|
6a7f29cd
|
2020-11-25T11:31:17
|
|
Fixed compiling on tvOS
|
|
e4b7d9a2
|
2020-11-24T07:56:59
|
|
Removed usage of TARGET_OS_OSX for building with older SDKs
|
|
a5cde4cb
|
2020-11-24T07:29:55
|
|
Fixed trying to use @available() on older SDK
|
|
97782e6c
|
2020-11-24T07:11:49
|
|
Don't try to call IOS_SupportedHIDDevice() if it's not defined
|
|
a063b9fb
|
2020-11-24T07:06:31
|
|
Fixed compiler warning
|
|
c63bbb06
|
2020-11-24T06:55:33
|
|
Including SDL_config_iphoneos.h enables MFI controller code
|
|
1e943e2a
|
2020-11-23T22:59:22
|
|
Fixed building with an older SDK and macOS target
|
|
62e39b5f
|
2020-11-23T20:57:14
|
|
Fixed building with an older SDK and macOS target
|
|
fd894467
|
2020-11-21T14:13:26
|
|
Fixed building on Mac OS X on the command line and with an older macOS SDK
|
|
1df593fb
|
2020-11-21T13:15:33
|
|
Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts
This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.
While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
|
|
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
|
|
9f51fad3
|
2020-11-13T18:01:29
|
|
Added support for the touchpad on PS4 and PS5 controllers
|
|
1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
|
|
fb4a406a
|
2020-11-09T18:45:22
|
|
Don't put 'm' in the GUID for Xbox and PS4 controllers on iOS
|
|
009b62f1
|
2020-11-07T02:22:15
|
|
Be explicit about mapping the new game controller paddle buttons
|
|
749062e7
|
2020-11-06T16:53:13
|
|
Implemented SDL_GameControllerSetLED() for iOS/tvOS
|
|
faeac6e8
|
2020-11-06T16:42:46
|
|
Added additional game controller button support on iOS/tvOS
|
|
e555d453
|
2020-11-05T11:07:54
|
|
Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
d9aea0c3
|
2020-10-15T10:13:42
|
|
Update the existing haptic player when we rumble on iOS
|
|
a558409b
|
2020-10-13T21:08:18
|
|
Only include CoreHaptics if we're building with rumble support
|
|
75d5be97
|
2020-10-13T21:08:17
|
|
Fixed compiling with an older iOS SDK
|
|
6b62494e
|
2020-10-13T21:08:15
|
|
Added support for controller battery status on iOS 14
|
|
1b31e9f6
|
2020-10-13T21:08:13
|
|
Added support for game controller rumble on iOS 14
|
|
2d7b33cb
|
2020-10-13T21:08:11
|
|
Added support for the controller home button on iOS 14
|
|
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.
|
|
e9f567c7
|
2020-05-27T10:14:08
|
|
Fixed building on iOS with MFI controllers disabled
|
|
83cddd2e
|
2020-04-30T11:57:29
|
|
Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
c44473ba
|
2020-03-12T19:47:30
|
|
Unified code to standardize joystick names
|
|
6efebf17
|
2020-02-04T12:48:53
|
|
Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
|
|
c9c89783
|
2020-01-29T20:09:08
|
|
Miscellaneous pending fixes
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
cb800d1c
|
2020-01-13T22:05:56
|
|
Fixed compiler warning
|
|
46e1377d
|
2019-12-20T20:12:03
|
|
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()
|
|
135a9053
|
2019-12-06T13:48:13
|
|
Fixed the Apple TV remote menu button on tvOS 13.2 (thanks Romain Tisserand)
|
|
7a51ad6a
|
2019-12-06T13:48:10
|
|
Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand)
|
|
73536d93
|
2019-07-12T21:28:43
|
|
ios: Fixed MFi guide button not being detected (thanks, Caleb!).
Fixes Bugzilla #4721.
|
|
4eb3c0c3
|
2019-06-14T13:56:52
|
|
Added support for Xbox and PS4 wireless controllers on iOS and tvOS
Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
|
|
20ec8664
|
2019-06-06T08:20:53
|
|
Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS
Patch contributed by Nat Brown
|
|
65e07b38
|
2019-01-31T19:52:47
|
|
iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!)
Fixes bug #4463.
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
14329256
|
2018-10-25T16:53:14
|
|
Generalized the XInput user index into a player index
|
|
888bf1af
|
2018-08-09T16:03:50
|
|
Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
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
|
|
8e062f69
|
2018-03-19T14:42:51
|
|
Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
|
|
129431b4
|
2018-03-08T16:32:22
|
|
Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press
|
|
a2c1d83c
|
2018-03-07T18:09:58
|
|
Include a USB VID/PID for Apple MFI controllers
This is just placeholder VID/PID, but allows code that works with VID/PID to identify the MFI controllers easily.
|
|
73c26c20
|
2018-02-06T16:43:31
|
|
Send Apple TV remote input as key events unless it's opened as a joystick, to match Android behavior.
|
|
f59b9c8b
|
2018-02-06T15:03:38
|
|
Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
d8286479
|
2017-09-22T08:30:52
|
|
Added stubs for simple Steam Controller support
|
|
de91b124
|
2017-08-14T06:28:21
|
|
Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
|
|
8f78f5bb
|
2017-02-02T16:56:02
|
|
Fixed build on Apple TV
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
ad26769c
|
2016-12-22T18:43:00
|
|
Fixed compile errors on various platforms
|
|
97aa5775
|
2016-11-16T22:08:51
|
|
Fixed empty parameter list in signatures of internal functions.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
a96b6f21
|
2016-09-17T01:31:07
|
|
Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
|
|
925859aa
|
2016-09-13T18:43:55
|
|
Fixed accidental call to SDL_PrivateJoystickHat()
|
|
f0505766
|
2016-09-13T22:18:06
|
|
Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
|
|
35e564a6
|
2016-08-26T15:46:29
|
|
ios: patched to compile.
|
|
ad1bfea5
|
2016-08-26T12:18:08
|
|
Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
cb15bb4c
|
2015-12-11T16:41:59
|
|
iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened.
|
|
0da59802
|
2015-11-09T18:13:47
|
|
iOS: Set the 'player index' of MFi game controllers when they're opened for use.
MFi controllers display their player index via LEDs on the controller.
|
|
84f6bc41
|
2015-11-09T17:41:54
|
|
iOS: Fixed MFi game controller triggers to report the proper range of values.
|
|
7ce64372
|
2015-11-09T02:32:37
|
|
iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers.
|
|
ab2a3500
|
2015-09-25T15:17:20
|
|
iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView.
UIAlertController is also supported on tvOS, whereas UIAlertView is not.
|
|
774b0775
|
2015-09-21T21:19:37
|
|
iOS: Fixed pointer dereference after free.
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
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().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
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.
|
|
3e1d3629
|
2015-04-15T21:29:55
|
|
Fixed typo in internal joystick documentation comments.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
df98b11c
|
2015-04-06T15:26:37
|
|
Merged default into iOS-improvements
|
|
162ef5ea
|
2015-03-24T13:52:01
|
|
Cleanups in the joystick code.
Removed some redundant state and other confusions.
Fixes Bugzilla #2738.
|
|
da843f6a
|
2015-03-11T21:14:21
|
|
Updated internal documentation comments.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
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
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
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.
|
|
66867e65
|
2015-01-24T23:58:07
|
|
Merged default into iOS-improvements
|
|
2b53ffc7
|
2015-01-16T23:07:10
|
|
Fixed wrong documentation in joystick implementation source.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
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!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[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
|
|
f5543f93
|
2014-08-06T03:24:16
|
|
Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
|
|
caad673f
|
2014-07-29T00:36:12
|
|
Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
|
|
c81ce5a0
|
2014-07-15T02:04:08
|
|
Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
|
|
1506b3b8
|
2014-07-15T02:01:43
|
|
iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
|
|
6a632eb2
|
2014-06-25T00:20:21
|
|
Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski
SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.
The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.
I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
|
|
446d19c4
|
2014-06-14T23:31:23
|
|
Removed SDL_SYS_JoystickNeedsPolling().
It was simpler to just have the polling (actually: hotplug detection)
functions return immediately if it's not an appropriate time to poll.
Note that previously, if any joystick/controller was opened, we would poll
every time anyhow, skipping this function.
|
|
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.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
62b17e7e
|
2014-01-29T00:27:54
|
|
Fixed comments in joystick implementation files claiming to be headers.
It seems comments were originally copied from SDL_sysjoystick.h.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
85c2e236
|
2013-10-20T22:23:09
|
|
Fixed Y axis inversion on iOS; positive is up, negative is down.
|
|
dad42067
|
2013-08-12T11:13:50
|
|
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.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
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.
|