src/joystick/windows


Log

Author Commit Date CI Message
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.
Ryan C. Gordon 68777406 2020-05-20T16:58:33 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *.
Sam Lantinga 01fd8130 2020-04-23T11:13:02 Fixed compiler warning
Sam Lantinga 4727f794 2020-04-23T10:13:17 Don't use the WGI driver if another driver is already handling the joystick
Sam Lantinga 6ca7f510 2020-04-23T09:35:32 Fixed crash trying to get battery status on some devices
Sam Lantinga aba27928 2020-04-18T21:41:37 Added a Windows Gaming Input joystick driver This driver supports the Razer Atrox Arcade Stick Some of the quirks of this driver, inherent in Windows Gaming Input: * There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers. * You can't read the state of the guide button * You can't get controller events in the background
Sam Lantinga c302c1ab 2020-04-13T13:24:19 Fixed build
Sam Lantinga bf87604e 2020-04-13T12:33:29 Fixed rare crash when unplugging Xbox controller on Windows
Sam Lantinga 3cb62d52 2020-04-07T11:17:52 Fixed setting the controller name for the RAWINPUT driver
Sam Lantinga 88cecee4 2020-04-07T10:14:12 Fixed build warning
Sam Lantinga 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
Sam Lantinga b6afbe63 2020-04-07T09:38:57 Added SDL_log.h to SDL_internal.h so logging is available everywhere
Jimb Esser 417713a7 2020-03-20T19:49:19 Probable fix for compile errors on Mac OS and (non-VS) Win32
Sam Lantinga dc36f133 2020-03-20T19:49:15 Backed out changeset c29d04c3fa49
Sam Lantinga 2db65a7f 2020-03-20T19:47:46 Fixed compile warnings
Sam Lantinga 543994b1 2020-03-16T12:25:02 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.
Sam Lantinga 4dea340c 2020-03-16T12:23:38 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.
Sam Lantinga 80d075a0 2020-03-13T09:43:48 Fixed compiler warnings
Sam Lantinga c44473ba 2020-03-12T19:47:30 Unified code to standardize joystick names
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 7ea3f5b4 2020-01-26T12:48:35 Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble meyraud705 Switch hidapi and xinput also need to check for overflow, attached a patch for them.
Sam Lantinga 43aa1fa9 2020-01-18T11:21:14 Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga d000a592 2019-12-21T22:33:21 Fixed windows build
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()
Sam Lantinga 0f529160 2019-12-11T17:47:01 Added custom names for some controllers
Sam Lantinga 6dce9733 2019-11-22T16:23:37 Use SDL_zeroa() appropriately
Sam Lantinga 733f2525 2019-11-22T14:09:24 Fixed build
Sam Lantinga b5aff9d7 2019-11-22T13:12:12 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
Sam Lantinga 65096446 2019-11-20T16:42:50 Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp()
Sam Lantinga ce8411c5 2019-11-20T08:43:24 Fixed Xbox One Elite Series 2 showing up as 2 devices in Bluetooth mode on Windows
Sam Lantinga 9da4bfc1 2019-10-22T10:57:07 Added support for the Power A Nintendo Switch Enhanced Wireless Controller
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 9987ca69 2018-10-25T12:54:42 Added SDL_JoystickGetXInputUserIndex()
Sam Lantinga 5febdfce 2018-09-24T11:49:25 Fixed whitespace
Sam Lantinga a2add1f6 2018-08-15T23:14:45 Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button.
Sam Lantinga 63107524 2018-08-15T19:53:34 Fixed input from the Steam Virtual Gamepad on Mac OS X
Sam Lantinga 99759bac 2018-08-09T16:04:34 There's no controller that's supported by both XInput and HIDAPI
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
Ryan C. Gordon 862aa4b4 2018-07-22T19:28:27 windows: Fixed some Visual Studio warnings about shadowed variables. Fixes Bugzilla #4118.
Sam Lantinga a8ac5885 2018-03-07T13:30:40 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
Ethan Lee 6e3d0a13 2018-02-21T12:42:30 Use new XInput mapping for Win10+ (Bugzilla #3960)
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
Sam Lantinga ddeaa601 2017-08-13T20:42:41 Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks Jimb Esser Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...). XInput does not seem to have the problem below, only DirectInput. I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3. Direct Input shows them as having GUIDs G1, G2, G3. I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2! Not so "unique"... I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3. Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened! So I end up with two instances of J3 opened, and none of J1. "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this. This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)). The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks. GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed. This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened). If your app only ever opens one joystick, this will do more work at startup than it did previously.
Sam Lantinga c49fa37c 2017-08-09T11:59:29 Added SDL hints to filter the set of game controllers reported by SDL
Philipp Wiesemann 871d43a8 2017-06-08T22:40:09 Removed unused hint includes.
Philipp Wiesemann 4b47fa38 2017-06-04T23:15:47 Removed duplicate includes.
Philipp Wiesemann 8eee82cd 2017-02-03T23:30:43 Windows: Fixed warning about unused variable. Found by buildbot.
Sam Lantinga 710ae62a 2017-02-02T17:33:40 Remember XInput controllers that we've already seen, so when the raw device list changes we don't assign the old device to the new XInput userid. This isn't perfect, but at least we won't report the same device twice.
Sam Lantinga f3540242 2017-01-18T12:19:57 Removed unused variable
Sam Lantinga b0c5ceef 2017-01-18T12:18:50 Fixed bug 3533 - Enumeration joystick devices omitted during directinput enumeration white.magic The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices. This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events. Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits: http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728 Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar. Sam Lantinga I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
Sam Lantinga 5cb1ca55 2017-01-18T11:57:27 Fixed building with mingw32
Sam Lantinga 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.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 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
Philipp Wiesemann 3e928451 2016-12-23T20:36:24 Windows: Fixed compile error.
David Ludwig 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.
Sam Lantinga 2f6ba615 2016-11-24T12:24:22 Guess the USB VID/PID of XInput devices
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga 47418f2d 2016-11-11T03:35:37 Updated Windows game controller support
Sam Lantinga 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.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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.
David Ludwig 3c8a2698 2016-10-01T18:10:50 WinRT: build fix in joystick code
Sam Lantinga 7b34f47e 2016-10-01T14:50:22 Fixed windows build
Sam Lantinga fa0f4176 2016-10-01T14:48:18 Fixed build warnings and errors
Sam Lantinga 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.
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.
Mikkel Krautz 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.
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 1c2beb21 2016-02-16T13:47:37 Allow using the game controller API with arcade sticks and other XInput devices
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
David Ludwig dc804c0e 2015-11-14T21:29:14 WinRT: fixed build error in latest XInput code This change has also been tested as buildable + runnable on Win32 + MSVC 2015, 2013, 2012, and 2010. It may fix similar build errors (in XInput code) that are appearing in MingW builds (on buildbot).
Sam Lantinga a0c4b56f 2015-09-30T15:39:30 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO. CR: Sam
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 f29de0d3 2015-06-11T12:04:57 Fixed bug 3005 - MOMO steering wheel not detected by SDL Joe Thompson This is a regression. The changes to fix #2460 cause the EnumJoysticksCallback() function to return without adding devices (Line 345 in SDL-0a2b6bc7005f\src\joystick\windows\SDL_dinputjoystick.c). Looking at dinput.h on my system, at least DI8DEVTYPE_DRIVING and DI8DEVTYPE_FLIGHT need to be added to the test. It might be better to check if (devtype == DI8DEVTYPE_SUPPLEMENTAL) rather than checking if it is NOT EQUAL to a long list of types. Or check if the device is already in the list.
Ryan C. Gordon e90f87ba 2015-05-28T01:08:33 Another attempt to get this to compile.
Ryan C. Gordon 4add1694 2015-05-28T01:02:03 Patched to compile on MingW. (I think!)
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 7f17e0ab 2015-05-27T10:29:43 Fixed detecting PS4 wired controller on Windows
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.
Ryan C. Gordon 78026f54 2015-04-08T02:24:17 Patched to compile on Windows.
Ryan C. Gordon 785618af 2015-04-08T02:14:59 DirectInput: ignore everything but joysticks and gamepads (thanks, Justin!). Fixes Bugzilla #2460.
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