afbe63
|
2020-04-07T09:38:57
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|
Added SDL_log.h to SDL_internal.h so logging is available everywhere
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|
3154d924
|
2020-03-30T14:26:21
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|
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
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cb8c91d9
|
2020-03-22T11:01:14
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|
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)
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|
f55cbdfd
|
2020-03-20T21:05:07
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|
Allow Valve devices in driver check, we know they're well behaved controllers
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|
106ffd57
|
2020-03-20T20:45:30
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|
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.
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|
9b879a08
|
2020-03-16T19:15:28
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|
Fixed compiler warning
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|
c2c5d0b3
|
2020-03-16T16:52:49
|
|
Fix compile error
|
|
47da53b9
|
2020-03-16T14:49:20
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|
Fix compiler warnings
|
|
4dea340c
|
2020-03-16T12:23:38
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|
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.
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879f137a
|
2020-03-13T19:00:24
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Added support for the older Xbox One S Bluetooth controller report format
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|
d662a659
|
2020-03-13T19:00:22
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|
Fixed crash if manufacturer or product string is NULL
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|
c44473ba
|
2020-03-12T19:47:30
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|
Unified code to standardize joystick names
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9fdc6cf3
|
2020-03-10T18:34:33
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|
Removed Xbox HIDAPI debug code
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|
fe979921
|
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
|
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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|
467434b9
|
2020-03-07T13:17:28
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|
Added support for indicating player index on DS4 controllers
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|
e9bc21fb
|
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
|
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
|
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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3b3ae4d1
|
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
|
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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|
27f346a0
|
2020-03-02T09:46:37
|
|
Fixed compile warning
|
|
52be6633
|
2020-03-02T09:35:09
|
|
Use SDL math functions in Steam Controller support
|
|
756d2073
|
2020-03-02T09:26:12
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|
Updated the HIDAPI Xbox One driver with support for Bluetooth Xbox One controllers
|
|
6590d078
|
2020-03-01T14:52:49
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|
Fixed bug 4996 - Mac: XBoxOne Bluetooth rumble isn't working
rofferom
I have an annoying issue on MacOS about XBoxOne Bluetooth rumble (Vendor: 0x045e, Product: 0x02fd).
When 360controller is installed, rumble is working correctly. However, Bluetooth rumble isn't working at all, with or without 360controller installed (although it is working with Chrome + https://html5gamepad.com).
I looked at the code, and it seems that XBox controllers are managed in MacOS in this file: SDL_hidapi_xbox360.c. The XBoxOne file is disabled for MacOS in SDL_hidjoystick_c.h.
The function HIDAPI_DriverXbox360_Rumble() is called correctly, and hid_write() returns no error.
I have tried a stupid test. I took the rumble packet from 360controller: https://github.com/360Controller/360Controller/blob/ec4e88eb2d2535e9b32561c702f42fb22b0a7f99/XBOBTFF/FFDriver.cpp#L620. With the patch I have attached, I manage to have rumble working on Bluetooth (with some stupid vibration level, but it proves it can if the packet is changed).
But it breaks the USB rumble with 360controller. A comment in the function makes an explicit reference to 360controller, I think that's why I have broken this specific usecase.
I don't know what is the correct way to fix this, but it seems that the current implementation has a missing case for Bluetooth support.
Note that I also tested master this morning, and I have another issue:
if (!device->ffservice) {
return SDL_Unsupported();
}
test fails in DARWIN_JoystickRumble(). This test has been done quickly, I'm not totaly confident about its accuracy.
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53462163
|
2020-03-01T13:01:53
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mac: Fix gamepad detection
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|
1af31a26
|
2020-02-27T13:53:32
|
|
Fixed trying to handle the HORI Wireless Switch Pad when connected via USB
|
|
20d67446
|
2020-02-27T09:33:32
|
|
Xbox One controller rumble doesn't need synchronization if you use a packet counter of 0
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|
8d146363
|
2020-02-19T08:26:00
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|
Fixed support for third party Xbox 360 wireless controller dongle
|
|
715f8d42
|
2020-02-14T16:15:46
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|
Fixed bug 4986 - Memory leak in HIDAPI_JoystickConnected
meyraud705
Memory allocated for device->joysticks on line 589 of SDL_hidapijoystick.c is never freed.
Also, use memmove because memory is overlapping.
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|
833f76ab
|
2020-02-07T11:49:56
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|
Fixed bug 4968 - NULL passed to memcpy in WriteProprietary in SDL_hidapi_switch.c
meyraud705
In SDL_hidapi_switch.c
line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0
line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes
line 382: WriteProprietary call memcpy with pBuf=NULL
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|
8ba77b35
|
2020-02-07T11:44:57
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|
Use the asynchronous HIDAPI rumble code for Nintendo Switch Pro controllers
|
|
81256207
|
2020-02-07T11:02:34
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|
Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705
Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.
'volatile' is not meant for thread synchronization.
The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
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1d1a35ef
|
2020-02-04T16:05:39
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Fixed Visual Studio build
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1bd12026
|
2020-02-04T15:42:49
|
|
Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds
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02108cf7
|
2020-02-04T15:27:25
|
|
Added missing files from previous commit
|
|
1684606f
|
2020-02-04T15:26:56
|
|
Fixed long delay on main thread caused by blocking rumble writes in HIDAPI drivers
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
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6efebf17
|
2020-02-04T12:48:53
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|
Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
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212609b3
|
2020-01-31T14:09:23
|
|
Map the right pad on the Steam Controller to the right stick in the game controller API
|
|
39a498c9
|
2020-01-31T13:09:20
|
|
Build the hidapi framework and weak link it on Mac OS X
|
|
91121ee4
|
2020-01-31T10:45:04
|
|
Weak link the hidapi framework on iOS and tvOS
|
|
0641711e
|
2020-01-29T20:09:59
|
|
Added missing file from previous commit
|
|
355f0b54
|
2020-01-29T20:09:11
|
|
Added support for the Steam Controller on mobile devices
|
|
adb53d0b
|
2020-01-26T10:32:39
|
|
Fixed disabling the Xbox 360 wireless HIDAPI driver
|
|
c9f672fd
|
2020-01-23T22:24:24
|
|
Fixed compiler warnings
|
|
443bce74
|
2020-01-22T11:28:35
|
|
Added support for the paddles on the Xbox One Elite Series 1 controller
|
|
25c88ea9
|
2020-01-20T13:53:40
|
|
The Xbox One 0x01 initialization packet is an ack packet
|
|
9c3d1602
|
2020-01-19T11:43:36
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|
Refactored code so SDL_GetJoystickGameControllerType() is called less during controller detection
|
|
43aa1fa9
|
2020-01-18T11:21:14
|
|
Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android
|
|
4e682461
|
2020-01-17T10:43:14
|
|
Reattach the kernel driver after closing USB controllers
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
c6817a2c
|
2020-01-16T15:32:41
|
|
Added support for the paddles on the Xbox One Elite Series 2 controller
|
|
4e1cc124
|
2020-01-16T15:32:39
|
|
Improved Xbox One controller initialization
|
|
669729a8
|
2020-01-15T22:18:31
|
|
Improved Xbox One controller initialization sequence
This sequence works across Microsoft, PowerA, PDP, and HORI controllers.
The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect
The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence.
The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
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7775f7ce
|
2020-01-13T22:05:54
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|
Fixed deadlock in HIDAPI joystick system
|
|
3a796d6a
|
2020-01-13T15:35:54
|
|
Free the joystick player index when the joystick is removed
|
|
d2cda502
|
2020-01-12T17:22:24
|
|
Send the full Xbox One controller sequence for Microsoft controllers
This switches Bluetooth controllers back into USB report mode for the latest Xbox One S and Xbox One Elite Series 2 firmware
|
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5d28c315
|
2020-01-09T14:53:34
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|
Only initialize Xbox One controllers once they're ready for initialization (or if they are silent until init)
This fixes the Hyperkin Duke Xbox One controller showing the Xbox startup animation every time an SDL application launches
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47abe4e3
|
2020-01-09T14:53:30
|
|
Fixed crash when unplugging a HIDAPI controller
|
|
a56aaea1
|
2020-01-07T16:47:56
|
|
Fixed handling the 8BitDo M30 in Nintendo Switch mode
|
|
4c9628a0
|
2019-12-30T17:56:56
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|
Fixed GameCube controller axis and trigger ranges and X and B button being swapped
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|
a9482a1d
|
2019-12-30T09:44:32
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Added support for the Nintendo GameCube adapter, tested on Steam Link hardware
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f0cee3ed
|
2019-12-22T13:15:11
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Fix shutting down HIDAPI device with multiple joysticks
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.
HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.
Disconnect HIDAPI device joystick 0 until there are none left.
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46e1377d
|
2019-12-20T20:12:03
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Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
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6b767872
|
2019-12-19T21:45:44
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Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers
|
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1db56619
|
2019-12-19T18:03:28
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|
Fixed rare infinite rumble in HIDAPI controller driver
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25bd5070
|
2019-12-19T18:00:08
|
|
Fixed GameCube rumble
|
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2481ab93
|
2019-12-19T15:58:16
|
|
Fixed compiler warning
|
|
fead0b24
|
2019-12-19T15:02:12
|
|
Added missing files from previous commits
|
|
e22e77da
|
2019-12-19T15:01:35
|
|
Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee
|
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15d30298
|
2019-12-19T15:01:32
|
|
Added support for wireless Xbox 360 controllers using the HIDAPI driver
|
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e7f7e3f4
|
2019-12-19T15:01:30
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Refactored HIDAPI controller code to support dongles and hubs that dynamically attach controllers
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52b6ab21
|
2019-12-16T17:11:23
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Added support for the SteelSeries Stratus Duo
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a7ae9175
|
2019-12-16T10:20:03
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Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
On a Dualshock 4 controller using hidapi driver, calling SDL_JoystickRumble with a duration too long (SDL_HAPTIC_INFINITY for example) causes the rumble to stop immediately.
This happens because of integer overflow on line 301 of SDL_hidapi_ps4.c
(https://hg.libsdl.org/SDL/file/a3077169ad23/src/joystick/hidapi/SDL_hidapi_ps4.c#l301), which sets expiration time in the past.
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c2b6d6f9
|
2019-12-13T16:12:37
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Enable the LED on PowerA Xbox One controllers
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0352814a
|
2019-12-13T16:07:25
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Added general remapping of controller manufacturer
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1ac7eaba
|
2019-12-12T14:25:02
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Fixed comment typo
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0f529160
|
2019-12-11T17:47:01
|
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Added custom names for some controllers
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e029fdbb
|
2019-12-11T17:46:59
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Shorten "Performance Designed Products" to "PDP"
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8b50dcb2
|
2019-12-11T17:46:54
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Use the controller product string instead of hard-coding controller names
|
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3469481e
|
2019-12-10T10:00:49
|
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Don't include the manufacturer if it's already included in the product string
|
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82d2c357
|
2019-12-09T16:52:11
|
|
Fixed rumble after Xbox controller initialization
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
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3d34750c
|
2019-12-09T13:54:05
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The PowerA Mini controller blocks while writing feature reports, so don't try to use the HIDAPI driver for it on Linux
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36265063
|
2019-12-09T13:54:03
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Added some missing Xbox controller names
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2fd3f756
|
2019-11-28T11:44:17
|
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Fixed trying to use the HIDAPI driver for the original Xbox One S Bluetooth controller
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4a776138
|
2019-11-27T18:26:57
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Added the full Xbox One Elite Series 2 controller initialization sequence, to start input reports after switching out of Bluetooth mode.
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0b863f8a
|
2019-11-27T15:27:19
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Sorted controller entries by type and VID/PID to more easily find entries in the list
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43cb7b3c
|
2019-11-27T12:38:51
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Added support for the Hori Fighting Commander
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a76e5474
|
2019-11-27T12:38:48
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Added support for the PowerA XB1 Fusion Fight Pad
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a5e6b87c
|
2019-11-26T08:35:41
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Added support for a variant of the PowerA FUSION Pro Controller
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f3d95396
|
2019-11-25T15:02:54
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Added some missing controller names
|
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8243a3e8
|
2019-11-25T15:02:50
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Added support for the Hyperkin X91
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8e153922
|
2019-11-22T17:46:30
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This packet didn't end up being needed to initialize input for the Xbox One Elite Series 2 controller
|