|
a2fbc452
|
2021-02-15T03:02:32
|
|
replace i386 checks with __i386__
|
|
dfe219ec
|
2021-02-13T11:21:19
|
|
Add all missing "is characteristic" stdlib functions
SDL has been missing a bunch of these 'isX' functions for some time,
where X is some characteristic of a given character.
This commit adds the rest of them to the SDL stdlib, so now we have:
- SDL_isalpha()
- SDL_isalnum()
- SDL_isblank()
- SDL_iscntrl()
- SDL_isxdigit()
- SDL_ispunct()
- SDL_isprint()
- SDL_isgraph()
|
|
4ff51d29
|
2021-02-12T14:15:29
|
|
Deprecate SDL_GetRevisionNumber and update things for git instead of hg.
Fixes #4063
|
|
ee25a1e6
|
2021-02-12T08:54:08
|
|
The revision defaults to the empty string
|
|
f443a6fc
|
2021-02-11T02:05:02
|
|
Fix format string warnings for width-based integers
The DJGPP compiler emits many warnings for conflicts between print
format specifiers and argument types. To fix the warnings, I added
`SDL_PRIx32` macros for use with `Sint32` and `Uint32` types. The macros
alias those found in <inttypes.h> or fallback to a reasonable default.
As an alternative, print arguments could be cast to plain old integers.
I opted slightly for the current solution as it felt more technically correct,
despite making the format strings more verbose.
|
|
ef52560a
|
2021-02-09T15:10:06
|
|
Fixed bug 5539 - Clang 11 fails to compile a CMake build with conflicting types for _m_prefetchw
vladius
In SDL_cpuinfo.h it seems like <intrin.h> is not included when __clang__ is defined, as the comment in the file explicitly reads:
"Many of the intrinsics SDL uses are not implemented by clang with Visual Studio"
However, the SDL_endian.h header does include <intrin.h> without any precautions like:
>#ifdef _MSC_VER
>#include <intrin.h>
>#endif
Maybe it should be changed to something like:
>#ifdef _MSC_VER
>#ifndef __clang__
>#include <intrin.h>
>#endif
>#endif
|
|
2426949a
|
2021-02-01T21:56:56
|
|
Removed support for clock_gettime_nsec_np()
SDL_GetTicks() was broken and it's not adding any real value here.
|
|
bb9e049d
|
2021-02-07T00:37:00
|
|
minor updates to libc function checks
|
|
2c764331
|
2021-01-31T04:04:26
|
|
[KMS/DRM] Merge patch for bug 5522#: Implement KMSDRM_GetWindowWMInfo().
|
|
79cd8cab
|
2021-01-27T20:41:36
|
|
Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.
Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
|
|
431b79cf
|
2021-01-29T00:55:00
|
|
SDL_config_os2.h: remove some duplicated lines.
|
|
6b057c67
|
2021-01-26T19:16:17
|
|
Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b
To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
|
|
aa4a6b0b
|
2021-01-25T04:11:40
|
|
better check for clock_gettime_nsec_np() -- cf. bug #5467.
|
|
ac72a2ba
|
2021-01-25T20:38:50
|
|
Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb
New hint to let the user opt out of having Switch controllers' Home button lit when opened.
This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.
I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
|
|
1981d23f
|
2021-01-23T11:06:35
|
|
Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev
Consider adding support for Stadia Controller haptics.
Here is example code how to deal with it:
https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
|
|
96cfb812
|
2021-01-23T09:50:43
|
|
Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier
Change of api from 2016 which reduce code complexity a bit.
|
|
0f57864c
|
2021-01-18T19:57:29
|
|
Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
|
|
23764588
|
2021-01-23T17:24:28
|
|
renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H
|
|
02e61a88
|
2021-01-23T17:18:09
|
|
added SDL_JOYSTICK_OS2 to SDL_config.h.in and SDL_config.h.cmake
|
|
4a776557
|
2021-01-22T20:10:02
|
|
old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
|
|
6e97170e
|
2021-01-08T21:16:06
|
|
Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.
Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
|
|
69bd7ebb
|
2021-01-15T00:02:33
|
|
Fixed build
|
|
6a342954
|
2021-01-14T14:42:53
|
|
Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox
In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- https://github.com/savegame/lp-public/commit/6858a618cd179b766fe3cab36055f07cb03ad0ea
- https://github.com/savegame/lp-public/blob/b1e29e87b9d15780e47f04918b329ac15554fc69/SDL2/src/video/wayland/SDL_waylandwindow.c#L463
link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L319
2. then use it for create EGLSurface: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L391
|
|
b2aaab3d
|
2021-01-14T14:34:24
|
|
Fixed bug 5462 - debug trap update/fix of assembly for Apple devices
David Carlier
updating preprocessor constant and proposing 32 bits variant.
|
|
82aafa9a
|
2021-01-14T14:32:11
|
|
Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976
This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.
For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
|
|
be4cfd51
|
2021-01-05T11:56:22
|
|
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
|
|
0f094670
|
2021-01-04T19:51:56
|
|
Use Clang/GCC builtins for SDL byteswapping functions
__builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was
not available on x86 until GCC 4.8 due to a bug.
__builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16
was introduced in Clang 3.2.
|
|
f414a436
|
2021-01-04T03:00:10
|
|
simplify Watcom implementation of SDL_MostSignificantBitIndex32()
|
|
91a831e2
|
2021-01-03T14:02:55
|
|
Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics
|
|
393c8c1f
|
2021-01-03T10:32:55
|
|
Fixed bug 5440 - MacCatalyst build failures
C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
|
|
6f9e18da
|
2021-01-03T10:18:39
|
|
Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures
VVD
Patch based on patch from FreeBSD port devel/sdl20:
https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
|
|
6cbd4417
|
2021-01-02T14:45:15
|
|
Add a hint for D3D9Ex to avoid having to choose at compile-time
|
|
115d66e7
|
2021-01-02T12:50:01
|
|
Use MSVC _byteswap intrinsics for SDL byteswapping functions
This generates bswap on x86/x64 and rev on ARM
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
223af86c
|
2021-01-01T11:12:30
|
|
Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
|
|
5b2e011e
|
2020-12-30T23:55:02
|
|
SDL_endian.h: minor fixes from SDL-1.2 branch
( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
|
|
92edee23
|
2020-12-30T01:28:02
|
|
SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__
|
|
7c105f12
|
2020-12-30T01:21:10
|
|
updates to SDL_config_os2.h
|
|
1cdc1d48
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define
|
|
9fc139df
|
2020-12-30T01:00:24
|
|
SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL
|
|
b76b81b0
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines
in case autofoo or cmake is used for it some day..
|
|
8a32ee24
|
2020-12-30T01:00:24
|
|
removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
|
|
0684572c
|
2020-12-29T12:13:10
|
|
Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
|
8fc0baad
|
2020-12-28T11:43:11
|
|
Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.
v2: - Rebase onto master fa3ea1051a4b
|
|
2443e51e
|
2020-12-28T11:42:49
|
|
Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
|
|
9e22f62e
|
2020-12-28T11:50:02
|
|
arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
|
|
2355dea4
|
2020-12-28T08:00:50
|
|
revert 'arm64 implementations of SDL_Swap16/32' for now (bug #5419)
|
|
2f99bc07
|
2020-12-28T07:20:20
|
|
arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
|
|
93ccdee8
|
2020-12-23T13:47:49
|
|
Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley
stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
The default implementation is based on the one used in the Windows RT video driver.
|
|
d0b8295c
|
2020-12-23T13:36:46
|
|
Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime
v2: - Fix mixed int/LONG types
- Reorder definitions
- Add missing include
v3: - Use `GetModuleHandle()` to load the API Set
|
|
548cb908
|
2020-12-23T13:33:36
|
|
Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
Allows building against older platform headers.
- Rename "hidden" function parameter `mutex_` to `_mutex`
v3: - Use GetModuleHandle instead of LoadLibrary
- Fix typo in comment
|
|
ae8a270f
|
2020-12-23T21:37:40
|
|
Add SDL_SoftStretchLowerLinear() (Bug 5313)
|
|
4ec776c3
|
2020-12-22T13:29:23
|
|
Don't switch the PS5 controller out of DirectInput mode by default
|
|
350f1b0d
|
2020-12-22T10:36:15
|
|
Updated SDL to version 2.0.15 for development
|
|
5f7cd1fa
|
2020-12-18T10:08:59
|
|
Added hints to control whether SDL updates joystick and sensor state in the main event loop
|
|
6bd4c717
|
2020-12-17T21:41:23
|
|
Fixed bug 5402 - ARM support little update proposal
David Carlier
No fix but mostly an update for ARM architecture.
|
|
b6e63625
|
2020-12-13T15:32:24
|
|
fix bug #5395: handle old systems where inotify_init1 is not available
|
|
ce7c751c
|
2020-12-12T23:54:40
|
|
Document that the joystick deadzone hint defaults off
|
|
13a4caf1
|
2020-12-12T22:08:02
|
|
Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
|
|
bca9decb
|
2020-12-12T23:28:10
|
|
fix bug #5394 - define _DARWIN_C_SOURCE only if not already defined
|
|
7fa5e95b
|
2020-12-09T07:23:47
|
|
Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm
Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
|
|
250a0557
|
2020-12-09T12:01:10
|
|
fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
|
|
a2098a47
|
2020-12-08T18:56:06
|
|
Updated SDL to 2.0.14 in preparation for release candidate
|
|
7f1c6e82
|
2020-12-08T09:13:08
|
|
Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/enable-winrt-cmake.patch
|
|
7854f43b
|
2020-12-01T14:43:15
|
|
Disable SDL_JOYSTICK_HIDAPI on iOS and tvOS by default
It's only needed for Steam Controller support, and introduces a Bluetooth framework dependency which requires additional permissions on the App Store.
|
|
a0c5bfa3
|
2020-11-27T13:08:40
|
|
Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
|
|
845b9033
|
2020-11-25T16:46:42
|
|
Implemented trigger rumble for raw input controllers
|
|
e5783e11
|
2020-11-25T14:51:56
|
|
cmake: add missing checks for wcscasecmp, _wcsicmp, wcsncasecmp, _wcsnicmp
|
|
7c18088f
|
2020-11-25T14:51:56
|
|
SDL_config_os2.h: define HAVE__WCSICMP and HAVE__WCSNICMP
|
|
46a84478
|
2020-11-24T12:43:01
|
|
Added SDL_wcscasecmp() and SDL_wcsncasecmp()
|
|
c63bbb06
|
2020-11-24T06:55:33
|
|
Including SDL_config_iphoneos.h enables MFI controller code
|
|
1e943e2a
|
2020-11-23T22:59:22
|
|
Fixed building with an older SDK and macOS target
|
|
1fc5ca64
|
2020-11-23T22:24:54
|
|
Fixed building with an older SDK and macOS target
|
|
e9869e07
|
2020-11-23T21:08:19
|
|
Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD
Alex S
Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
|
|
38ab8bf7
|
2020-11-23T21:03:43
|
|
Fixed bug 5362 - Mac OS ARM doesn't build Metal/Vulkan back-end/renderers
C.W. Betts
As it is, SDL2's built-in config on macOS for Metal excludes Apple Silicon. This is due to thinking that the 64-bit Mac platform would always be x86_64. My patch fixes this by using the catch-all of 64-bit platforms.
|
|
62e39b5f
|
2020-11-23T20:57:14
|
|
Fixed building with an older SDK and macOS target
|
|
4c96faee
|
2020-11-23T20:37:10
|
|
remove non-existing tslib support from autofoo and cmake
|
|
fd894467
|
2020-11-21T14:13:26
|
|
Fixed building on Mac OS X on the command line and with an older macOS SDK
|
|
1df593fb
|
2020-11-21T13:15:33
|
|
Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts
This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.
While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
|
|
fcb21aa8
|
2020-11-17T10:30:20
|
|
Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers
Also fixed an issue with the accelerometer on iOS having inverted axes
|
|
d140d887
|
2020-11-16T17:36:47
|
|
Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
|
|
71e32f5e
|
2020-11-16T15:00:15
|
|
Added SDL_crc32()
|
|
bbbec723
|
2020-11-14T14:03:40
|
|
SDL_config_windows.h: define HAVE_TRUNC[F] for Visual Studio >= 2013
|
|
3e40b87f
|
2020-11-14T14:03:40
|
|
SDL_config_os2.h: undefine HAVE_TRUNC
trunc() exists only in OpenWatcom 2.0 fork, and its implementation
already is the same as the fallback we have here..
|
|
bee8db3b
|
2020-11-14T02:16:41
|
|
config: Make sure HAVE_TRUNC and HAVE_TRUNCF are defined as appropriate.
The configure/cmake scripts were checking for these functions but we didn't
have the SDL_config.h.* pieces in place. The other config headers are best
guesses.
|
|
9f51fad3
|
2020-11-13T18:01:29
|
|
Added support for the touchpad on PS4 and PS5 controllers
|
|
0500c044
|
2020-11-12T07:53:05
|
|
Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities
As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL
The resulting priorities for my current distro result in these values:
| High | Time Critical
Hint |--------------|-----------------
0 | P=10 N=-10 | P=5 N=-15
1 | P=10 N=-10 | P=-21 N=0
|
|
52486d01
|
2020-11-12T15:10:00
|
|
SDL_keycode.h (SDL_Keymod): remove comma at end of enumerator list
|
|
1822f97e
|
2020-11-11T19:37:47
|
|
Fixed bug 5346 - Add FreeBSD evdev KBIO keyboard input driver
wahil1976
This patch adds the KBIO text input driver for FreeBSD, which allows text input to fully work without text spilling out into the console. It also supports accented input, AltGr keys and Alt Lock combinations.
Tested with US accent keys layout and various AltGr layouts.
|
|
1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
|
|
07eae7d6
|
2020-11-11T08:47:18
|
|
Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set
When we request realtime priority from rtkit, we have a rttime limit. If we exceed
that limit, the kernel will send SIGKILL to the process to terminate it.
This isn't something that most high priority processes will want, only processes
that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY
should be subject to this level of scrutiny.
This change:
* Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR
for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL.
* Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit
* Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests
* Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY
* Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
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f656d845
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2020-11-09T10:29:10
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Fixed typo in the documentation
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b198febb
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2020-11-08T10:22:27
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Documentation: fix minor gamecontroller parameter warning
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009b62f1
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2020-11-07T02:22:15
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Be explicit about mapping the new game controller paddle buttons
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3a438848
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2020-11-06T17:06:41
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Document the Xbox One Elite paddle buttons
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9a446aa9
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2020-11-06T13:55:51
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Note that SDL_CONTROLLER_BUTTON_AUX1 is sent for the PS4/PS5 touchpad button on the HIDAPI driver.
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3a3aaac2
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2020-11-06T11:30:52
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Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
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a22beef4
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2020-11-05T17:03:28
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Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4
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4d79f966
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2020-11-05T15:02:54
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Added initial support for the Sony PS5 Controller
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e555d453
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2020-11-05T11:07:54
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Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
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