|
61a3ba30
|
2017-01-07T17:09:14
|
|
Replaced a few single-line "//" comments.
|
|
267c9509
|
2017-01-07T13:47:34
|
|
Added mappings for the 8Bitdo NES30 Pro and iBuffalo SNES Controller
Also swapped the Wii U Pro controller button mappings to position instead of label, as emulators expect from XBox controllers.
|
|
e6e6613c
|
2017-01-05T02:53:29
|
|
Fixed build warning on Haiku
|
|
4938c505
|
2017-01-04T10:28:07
|
|
Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
|
|
99e10ef5
|
2017-01-04T07:06:48
|
|
Assume D-pad or thumbstick style axes are centered at 0
|
|
26f84d74
|
2017-01-04T06:21:17
|
|
Added mappings for several GameCube and SNES controllers
|
|
d2a01b6e
|
2017-01-04T06:19:56
|
|
Added the NEXT SNES Controller to the list of zero-centered joysticks
|
|
c7780497
|
2017-01-04T05:56:47
|
|
Increased joystick jitter tolerance for PS3 controllers
|
|
082132a7
|
2017-01-03T23:39:28
|
|
Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
af263798
|
2016-12-28T20:10:48
|
|
Fixed crash if allocating memory for game controller failed.
|
|
cb8685c0
|
2016-12-27T02:04:38
|
|
Fixed comment style
|
|
6d7da088
|
2016-12-27T01:39:07
|
|
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
|
|
b4e069e7
|
2016-12-26T02:12:21
|
|
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.
|
|
3e928451
|
2016-12-23T20:36:24
|
|
Windows: Fixed compile error.
|
|
4fc0fe1f
|
2016-12-23T02:23:44
|
|
Removed debug print statements
|
|
ad26769c
|
2016-12-22T18:43:00
|
|
Fixed compile errors on various platforms
|
|
ca019dad
|
2016-12-22T17:33:45
|
|
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.
|
|
b4ea63ec
|
2016-12-14T06:25:09
|
|
Fixed crash if there are multiple joysticks closed during the joystick update loop
|
|
d6bcec8f
|
2016-12-10T15:23:17
|
|
WinRT: build fixes
These fixes are lumped into two categories:
1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
files)
2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
APIs. There does appear to be a replacement API, available in the
Windows.Devices.HumanInterfaceDevice namespace.
This fix should be sufficient to get SDL compiling again, without affecting
Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
almost certainly be better (for UWP/WinRT builds).
TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
appropriate.
|
|
b936a4c3
|
2016-12-09T04:57:54
|
|
Added support for the XiaoMi Game Controller
|
|
3b18c796
|
2016-12-09T01:29:52
|
|
Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris
Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
|
|
a5250171
|
2016-12-08T10:13:45
|
|
Protect the game controller API the same way the joystick API is protected from multi-threaded access
|
|
1b08f0c1
|
2016-12-07T11:41:20
|
|
Added the guide button for the NVIDIA Shield Controller
|
|
acabb5d5
|
2016-12-06T14:22:28
|
|
Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases
|
|
264138cc
|
2016-12-03T08:39:21
|
|
Added support for the Hori Fighting Commander 4
|
|
e7efcfba
|
2016-12-03T00:40:13
|
|
Added Linux mapping for the DragonRise Inc. Generic USB Joystick
|
|
26f05ecb
|
2016-12-02T02:25:12
|
|
Fixed missing prototypes on Android, patch from Sylvain
|
|
a738a6fb
|
2016-12-01T07:31:08
|
|
Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad
|
|
a7655d77
|
2016-11-30T23:31:23
|
|
Fixed warning about storing an unused value.
Found by buildbot.
|
|
cb8748b7
|
2016-11-30T12:58:03
|
|
Fixed the controller mappings for the OUYA controller
|
|
5fcf2577
|
2016-11-30T12:34:50
|
|
Added PS4 controller entries for the new Sony HID driver
https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
|
|
663afa91
|
2016-11-30T12:25:19
|
|
Added support for the DS4 USB Wireless Adaptor
|
|
d834c08a
|
2016-11-29T22:02:37
|
|
Add the controller mappings to the linked list in order
|
|
dd5d85a4
|
2016-11-29T06:36:57
|
|
Added an API to iterate over game controller mappings
|
|
5220759f
|
2016-11-29T05:04:42
|
|
Made it safe to update joysticks from multiple threads, fixes crash in Steam
|
|
2f6ba615
|
2016-11-24T12:24:22
|
|
Guess the USB VID/PID of XInput devices
|
|
e9983c7b
|
2016-11-24T11:53:23
|
|
We are comparing 16-bit values
|
|
5232b8e9
|
2016-11-23T06:54:19
|
|
Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons
|
|
aa03b9d7
|
2016-11-22T22:14:28
|
|
The XBox One S controller sends keys outside the standard joystick button range
|
|
6558ecdb
|
2016-11-22T04:42:07
|
|
Added mapping for XBox One S controller firmware version 3.1.1221.0
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
eb9cc030
|
2016-11-19T23:27:37
|
|
Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
|
|
97aa5775
|
2016-11-16T22:08:51
|
|
Fixed empty parameter list in signatures of internal functions.
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
23c01c18
|
2016-11-11T13:29:23
|
|
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.
|
|
160e7194
|
2016-11-11T04:35:06
|
|
Fixed whitespace and added code to support older game controller GUIDs
|
|
b6542ab2
|
2016-11-11T04:30:09
|
|
Fixed whitespace
|
|
47418f2d
|
2016-11-11T03:35:37
|
|
Updated Windows game controller support
|
|
801a9eaf
|
2016-11-11T04:06:00
|
|
Updated Mac OS X game controller support
|
|
0cc6207c
|
2016-11-10T18:53:29
|
|
Added Linux entries for the Logitech Dual Action game controller
|
|
ac74e16c
|
2016-11-10T17:19:34
|
|
Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
|
|
acae3ebf
|
2016-11-02T02:50:27
|
|
Added mapping for the PS3 controller in Bluetooth mode
|
|
ae8ca7c5
|
2016-10-17T22:09:22
|
|
Fixed bug 3444 - Android-TV: no more handling of back button on remote
ny00
Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:
If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.
If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).
What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.
Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
|
|
c0578f92
|
2016-10-16T22:46:56
|
|
Linux: Removed not needed platform info from entry in controller database.
|
|
3f167a5a
|
2016-10-13T02:19:23
|
|
Added support for the PS4 Slim controller, model CUH-ZCT2U
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
89abbbfe
|
2016-10-07T18:24:34
|
|
Fixed bug 3438 - SDL_GameControllerEventWatcher: Log on event with value >= k_nMaxReverseEntries
|
|
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.
|
|
8bc5c57d
|
2016-10-07T16:13:37
|
|
Fixed recentering triggers when the application doesn't have focus
|
|
72164985
|
2016-10-07T16:04:15
|
|
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.
|
|
3c8a2698
|
2016-10-01T18:10:50
|
|
WinRT: build fix in joystick code
|
|
7b34f47e
|
2016-10-01T14:50:22
|
|
Fixed windows build
|
|
fa0f4176
|
2016-10-01T14:48:18
|
|
Fixed build warnings and errors
|
|
64180d22
|
2016-10-01T14:05:35
|
|
Fixed bug 3138 - c_dfDIJoystick2 already defined in dinput8.lib
Machiel van Hooren
In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.
I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
|
|
c2e25651
|
2016-10-01T13:02:20
|
|
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?
|
|
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.
|
|
c69bce67
|
2016-08-26T11:16:44
|
|
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
|
|
e79f0009
|
2016-08-25T22:31:44
|
|
Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!).
|
|
e41e185e
|
2016-08-25T22:31:33
|
|
Android: Fixed crash if closing removed joystick (thanks, Sylvain!).
Fixes fix for Bugzilla #3408.
|
|
a1285525
|
2016-08-17T21:04:50
|
|
Emscripten: Fixed opening previously closed joystick.
|
|
c18ff8d2
|
2016-08-17T21:04:32
|
|
Android: Fixed opening previously closed joystick (thanks, Sylvain!).
Fixes Bugzilla #3408.
|
|
651107a1
|
2016-08-16T12:02:22
|
|
Fixed sorting and name of XBox wireless controller entry
|
|
4c148478
|
2016-08-16T12:02:12
|
|
Merged Change: 3576099 from rel/streaming_client
Description:
SDL - add mapping for xbox one s wireless controller
|
|
8097f272
|
2016-08-08T12:17:53
|
|
[ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed.
|
|
a21e6af5
|
2016-08-06T15:09:20
|
|
Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.
Presumably, this will be fixed in the future.
This patch works around the issue by adding the Xbox One controller series to the
well-known device list.
This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
|
|
461336a2
|
2016-07-01T16:47:27
|
|
Add gamecontrollerdb lines for SFC30 controller in various modes
SFC30 controller: http://www.8bitdo.com/sfc30/
The SFC30 controller can present itself in a variety of modes and it offers up
different names in each. This patch captures data for three modes (one USB and
two Bluetooth) on three platforms (Mac OS X, Windows, Linux).
However, USB mode on Linux and Windows is missing as the button events did not
make it through to SDL's controllermap tool on Fedora 24/Linux 4.5.5 nor Steam
Big Picture mode on Windows. The two Bluetooth modes were indistinguishable on
Windows. Two modes on OS X were indistinguishable.
There exists a similar controller called the SNES30 (And some others) that are
very likely identical except for the name, but I have not verified this yet so
haven't synthesized lines for those controllers until I can.
|
|
6ec5e640
|
2016-06-28T21:08:23
|
|
Fixed freeing strings created by strdup() with SDL_free().
This only worked on platforms where SDL_free() wraps free().
|
|
4a468739
|
2016-05-21T00:20:52
|
|
Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
|
|
9b4db2b8
|
2016-04-12T18:11:36
|
|
Patched to compile on various platforms.
|
|
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.
|
|
2a754ca7
|
2016-03-07T08:22:55
|
|
Allow mappings to be added before GameControllerInit
|
|
dddd6a5a
|
2016-02-19T00:28:53
|
|
Android: Restored Philipp's joystick change, lost in the previous merge.
This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
|
|
03f97117
|
2016-02-19T00:24:00
|
|
Merge Android C89 fixes from Eric Wing.
|
|
d6699d55
|
2016-02-17T14:15:37
|
|
Added support for the Mad Catz FightStick TE S+ PS3
|
|
5c59da2e
|
2016-02-16T13:51:24
|
|
Added support for the Mad Catz FightStick TE S+ PS4
|
|
06828577
|
2016-02-16T13:51:15
|
|
Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818
|
|
a38d5b48
|
2016-02-16T13:48:46
|
|
Added support for several Mad Catz arcade sticks
|
|
1c2beb21
|
2016-02-16T13:47:37
|
|
Allow using the game controller API with arcade sticks and other XInput devices
|
|
9cd9925c
|
2016-02-16T20:32:22
|
|
Android: Changed an internal joystick function to return count instead of id.
The returned value is currently not used by the caller. The instance id would
also not be needed on Java side and providing it just complicated the function.
Partially fixes Bugzilla #3234.
|
|
7da168db
|
2016-02-10T19:31:23
|
|
Fixed spaces in license comments.
|
|
704298c0
|
2016-02-09T17:36:42
|
|
Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
ce0f90ff
|
2015-12-29T02:29:56
|
|
NetBSD: improved joystick support (thanks, Thomas!).
This patch skips non-joystick HID devices and gives joysticks on NetBSD
a human readable name.
Fixes Bugzilla #3178.
|
|
4ae69e32
|
2015-12-28T15:44:09
|
|
Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
|
|
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.
|