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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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af263798
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2016-12-28T20:10:48
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Fixed crash if allocating memory for game controller failed.
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cb8685c0
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2016-12-27T02:04:38
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Fixed comment style
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6d7da088
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2016-12-27T01:39:07
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Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
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b4e069e7
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2016-12-26T02:12:21
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Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
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ca019dad
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2016-12-22T17:33:45
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Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them.
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a5250171
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2016-12-08T10:13:45
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Protect the game controller API the same way the joystick API is protected from multi-threaded access
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d834c08a
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2016-11-29T22:02:37
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Add the controller mappings to the linked list in order
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dd5d85a4
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2016-11-29T06:36:57
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Added an API to iterate over game controller mappings
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eb9cc030
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2016-11-19T23:27:37
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Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
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57d01d7d
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2016-11-13T22:57:41
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Patch from Sylvain to fix clang warnings
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23c01c18
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2016-11-11T13:29:23
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Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile
x414e54
It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.
So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.
There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.
Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.
For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
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160e7194
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2016-11-11T04:35:06
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Fixed whitespace and added code to support older game controller GUIDs
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ac74e16c
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2016-11-10T17:19:34
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Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
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89abbbfe
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2016-10-07T18:24:34
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Fixed bug 3438 - SDL_GameControllerEventWatcher: Log on event with value >= k_nMaxReverseEntries
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8bc5c57d
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2016-10-07T16:13:37
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Fixed recentering triggers when the application doesn't have focus
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72164985
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2016-10-07T16:04:15
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Fixed bug 2823 - Release events for triggers receive wrong centered value
Ryochan7
I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.
When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
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c2e25651
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2016-10-01T13:02:20
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Fixed bug 3424 - SDL_GameController: Increase k_nMaxReverseEntries
ny00
On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c.
The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48.
Side-note: Maybe some log should be emitted in case of going over any such bound?
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ad1bfea5
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2016-08-26T12:18:08
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Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
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c69bce67
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2016-08-26T11:16:44
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commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date: Sun Aug 21 01:19:19 2016 -0700
bugfix for controller / joystick add / remove being in the event queue at the same time
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2a754ca7
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2016-03-07T08:22:55
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Allow mappings to be added before GameControllerInit
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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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d1e6a2eb
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2015-12-09T12:11:40
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Added broad support for wireless XBox 360 controllers on Linux
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e6ad29ae
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2015-11-14T12:35:45
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Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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0e45984f
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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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