src/joystick/windows/SDL_windowsjoystick.c


Log

Author Commit Date CI Message
Sam Lantinga a0c5bfa3 2020-11-27T13:08:40 Moved raw input event processing from the main thread to the joystick thread This allows fast joystick event delivery regardless of what the main thread is doing.
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 1e2caac5 2020-11-11T18:57:37 Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
Sam Lantinga e555d453 2020-11-05T11:07:54 Added SDL_JoystickHasLED Currently, this is only supported by the PS4 HIDAPI driver.
stfx b1626295 2020-07-08T17:28:34 cmake: Fix building with -DSDL_HAPTIC=Off
Sam Lantinga 2db04947 2020-05-29T14:48:05 Fixed variable names to be consistent across functions
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.
Sam Lantinga 6efebf17 2020-02-04T12:48:53 Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 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()
Ozkan Sezer 4953e050 2019-07-31T05:11:40 use SDL_zeroa at more places where the argument is an array.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga 14329256 2018-10-25T16:53:14 Generalized the XInput user index into a player index
Sam Lantinga 5febdfce 2018-09-24T11:49:25 Fixed whitespace
Sam Lantinga 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
Sam Lantinga 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
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 0ddac338 2017-09-08T07:15:47 keep joystick thread from waking unnecessarily, and from possibly blocking for 300ms at shutdown if a joystick was just plugged in CR: SamL
Philipp Wiesemann 871d43a8 2017-06-08T22:40:09 Removed unused hint includes.
Philipp Wiesemann 4b47fa38 2017-06-04T23:15:47 Removed duplicate includes.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga 24df68ea 2016-10-07T16:32:58 Fixed bug 2833 - Access Violation on SDL_PollEvent after init, delay and quit of joystick subsystem Jan Klass Not sure if this is limited to the joystick subsystem, but I created a minimal program for reproducibility, which is attached. The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in. On initialization, the gamepad is being recognized. After quitting the subsystem, the poll will receive the joystick added event, which it instantly handles itself, calling SDL_SYS_JoystickDetect again, which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit). This seems to lead to an access violation within said function, which I have no source for.
Sam Lantinga 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.
Ryan C. Gordon 9b4db2b8 2016-04-12T18:11:36 Patched to compile on various platforms.
Ryan C. Gordon c61675dc 2016-04-12T16:45:10 threads: Move SDL's own thread creation to a new internal API. This allows us to set an explicit stack size (overriding the system default and the global hint an app might have set), and remove all the macro salsa for dealing with _beginthreadex and such, as internal threads always set those to NULL anyhow. I've taken some guesses on reasonable (and tiny!) stack sizes for our internal threads, but some of these might turn out to be too small in practice and need an increase. Most of them are simple functions, though.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 162ef5ea 2015-03-24T13:52:01 Cleanups in the joystick code. Removed some redundant state and other confusions. Fixes Bugzilla #2738.
Philipp Wiesemann da843f6a 2015-03-11T21:14:21 Updated internal documentation comments.
Edward Rudd 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
Philipp Wiesemann 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.
Philipp Wiesemann 2b53ffc7 2015-01-16T23:07:10 Fixed wrong documentation in joystick implementation source.
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
David Ludwig 1b341f58 2014-10-15T15:50:35 WinRT build fix
Pierre-Loup A. Griffais 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
Sam Lantinga cd8f63f2 2014-07-07T13:21:54 Hopefully fixed Cygwin build
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.