|
287772f5
|
2020-04-09T15:01:45
|
|
emscripten: Let SDL_GetDisplayUsableBounds return the size of the window
This does not account for scrollbars nor margins. But is much better then returning the full display size when not running fullscreen, but for example in an iframe.
|
|
fb3df3a1
|
2020-04-09T15:01:41
|
|
emscripten: Fix the reported keys for the numpad. See https://github.com/emscripten-ports/SDL2/issues/94
|
|
44716b02
|
2020-04-09T15:01:37
|
|
emscripten: Send SDL_APP_TERMINATING before unload (#88)
|
|
0380cbd7
|
2020-04-09T15:01:32
|
|
emscripten: Typo
|
|
d4f1b520
|
2020-04-08T19:16:31
|
|
Added support for press/release hardware keyboard events in iOS 13.4
|
|
e9c94ac0
|
2020-04-08T10:27:30
|
|
Fixed Windows accelerometer data units
|
|
3d942ccc
|
2020-04-08T09:02:02
|
|
Removed debug code
|
|
09f55263
|
2020-04-08T09:00:10
|
|
Fixed memory leak and removed debug code from Windows sensor implementation
|
|
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.
|
|
ba95fa61
|
2020-04-08T08:42:09
|
|
Revert "Fix incorrectly terminated MakeThreadHighPriority dbus message"
The first terminator is for input parameters. The second terminator was for the
output parameters.
If an error occurs when calling MakeThreadHighPriority(), e.g. a bad thread id,
then the reply from connection_send_with_reply_and_block() will be null.
|
|
9cd06ac3
|
2020-04-08T08:41:55
|
|
Add perforce support to showrev.sh
In order to generate meaningful output from SDL_GetRevision()
|
|
3180ba81
|
2020-04-08T08:34:27
|
|
First pass at Windows sensor implementation
|
|
6e6b5177
|
2020-04-07T23:34:41
|
|
cocoa: Patched to compile.
|
|
8c165add
|
2020-04-07T23:17:27
|
|
joystick: Remove force_centering flag; we handle this on disconnect now.
|
|
fba081e4
|
2020-04-07T14:51:08
|
|
wasapi: Patched to compile on C89 systems, and use SDL_ceilf instead of ceilf.
|
|
4c2be472
|
2020-04-07T14:37:24
|
|
wasapi: Improve WASAPI audio backend latency (thanks, Anthony!).
Anthony Pesch's notes on his patch:
"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.
This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:
* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
been played and then it would again call our callback and this process would
repeat.
The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.
By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.
Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:
> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.
This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."
Fixes Bugzilla #4592.
|
|
3cb62d52
|
2020-04-07T11:17:52
|
|
Fixed setting the controller name for the RAWINPUT driver
|
|
e62c25b6
|
2020-04-07T11:17:22
|
|
The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver
|
|
8641f6e9
|
2020-04-07T14:03:13
|
|
emscripten: support KaiOS's Left Soft Key and Right Soft Key (thanks, pelya!).
Fixes Bugzilla #5027.
|
|
309d6137
|
2020-04-07T14:01:25
|
|
cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.
Fixes Bugzilla #4932.
|
|
486f0b6c
|
2020-04-07T13:49:19
|
|
configure.ac: Fix stupid autotools errors
Apparently, recent versions of autotools will issue an error if an empty
description is supplied to AC_DEFINE(). Avoid these errors by just
adding a space in the square brackets.
Partially fixes Bugzilla #4908.
|
|
02469877
|
2020-04-07T13:30:46
|
|
wayland: Support wayland compositors with wl_seat version < 5 (thanks, Nia!).
Fixes Bugzilla #5074.
|
|
88cecee4
|
2020-04-07T10:14:12
|
|
Fixed build warning
|
|
50cb8e0f
|
2020-04-07T10:13:08
|
|
Fixed deadlock in new raw input joystick code
The appropriate locking is done elsewhere, this prevents inverted lock acquisition
|
|
b6afbe63
|
2020-04-07T09:38:57
|
|
Added SDL_log.h to SDL_internal.h so logging is available everywhere
|
|
488b94cb
|
2020-04-07T09:18:19
|
|
Don't interpret raw input messages with no mouse position
This happens occasionally on touch devices when raw input is enabled
|
|
0721931f
|
2020-04-06T19:21:56
|
|
Avoid sending regular mouse messages for touch input
|
|
dad73b1f
|
2020-04-05T10:47:58
|
|
Fixed bug 5073 - SDL does not handle URL Schemes in MacOS
Jason
In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
|
|
9525f972
|
2020-04-05T10:44:51
|
|
Fixed bug 5076 - SDL_netbsdaudio: Add support for 32-bit LPCM
Nia Alarie
The kernel supports this, make SDL expose it so it can be used.
|
|
e05d92a1
|
2020-04-05T09:01:33
|
|
Fixed bug 5075 - Don't assume a GL library version number on NetBSD.
Nia Alarie
If you install X as part of NetBSD, the GL library is libGL.so.3, but if you install the GL library later as a package, it's libGL.so.1.
|
|
d4b561f4
|
2020-04-05T08:58:47
|
|
Fixed bug 5015 - SDL_RenderReadPixels on DirectX 11.1 backend seems to be broken
Konrad
It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.
It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.
Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
|
|
89fe32dd
|
2020-04-05T08:46:59
|
|
Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake
DominikD
There are several tests that need resources in the output directory to work:
* `testiconv` depends on `utf8.txt`
* `testoverlay2` and `teststreaming` depend on `moose.dat`
This patch adds these two files to the `RESOURCE_FILES` variable.
One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons:
* executable takes path as an argument and doesn't need these files side by side
* these are ~45MB and copying them over would cause build directory to swell
* there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)
|
|
f3e60967
|
2020-04-02T12:27:29
|
|
Fixed setting the "playandrecord" audio hint on Apple TV
The Apple TV doesn't have record capability by default, so activating the audio session with AVAudioSessionCategoryPlayAndRecord fails.
|
|
378a5cfb
|
2020-04-01T16:39:05
|
|
Updated thread priorities for Apple operating systems
|
|
377f2d35
|
2020-04-01T13:43:53
|
|
configure: Remove wayland-protocols check from configure and CMake scripts.
We ship these with SDL now, don't need the system versions installed.
|
|
3154d924
|
2020-03-30T14:26:21
|
|
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
|
|
f4a56d7e
|
2020-03-30T14:26:15
|
|
Enable thread-safety features in libdbus
There are multiple SDL APIs that internally sink into dbus calls, e.g. battery
status, thread priority. If those calls happen in different threads simultaneously
it can result in dbus crashes.
To abide by dbus's multithreading guidelines we must call dbus_threads_init_default()
to enable dbus's internal locking mechanisms:
https://dbus.freedesktop.org/doc/api/html/group__DBusThreads.html#gac7b8a7001befc3eaa8c6b043151008dc
Additionally, access to a DBusMessage must be synchronized between threads.
SDL was already abiding that guideline as the DBusMessage structs aren't shared.
The following email from the dbus mailing list hints that arbitrating access to
the DBusConnection on the SDL may also be required:
https://lists.freedesktop.org/archives/dbus/2017-September/017306.html
|
|
2e667a8b
|
2020-03-30T14:26:10
|
|
Fix incorrectly terminated MakeThreadHighPriority dbus message
Currently the message is double terminated, which results in SDL_DBus_CallMethodInternal()
incorrectly assuming that the other party is always returning true.
I'm not super familiar with dbus, so I'm not sure if this could also be the cause of this bug:
https://github.com/ValveSoftware/steam-for-linux/issues/6901
|
|
55b4f18e
|
2020-03-29T01:54:00
|
|
coreaudio: The default SDL audio device now tracks the system output default.
So if you go into System Preferences on a MacBook and toggle between a pair of
connected bluetooth headphones and built-in internal speakers, SDL will
switch the device it is playing sound through, to match this setting, on the
fly.
Likewise if the default output device is a USB thing and is unplugged; as the
default device changes at the system level, SDL will pick this up and carry
on with the new default. This is different from our unplug detection for
specific devices, as in those cases we want to send the app a disconnect
notification, instead of migrating transparently as we now do for default
devices.
Note that this should also work for capture devices; if the device changes,
SDL will start recording from the new default.
Fixes Bugzilla #4851.
|
|
6e7465bd
|
2020-03-28T15:43:55
|
|
Fixed Bug 4883, redux - connect SDL_GetDisplayDPI to UIKit_GetDisplayDPI
SDL_GetDisplayDPI was failing on iOS, as UIKit_GetDisplayDPI was
not getting assigned to SDL's internal field in SDL_VideoDevice:
GetDisplayDPI.
|
|
abdc5cbf
|
2020-03-26T19:30:17
|
|
Allow background music to play in the "play and record" case on iOS
|
|
46bb47cf
|
2020-03-26T22:14:59
|
|
thread: Put all important SDL_CreateThread internal data into SDL_Thread.
This avoids the need to malloc something extra, use a semaphore, etc, and
fixes Emscripten with pthreads support, which might not spin up a web worker
until after SDL_CreateThread returns and thus can't wait on a semaphore at
this point in any case.
Fixes Bugzilla #5064.
|
|
369e5f33
|
2020-03-26T20:28:04
|
|
dbus: System bus is optional, we only need a session bus (thanks, tamo!).
Fixes Bugzilla #4795.
|
|
07f231ee
|
2020-03-26T18:47:04
|
|
joystick: Make sure recentering events happen before disconnect events.
Fixes Bugzilla #5063.
|
|
f2ff953e
|
2020-03-26T13:42:56
|
|
cocoa: Just update the OpenGL context directly if on the main thread.
|
|
361417c0
|
2020-03-25T16:40:43
|
|
cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.
Fixes Bugzilla #5060.
|
|
9354aea1
|
2020-03-25T09:38:45
|
|
src/video/kmsdrm/SDL_kmsdrmvideo.c: fix build
Build is broken without EGL since version 2.0.12 and
https://hg.libsdl.org/SDL/rev/72cc4740dec2:
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c: In function 'KMSDRM_CreateSurfaces':
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c:394:5: error: unknown type name 'EGLContext'
EGLContext egl_context;
^
Fixes:
- http://autobuild.buildroot.org/results/fafd20a01591032662f9ca025fcea3478239cf3c
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
|
|
c760c02c
|
2020-03-25T01:34:15
|
|
Fix some format specifier warnings
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.
Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.
Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
|
|
a4b0204b
|
2020-03-24T10:05:51
|
|
src/video/directfb/SDL_DirectFB_render.c: fix build
Build with directfb is broken due to a spurious '}' and a missing 'E'
since version 2.0.12 and https://hg.libsdl.org/SDL/rev/4c2dcf490cba:
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c: In function 'SetBlendMode':
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:202:9: error: case label not within a switch statement
202 | case SDL_BLENDMODE_MUL:
| ^~~~
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:205:67: error: 'DSBF_DSTCOLOR' undeclared (first use in this function); did you mean 'DSBF_DESTCOLOR'?
205 | SDL_DFB_CHECK(destsurf->SetSrcBlendFunction(destsurf, DSBF_DSTCOLOR));
| ^~~~~~~~~~~~~
Fixes:
- http://autobuild.buildroot.org/results/83ccefee68c2800c0544e6f40fa8bc8ee6b67b77
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
|
|
885b3f69
|
2020-03-23T14:10:25
|
|
Don't check the HIDAPI driver for the virtual device created by xow
|
|
2c02b741
|
2020-03-23T12:10:05
|
|
Fixed bug 5052 - Interval between SDL_SENSORUPDATE events for gyroscopes is too high
Andrei Kortunov
Hello. I try to implement an application for Android, which uses a new sensors API from 2.0.9 to control a camera rotation via built-in gyroscope, using the code from the test/testsensor.c as an example.
Gyroscope input itself works well, but an interval between SDL_SENSORUPDATE events is about 200ms (the SENSOR_DELAY_NORMAL, I believe), when I need the interval about 20-40ms (the SENSOR_DELAY_GAME or SENSOR_DELAY_FASTEST).
|
|
68c7e80d
|
2020-03-23T14:54:31
|
|
iOS: fixed bug whereby some SDL testing apps weren't launching
Test apps in Xcode-iOS/Test/TestiPhoneOS.xcodeproj weren't launching
in the most-recent release of Xcode and the iOS Simulator (version 11.3.1).
This was caused by their shared Info.plist file not defining a
CFBundleShortVersionString (as reported by Xcode, when launching a test
app from within Xcode).
|
|
1fd548b6
|
2020-03-23T11:42:44
|
|
Fixed building back to Mac OSX using the 10.7 SDK
|
|
e0a27056
|
2020-03-22T20:09:14
|
|
Do not overwrite window surface created by driver
If a driver's implementation of CreateWindowFramebuffer sets the window
surface, use that rather than overwriting it. A driver may set the window
surface if data cannot be passed via the CreateWindowFramebuffer output
parameters (e.g. surface palette colors).
|
|
19a5f4ab
|
2020-03-22T14:32:47
|
|
opengl: Don't enable/disable texturing except when actually rendering.
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.
Fixes Bugzilla #4998.
|
|
cb8c91d9
|
2020-03-22T11:01:14
|
|
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)
|
|
f55cbdfd
|
2020-03-20T21:05:07
|
|
Allow Valve devices in driver check, we know they're well behaved controllers
|
|
6e646b61
|
2020-03-20T20:53:26
|
|
Removed blacklist entries for devices that aren't game controllers, allow Steam Controllers
|
|
106ffd57
|
2020-03-20T20:45:30
|
|
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.
|
|
269f8215
|
2020-03-20T20:40:14
|
|
Fixed build warning when using mingw-64 - the SDL code doesn't have any undefined symbols
|
|
891bd829
|
2020-03-20T20:33:26
|
|
Fixed warning building version.rc using mingw-64
|
|
1a6f6054
|
2020-03-20T19:51:54
|
|
Regenerated configure with configure.ac changes
|
|
417713a7
|
2020-03-20T19:49:19
|
|
Probable fix for compile errors on Mac OS and (non-VS) Win32
|
|
dc36f133
|
2020-03-20T19:49:15
|
|
Backed out changeset c29d04c3fa49
|
|
74ba3cb4
|
2020-03-20T19:48:26
|
|
Backed out changeset c5bb2de42684
|
|
2db65a7f
|
2020-03-20T19:47:46
|
|
Fixed compile warnings
|
|
c63bb512
|
2020-03-20T19:42:59
|
|
Only build raw input support on Windows
|
|
b6eb09ff
|
2020-03-20T15:55:02
|
|
Updated documentation so people know to set the SDL_HINT_NO_SIGNAL_HANDLERS hint before SDL_Init()
|
|
5ed71f3b
|
2020-03-20T13:44:50
|
|
Only enumerate HID devices on Windows that have gamepad HID usages
There are a number of poorly behaved HID devices that time out on attempts to
read various strings. Rather than end up on an endless treadmill of blacklisting
broken devices, reduce our risk by only querying devices that are gamepads.
SDL_hidapijoystick.c already checks these same usages, so we shouldn't
exclude any working HID devices (caveat below).
This also makes HidP_GetPreparsedData() and HidP_GetCaps() failure skip
the device entirely, but that seems desired. If a device can't even return basic
top-level collection data properly, we want nothing to do with that broken device.
If we do find devices that work with HIDAPI joystick and fail these calls, we can
add an exception via VID+PID matching.
|
|
f7c9502d
|
2020-03-20T12:13:26
|
|
Fixed bug 5044 - CMake messes up hidapi path when project directory contains spaces
Eric Jing
When the project directory path contains spaces, CMake butchers the include path for the hidapi files.
I traced the problem to the cmake/sdlchecks.cmake file at line 1091, which sets flags for the build process. I surrounded the problem flag with double quotes, shown below, and CMake works with spaces in the project directory path.
|
|
90f9e8f8
|
2020-03-20T15:13:09
|
|
egl: Don't use SDL_LoadFunction to get GL entry points on Emscripten.
This results in a dlsym() call, which causes Emscripten to panic if the game
wasn't explicitly built dlopen support. eglGetProcAddress works just fine on
this platform, so just let that codepath handle it.
|
|
5b3b55a1
|
2020-03-20T11:52:18
|
|
[NSOpenGLContext update[ is prohibited outside the main thread
|
|
7e5340c5
|
2020-03-17T17:34:24
|
|
Fix for Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034. Here
are the problems being addressed:
1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
lead to a crash. A per-device flag has been added to make sure that these
calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
(via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
checking for a NULL hwdata. FreeDevice will now set hwdata to NULL and
DARWIN_JoystickRumble will check for a NULL hwdata.
|
|
4c22a21e
|
2020-03-17T14:18:05
|
|
Fixed bug 3446 - The haptic API does not allow to select the direction axes
meyraud705
Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
|
|
e6189f40
|
2020-03-17T15:47:30
|
|
Fix warnining implicit declaration of SDL_DetectPalette (Thanks meyraud705)
|
|
838bbf1f
|
2020-03-17T09:35:42
|
|
Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
|
|
ccc8c5d2
|
2020-03-17T08:46:34
|
|
Fix shared library suffix on OSX
|
|
36d58451
|
2020-03-17T02:31:47
|
|
Backout prior fix for Bug 5034, which needs more research
This backs-out the change, https://hg.libsdl.org/SDL/rev/14c961903135
|
|
55a2a12d
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2020-03-16T22:34:33
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Fixed compile warning
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9b879a08
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2020-03-16T19:15:28
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Fixed compiler warning
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c2c5d0b3
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2020-03-16T16:52:49
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Fix compile error
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197b14de
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2020-03-16T19:24:25
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Fixed Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
The Darwin/macOS joystick driver was freeing its joystick's hwdata field
without zeroing it out in any live instance of SDL_Joystick.
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47da53b9
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2020-03-16T14:49:20
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Fix compiler warnings
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8cd08646
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2020-03-16T17:19:18
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virtual joysticks: move variable decls to top of function (for C90 compat; Bug 5038)
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73799917
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2020-03-16T13:28:38
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Fixed bug 3446 - The haptic API does not allow to select the direction axes
Mathieu Laurendeau
Consider a device supporting effects on multiple axes.
There's currently no way to play effects against a single-axis direction.
A device supporting effects against X and Y may not allow to play effects with a two-axis direction coordinate, even if one of the coordinates is null.
My current (ugly) work around for this is to add a direction type SDL_HAPTIC_X_FORCE to play effects against a X-axis only direction (patch attached).
This issue impacted two GIMX users using the following wheels:
- Leo Bodnar SimSteering force feedback wheel
- Accuforce direct drive wheel
Playing constant/spring/damper effects against a X-axis direction worked well for the first wheel, but not for the second one.
A better strategy seems to play the effects against the first axis reported by the DirectInput enumeration.
This strategy also works with Logitech wheels (at least the DFGT).
It's been more than a year that I have the latest patch (playing effects against the first axis only) in the GIMX software. It's being used by thousands of people, mostly for adapting their FFB wheel to the PS4. I had no report that proves this strategy to be wrong.
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543994b1
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2020-03-16T12:25:02
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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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4dea340c
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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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cc37ee8a
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2020-03-16T00:21:22
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virtual joysticks: add autotools-build support (Bug 5028)
Autotools support for virtual-joysticks turns it OFF by default. To turn it
on, pass the following into configure: --enable-joystick-virtual
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40625c4e
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2020-03-15T16:01:19
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virtual joysticks: MSVC support part 2/2, add file refs to MSVC projects (bug 5028)
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b2296506
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2020-03-15T15:05:36
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virtual joysticks: MSVC support part 1/2, make driver's .c file be uniquely named
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513730c4
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2020-03-15T14:40:51
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iOS: fixed build error when building test apps via Xcode
CoreBluetooth.framework needed to get linked into test apps, all of which
are currently using statically-linked SDL.
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9b1ea290
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2020-03-15T14:21:05
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virtual joysticks: added source files to Xcode projects (Bug 5028)
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d6476155
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2020-03-15T13:35:03
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virtual joysticks: improved docs for SDL_JoystickSetVirtual* functions
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cc908756
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2020-03-15T13:25:49
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virtual joysticks: removed ball support (Bug 5028)
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151c8fbf
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2020-03-14T17:45:00
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Fixed build error
Malte Kie?ling
I get a build error in SDL_sysjoystick.c:74 for the merged patch, but its nothing to sweat about, just -Werror=declaration-after-statement doing its usual stuff.
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1ff483d1
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2020-03-13T21:28:09
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Added SDL_GetErrorMsg() to get the error message in a thread-safe way
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19c34844
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2020-03-13T19:19:29
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Fixed slow enumeration when Apple Cinema HD display 30" is plugged in
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2be75c6a
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2020-03-13T19:08:45
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Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
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879f137a
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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
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2020-03-13T19:00:22
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Fixed crash if manufacturer or product string is NULL
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