src/haptic/windows/SDL_dinputhaptic.c


Log

Author Commit Date CI Message
Ryan C. Gordon 68777406 2020-05-20T16:58:33 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *.
Sam Lantinga 65ad4534 2020-05-04T13:17:43 Improvement for bug 3446 - The haptic API does not allow to select the direction axes meyraud705 I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording: "Use this value to play an effect on the steering wheel axis. This provides better compatibility across platforms and devices as SDL will guess the correct axis." Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'. For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
Sam Lantinga 73799917 2020-03-16T13:28:38 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.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Ryan C. Gordon 70c0400b 2017-02-13T17:00:46 windows: Try to unify all the GUID comparison code into a core helper function. There are likely several more I missed.
Sam Lantinga dd007e3f 2017-01-18T11:58:16 Fixed bug 3561 - Re-acquire device before playing effects if needed. Mathieu Laurendeau Check the result of IDirectInputEffect_SetParameters and re-acquire the device to solve concurrency issues.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga a21a227a 2016-10-04T03:50:28 Fixed bug 3021 - HapticOpenFromJoystick() problems Joe Thompson With Direct Input device (MOMO Steering Wheel w/FF) with SDL 2.0.3, SDL_HapticOpenFromJoystick() would fail. (Can't set exclusive mode) Now with 2.0.4 rc1, SDL_HapticOpenFromJoystick() succeeds but the the returned SDL_Haptic* cannot be used. Calls to SDL_HapticNewEffect() fail with "Haptic error Unable to create effect" If SDL_HapticOpen() is used instead of HapticOpenFromJoystick(), the device is usable. Calls to HapticNewEffect() succeed with the exact same parameters as the previous failing call. I have attached a proposed patch for this issue. When using SDL_HapticOpenFromJoystick(), the original code did not (re)enumerate the axes. This returned a new haptic device with 0 axes. Later, when a new effect is created, SDL_SYS_SetDirection() would set the flags to include DIEFF_SPHERICAL, regardless of what the caller actually set. (see Line 566 in SDL_dinputhaptic.c). This would cause the SDL_HapticNewEffect() to fail (or interpret the coordinates incorreclty.) The patch moves the call to IDirectInputDevice8_EnumObjects() outside of the if() block so that the axes are (re)enumerated for the new haptic device. Note: For steering wheels it is common for the joystick to have multiple axes (ie steering, throttle, brake), but the haptic portion of the joystick usually only applies to steering.
Sam Lantinga fa0f4176 2016-10-01T14:48:18 Fixed build warnings and errors
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().
Ryan C. Gordon 84ce0006 2015-05-28T01:27:24 I think this will be the time...
Ryan C. Gordon 7964f3ad 2015-05-28T01:22:14 Still trying to get this to compile...
Ryan C. Gordon cae4fd7f 2015-05-28T01:16:55 More patching to compile...
Ryan C. Gordon 58447b24 2015-05-28T00:54:52 Move tests from SDL_config higher up in Windows joystick/haptic code. Fixes Bugzilla #2932.
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.
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.
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.
Ryan C. Gordon 5f9ea7ed 2014-09-17T14:49:36 Haptic: Deal with negative periodic magnitudes (thanks, Elias!). A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs The periodic magnitude parameter of the SDL Haptic API is based on the Linux FF API, so it means they are not directly compatible: 'dwMagnitude' is a 'DWORD', which is unsigned. Fixes Bugzilla #2701.
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
Ryan C. Gordon e2bbc17d 2014-08-16T16:49:00 Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 57db2790 2014-08-16T16:47:42 Haptic: Fix the saturation and deadband parameters' available range. There was a misconception that Linux's saturation and deadband parameters - on which the corresponding SDL parameters were based - use only half of the possible range. Thanks, Elias! Partially fixes Bugzilla #2686.
Sam Lantinga 1ee96bb9 2014-07-07T10:26:28 Fixed mingw64 build and warnings
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.