src/joystick/iphoneos/SDL_sysjoystick.m


Log

Author Commit Date CI Message
Ryan C. Gordon 73536d93 2019-07-12T21:28:43 ios: Fixed MFi guide button not being detected (thanks, Caleb!). Fixes Bugzilla #4721.
Sam Lantinga 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.
Sam Lantinga 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
Alex Szpakowski 65e07b38 2019-01-31T19:52:47 iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!) Fixes bug #4463.
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 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 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
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga d8286479 2017-09-22T08:30:52 Added stubs for simple Steam Controller support
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Sam Lantinga 8f78f5bb 2017-02-02T16:56:02 Fixed build on Apple TV
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga ad26769c 2016-12-22T18:43:00 Fixed compile errors on various platforms
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Alex Szpakowski 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.
Sam Lantinga 925859aa 2016-09-13T18:43:55 Fixed accidental call to SDL_PrivateJoystickHat()
Alex Szpakowski 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.
Ryan C. Gordon 35e564a6 2016-08-26T15:46:29 ios: patched to compile.
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.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Alex Szpakowski 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.
Alex Szpakowski 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.
Alex Szpakowski 84f6bc41 2015-11-09T17:41:54 iOS: Fixed MFi game controller triggers to report the proper range of values.
Alex Szpakowski 7ce64372 2015-11-09T02:32:37 iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers.
Alex Szpakowski 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.
Philipp Wiesemann 774b0775 2015-09-21T21:19:37 iOS: Fixed pointer dereference after free.
Alex Szpakowski 2bf6f1bc 2015-09-20T23:08:36 Added initial support for MFi game controllers on iOS.
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.
Philipp Wiesemann 3e1d3629 2015-04-15T21:29:55 Fixed typo in internal joystick documentation comments.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Alex Szpakowski df98b11c 2015-04-06T15:26:37 Merged default into iOS-improvements
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.
Alex Szpakowski 66867e65 2015-01-24T23:58:07 Merged default into iOS-improvements
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.
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
Alex Szpakowski f5543f93 2014-08-06T03:24:16 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
Alex Szpakowski caad673f 2014-07-29T00:36:12 Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
Alex Szpakowski c81ce5a0 2014-07-15T02:04:08 Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
Alex Szpakowski 1506b3b8 2014-07-15T02:01:43 iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Sam Lantinga 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.
Ryan C. Gordon 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.
David Ludwig 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.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Philipp Wiesemann 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.
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 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.
Sam Lantinga 85c2e236 2013-10-20T22:23:09 Fixed Y axis inversion on iOS; positive is up, negative is down.
Gabriel Jacobo 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.
Sam Lantinga 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.