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3f93f56b
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2023-08-02T01:08:00
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Fixed duplicate key press/release events on iOS
When a hardware keyboard is attached, it can take over 100 ms for the keyboard event to generate text input. In that case we want to record that we recently received a keyboard event so we don't synthesize duplicate virtual key press/release events for the input text.
(cherry picked from commit 648de4f9b8ebcf9e794aba2ec2955d129167c48b)
(cherry picked from commit 38c63afd64450cab8166485c7f93f2cf6c0fa038)
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ed5ef8fe
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2023-08-01T23:56:04
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Synchronize on-screen keyboard state with text input active state
When a hardware keyboard is attached to an iPad, you can easily trigger a set of on-screen keyboard transitions that will take place over time, and we need to track whether we're currently showing or hiding the keyboard and make sure we don't clobber the existing state during those transitions.
Testing:
* Connected a hardware keyboard to an iPad
* Launched checkkeys
* Noted the keyboard bar was active at the bottom of the screen and text input was active
* Tapped with both fingers to quickly toggle text input off and back on
* Noted the keyboard bar slid down and then back up, and text input was active
* Tapped on the keyboard bar to bring up the full on-screen keyboard and then closed it so the keyboard bar was still active, and text input was still active
* Tapped on the screen to turn text input off, noted the keyboard bar slid down
* Tapped with both fingers to quickly toggle text input on and back off
* Noted that the keyboard bar slid up and then back down, and text input was inactive
* Tapped on the screen to turn text input on, tapped on the keyboard bar to bring up the full on-screen keyboard, and text input was active
* Pressed a key on the physical keyboard, the on-screen keyboard closed, the key press and release was delivered (with no text input) and then the keyboard bar slid up, and text input was active again
Fixes https://github.com/libsdl-org/SDL/issues/7979
(cherry picked from commit c3288d113e434b20d2f0dda73210d3a52504d199)
(cherry picked from commit 030bb7282a8c93caf15fd023e02de888def7f582)
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34361248
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2023-08-01T20:38:45
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Revert "Stop beep when running iOS apps on ARM-based Macs"
This reverts commit bbf38bbbc334bc0ee90d3eec228a968d8fc1689e, which prevented text input from working when a hardware keyboard was connected, since key strokes don't get to the text input field.
Fixes https://github.com/libsdl-org/SDL/issues/7958
(cherry picked from commit f5ea6ae18d860796184b9b31a2005957cb7e30a2)
(cherry picked from commit 5e9320f6b5f4492fea026f1d9c14a4b9787f7a22)
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39781eef
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2023-08-02T00:19:57
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Only pass keypresses up the responder chain when text input is active
This is another attempt to make sure we don't cause beeps from unhandled key presses while still allowing full text input functionalty.
If this isn't selective enough, we might need to go up the responder chain to see what's going to handle the event before passing it along.
Fixes https://github.com/libsdl-org/SDL/pull/6962
(cherry picked from commit a8abe612ed5597cbaabb903c0121b5b48baee91d)
(cherry picked from commit 335e9c769a5d49fe023b528c48a45c8ce3ed60d0)
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9267a903
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2023-08-01T18:58:21
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Fixed build
(cherry picked from commit e2afc1f37a2f0b38716e71147e41737e24ed4be7)
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02be870c
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2023-08-01T18:28:55
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Fixed crash if a display is enumerated twice
This can happen if a monitor is in the process of becoming primary because another monitor was disconnected.
(cherry picked from commit 07578fde3dad2dadd605f5b18399c8d021f6ae5d)
(cherry picked from commit 2468fccf7fa7fa315d6652c7babf85f2d09f035b)
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84ad5316
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2023-08-01T18:34:03
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cocoa: Ignore first mouse motion event after enabling relative mode.
Fixes #7918.
(cherry picked from commit dc5dda0f311ea596a5152ec2f8f062f9309eb1d9)
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e73a81b2
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2023-08-01T13:55:04
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x11: Blocking for window maximization should wait 100 ms, not 1000.
Reference Issue #7070.
(cherry picked from commit 3030fd815c4d05b5286f7cb9c8a8a2b42cff7bb1)
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133ad191
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2023-08-01T12:10:52
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Revert "x11: check if window size/position has changed during SDL_ShowWindow."
This reverts commit aa536217b3e1a9ea4a5de9944cadbd79b134a41a.
(cherry picked from commit 5c3df60ec913f5b0fd04835af56f3afd42694893)
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5733f42c
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2023-07-31T14:38:48
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Fall back to Xlib if XRandR isn't available
This fixes video initialization on headless systems with VNC
Fixes https://github.com/libsdl-org/SDL/issues/8054
(cherry picked from commit 71099149b8fc062ea0ece232ccdd9f0ee9b3588b)
(cherry picked from commit 8825fbf71391631f1a7ee7ca224a2f4e01cd8814)
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dda97183
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2023-07-29T15:56:00
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Add missing break
(cherry picked from commit 0500fca00c141cc4ab9be15ce5ddb7bc8c5c17b2)
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38a5aed9
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2023-07-28T23:55:50
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minor os/2 stuff merged from the bitwiseworks' fork
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2ca4c023
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2023-07-26T20:49:21
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Add Steam Deck controller mapping to database.
This adds support for the back paddles, and the "..." key
which are not automatically detected.
* "Back" is mapped to the top left "two windows" key.
* "Start" is mapped to the top right "hambuger menu" key.
* "Guide" is mapped to the "Steam" key.
* The "..." key is just a generic button.
When looking at the screen, paddles are number
* P1: Top right
* P2: Top left
* P3: Bottom right
* P4: Botom Left
The new controller mapping was created with the SDL3 gamepadmap tool.
(cherry picked from commit 27b8abb0562f46e64337d5d799b877c357001254)
(cherry picked from commit f4561db69a6c534e9e041f890cc06e42bdbdec4d)
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301f2278
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2023-07-27T12:48:15
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Sorted controller list
(cherry picked from commit 3174d0b97025376e4a7b6e881501a43472238e0e)
(cherry picked from commit 507be6c3f819ad24b08eb3d28e7e14c9aeb6b60a)
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e3f90c60
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2023-07-17T00:10:50
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remove unused vulkan/*.hpp files.
(cherry picked from commit 611b3dd1fd7aec30ba9c830c7c5f8a0cdbaf9ff5)
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b4d87654
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2023-07-25T11:40:02
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os2 audio refactoring and capture support
- Fixed audio device detection and usage.
- Implemented audio capture support
- Refactored buffer handling to separate pointers to fill and drain buffers.
Based on patches by josch1710 and Lars Erdmann:
https://github.com/bitwiseworks/SDL2-os2/pull/7
(cherry picked from commit 890bee64a4494b8575c53c68adfaf7c594d07c27)
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2eb73e24
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2023-07-20T12:04:01
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Remove the unimplemented CloseIC in fcitx module
This call is actually a left-over when porting from fcitx4 service to the new org.freedesktop.portal.Fcitx supported by both fcitx4/fcitx5. CloseIC is actually never a part of the new interface on org.freedesktop.portal.Fcitx. It cause any issue user visible effect.
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fb57ba76
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2023-07-17T17:08:17
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Fixed LED pending check failing when the controller timestamp is very large
In this case we know the controller has been on for a while and the Bluetooth connection LED cycle is complete.
Also fixed the timestamp being zero the first time it is checked
(cherry picked from commit bd4f155bbbdc4be34505535e4bd936ae12671925)
(cherry picked from commit f7dc8c0eaa66cf33dcacb31cc3d09dee197bacbe)
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63a98d0d
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2023-07-17T16:45:31
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Don't send k_EPS5FeatureReportIdCapabilities to Sony PS5 controllers
This report is for third party controllers only.
(cherry picked from commit 16dd5f0da4ee950e9f998a757dcb4789463e67e2)
(cherry picked from commit bb036ef5441f6e0374eed6a02adb9dc66273c629)
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78f11e05
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2023-07-17T16:42:58
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Don't tickle Bluetooth PS5 controllers in simple mode with an effects packet
That will put the PS5 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit 2fef0be2f646ae048e239aa6694e632081c85238)
(cherry picked from commit 910dad505af1684d1a6ebce3a8a371830fd3e50b)
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ff4fd93f
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2023-07-14T10:01:04
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Fixed getting the CRC of virtual joysticks without a VID/PID
(cherry picked from commit b40fb5c51e2a5350ba00fbf4db86b4ae1066db92)
(cherry picked from commit 6089b35706171b950f55a010bc9df2114cd7a783)
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52a14998
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2023-07-10T11:48:14
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wayland/video: Validate the returned window display pointer before dereferencing it
If, in the case where all displays has been disconnected, and some window state change occurs before an active display is re-added and finalized, the pointer returned by SDL_GetDisplayForWindow() will be null necessitating that the returned pointer be checked for validity before dereferencing it.
(cherry picked from commit a999100858c10e82a397adf8d37306a4232edb32)
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11022c23
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2023-07-11T10:17:02
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Fixed crash if RAWINPUT is not initialized
We shouldn't be doing any of this work in that case
(cherry picked from commit dfc5e6964eca0a0813768518d08cf1c80136e896)
(cherry picked from commit 9117b2e3000da4d9066dd5f2cfb1c9cbbbee6861)
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cb4b41dd
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2023-07-11T10:50:43
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RAWINPUT_RegisterNotifications() should return int, for consistency
(cherry picked from commit 1903d7b1bf6c73ef23e4d6934c9fec5246dd0b2e)
(cherry picked from commit e8b6edd5a081d0b45c2ac39ab690e584a6b95a84)
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5a2d165b
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2023-07-11T07:56:07
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Improved RAWINPUT <-> XInput/WGI device correlation
If there is only one controller slot available, assume that's the one matching new RAWINPUt devices. This will be right most of the time, and uncorrelation will fix any bad guesses.
(cherry picked from commit 41882a1acb6054dc7a56fd5ff7f0a279ba1144c0)
(cherry picked from commit 34c5bde3554d2a78d14eb73c14d971cee20f3108)
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b7c93a2d
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2023-07-10T09:15:02
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Don't send k_ePS4FeatureReportIdCapabilities to Sony PS4 controllers
This report is for third party controllers only, and might be causing issues with fake PS4 controllers.
Reference https://github.com/libsdl-org/SDL/issues/7960
(cherry picked from commit 092a4b780ca464de71b89ffa5dc655ce256ce350)
(cherry picked from commit 6bf5f5a221f971a5804062e365a281c30668dd9c)
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078e817c
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2023-07-09T20:05:32
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Unaligned stacks on i686-w64-mingw32, may lead to crashes (#7607)
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>(cherry picked from commit 8231278817faabdff4a232770f798684bd2e12df)
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aba2be82
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2023-07-10T00:15:56
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SDL_RWFromMem, SDL_RWFromConstMem: reject negative size parameters.
(cherry picked from commit 0ad822eb700e64f219c1a681da2f2d0ea4c64a93)
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0dbeec44
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2023-07-09T09:49:09
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Re-added mappings for older Xbox One controllers on Linux
The xpad kernel driver doesn't know about these controllers and ends up using BTN_C and BTN_Z and the automatic mapping doesn't work correctly.
It turns out VID 0x045e and PID 0x02e0 is used by the 8BitDo SN30 Pro when connecting via Bluetooth in XInput mode.
Fixes https://github.com/libsdl-org/SDL/issues/7925
(cherry picked from commit 80e1c75e1c6d330318478c1549a97aedb09e58bc)
(cherry picked from commit 156c7badf542d1e83a836ef4a8e6df3909d833da)
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a614d8f8
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2023-07-08T18:18:22
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Fixed mapping BTN_TR2 to right trigger
(cherry picked from commit ea60da5b94ed8ec69aad69ca46e81567ab99ed2a)
(cherry picked from commit 4b1dd54a56236a41e647f129c6018c78499975b3)
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bb3997d8
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2023-07-08T10:24:00
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Added WGI gamepad added/removed listeners for RAWINPUT
This fixes WGI correlation on startup when the WGI gamepad list isn't populated yet
(cherry picked from commit f047e178b610c6888212c3096c10eb3f64f31a15)
(cherry picked from commit f8a0135edfb07ebe7201b764fd0aba42d600b99c)
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03512104
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2023-07-07T15:55:40
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Don't tickle Bluetooth PS4 controllers in simple mode with an effects packet
That will put the PS4 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit efed24850af2994802c28f7a257ea17c9ec97d0a)
(cherry picked from commit 1f7bc08884f93ede9775cdec5ae1582796fb947c)
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f2d016e3
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2023-07-07T14:43:57
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Lazily initialize the WGI gamepad support
Initializing "Windows.Gaming.Input.Gamepad" will put Bluetooth PS4 controllers into enhanced report mode, which breaks any game using DirectInput. Let's wait to do this until absolutely necessary.
(cherry picked from commit 785f57eb9102206e74ac7f9b363a37cbf037cf9d)
(cherry picked from commit de849d5e6f23a7621471befb69f1b036bc346f5e)
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b8582428
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2023-07-08T09:32:24
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Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
(cherry picked from commit a6228e7aafb66075fe8f4aaf411314fc92340499)
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46927b13
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2023-07-07T09:47:03
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Prefer using XInput for rumble over WGI, as it allows rumble in the background
(cherry picked from commit e16a83d393ae1784040519f42c482e2641b971a2)
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3bee5cf5
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2023-07-07T09:33:53
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Continue running XInput detection while RAWINPUT is active
This allows us to re-enable XInput correlation for RAWINPUT devices without reintroducing the controller shutdown bug for controllers using the wireless adapter in https://github.com/libsdl-org/SDL/issues/3468.
Fixes https://github.com/libsdl-org/SDL/issues/7940
(cherry picked from commit a0a3957eb65e22721a124476072af0f6f5a7ca18)
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03dcee17
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2023-07-07T08:53:00
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video(wayland): use both --icon and --icon-name for Zenity (#7897)
video(wayland): use both --icon and --icon-name for Zenity
Many distros ship an older version of Zenity that supports GTK3, while some distros ship newer version of Zenity which uses libadwaita.
This command tries to use --icon and fall back to --icon-name when it fails.
(cherry picked from commit b90343e512bb7e8a026b3f78947c67693c63ff0c)
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fdcc1d59
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2022-12-26T09:49:36
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Fixed crash if mutex functions are used before any mutex has been created
(cherry picked from commit cc49f1e279b7ef0edf30d8eeaee9e05fd079bf82)
(cherry picked from commit 488a91eb401c2642f80373bfe029b4e1db275d01)
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116a5344
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2023-07-03T17:39:29
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Fixed resource leak and crash at exit in the D3D11 renderer
Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test.
We already know the target view, so just use that.
(cherry picked from commit 619f65af0c390dd10bc0e6bf9dc1227e7ecee54d)
(cherry picked from commit 61808b03b5c5e2efe9b37d6c699c133d47448ea9)
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f3436bc1
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2023-07-03T17:09:49
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The clip rect is defined in terms of the current viewport
Don't use the viewport offset when setting the clip rect in the D3D12 renderer.
This fixes "testautomation --filter render_testViewport" on Windows
(cherry picked from commit 304d425f99b3b62e5f77ef869731bb702810a572)
(cherry picked from commit bf277eb808103cb86a5af235495e866d33f87b0a)
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5e215713
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2023-07-04T02:24:28
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fixed windows build after commit 7e8be3f
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699f8697
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2023-07-03T16:06:59
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Retry to open the clipboard in case another application has it open
This fixes 'testautomation --filter clipboard_testClipboardTextFunctions' on Windows
(cherry picked from commit c24496727cdd40d5c0ffdf7b6a61085ec3a2766d)
(cherry picked from commit 7e8be3f2804b8dfca1ede2a4e463f8a0b2b352d5)
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4761467b
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2023-07-01T09:56:20
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Updated to version 2.28.1 for release
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cd662ceb
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2023-07-01T00:30:23
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rwops: Use SetFilePointerEx on Windows for appending writes.
Fixes #7900.
(cherry picked from commit 769bf2ebcca8f0cbcde4ec50008942f4eda57f4a)
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7207f515
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2023-06-29T16:10:55
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Added Linux mapping for the Logitech Chillstream
Fixes https://github.com/libsdl-org/SDL/issues/7829
(cherry picked from commit 675fc8c38f3f5685d177f0ecf7f43d57a109992e)
(cherry picked from commit fc0854651becb207de28f926e0b84aedbfff8b7b)
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5d9013be
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2023-05-26T23:00:56
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wayland: don't use libdecor_frame_get_* functions when header doesn't have it
and we're statically linking to the library.
This fixes building SDL with -DSDL_WAYLAND_SHARED=OFF
(cherry picked from commit 5b5b67df203e9f8391e7e53aa5de54abf14c482e)
(cherry picked from commit e6f635ca172027f57542b715787ac5b50f3f6d33)
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4af1f6ed
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2023-06-29T11:25:54
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Fixed build
(cherry picked from commit 099e53f3a51d17155063977d5f4b40d0f07f73a2)
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446fb302
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2023-06-28T19:15:11
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Added support for the Nintendo Online Famicom controllers
(cherry picked from commit baa9c57581490bd9cdefabb213e7cb6d0c30b296)
(cherry picked from commit 0f940cb6ce350631b53c77360adffe276cad4660)
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ba170daf
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2023-06-27T16:07:56
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Don't crash if SDL_MapRGB() and SDL_MapRGBA() are passed a NULL format
(cherry picked from commit fadc4916a9bcc410c2148a91bf0adf742410a4ba)
(cherry picked from commit 0ba93e4aac8232de45e2a6df4d0a42ec53f53ec3)
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7fa2ddb0
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2023-06-27T07:48:42
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Fixed Nintendo Switch Pro controllers that don't have readable user calibration
(cherry picked from commit 9ee1200e6f8fecd394d9355781af40ac90851546)
(cherry picked from commit 170428b107bdc004eb44fa9818eb14c2aa8798d1)
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9aca2a43
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2023-06-26T10:54:52
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hidapi: switch: Handle MCU input reports
(cherry picked from commit 425062c123f88b6890277905714e02c9375f5b5e)
(cherry picked from commit 950ff0056a74a2cb6f6ff0b5ebaa9c16c305234a)
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491fba1d
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2023-06-24T15:38:38
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SDL_FindFreePlayerIndex() will always return the next available player index
Fixes https://github.com/libsdl-org/SDL/issues/7868
(cherry picked from commit 87e916dd214866af9cfd67eb4618918bc8b0f1b4)
(cherry picked from commit 38619bb28db83bc5844d13d99b3072496adcd498)
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c27f3ead
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2023-06-21T14:11:41
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Removed 100 ms hitch when querying third party Nintendo Switch controllers that don't respond to request for info
(cherry picked from commit 8acf72965031a5101f478eccd69d092001134184)
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1429e525
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2023-06-21T10:28:45
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Use default sensor calibration if we can't read it from the Nintendo Switch controller
Fixes https://github.com/libsdl-org/SDL/issues/7830
(cherry picked from commit 3694dabe7c16bb8e76f6f4820a1987ce16c4a3c9)
(cherry picked from commit dfbdaca2b8a2bc4c7e1871698066b62b42806a46)
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de6963ea
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2023-06-21T08:42:38
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Apply DPI scale to mouse coordinates in SDL_WarpMouseInWindow()
Fixes https://github.com/libsdl-org/SDL/issues/7855
(cherry picked from commit 657c346556f18044dac04957ee7894220e86ac8e)
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ffa78e6b
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2023-06-20T11:00:20
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Updated to version 2.28.0 for release
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4ce5c3a6
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2023-06-20T13:22:55
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ibus: Handle error when getting the D-Bus machine ID
It is possible for retrieving the machine ID to fail, either because
dbus was installed incorrectly (machine ID absent or corrupt), or in
32-bit builds, because stat() on the machine ID fails with EOVERFLOW
if it has an out-of-range timestamp or inode number.
dbus has historically treated this as a faulty installation, raising
a warning which by default causes the process to crash. Unfortunately,
dbus_get_local_machine_id() never had a way to report errors, so it has
no alternative for that (bad) error handling.
In dbus >= 1.12.0, we can use dbus_try_get_local_machine_id() to get
the same information, but with the ability to cope gracefully with
errors. ibus won't work in this situation, but that's better than
crashing.
(cherry picked from commit 91198baed40d5709020c3001e9234f4580df696a)
Mitigates: https://github.com/ValveSoftware/steam-for-linux/issues/9605
Signed-off-by: Simon McVittie <smcv@collabora.com>
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a3d4fd71
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2023-06-19T08:36:30
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Added support for blitting SDL_PIXELFORMAT_INDEX1LSB
Fixes https://github.com/libsdl-org/SDL/issues/7844
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d97423eb
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2023-06-18T12:19:54
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Fixed DualSense controllers not being picked up by the HIDAPI driver
The hidraw device may take additional time to get the correct permissions for us to open it. In my tests on Steam Deck hardware, this ranges between 5-8ms.
(cherry picked from commit c6ee9780df4286f66c38f3fa9732daa9afe0a8a3)
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333a03f1
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2023-06-17T13:15:07
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We don't know in advance whether a device is connected over Bluetooth in SDL2
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5b8fc907
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2023-06-17T12:42:55
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Added support for the GameSir G4 Pro
We can't read device info or IMU calibration from this controller, and it has no gyro or accelerometer, but is otherwise perfectly functional.
(cherry picked from commit f168f9c81326ad374aade49d1dc46f245b20d07a)
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76392f4f
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2023-01-11T19:45:01
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Handle DPI scaling in SDL_GetWindowSurface
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)
*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.
Most of the _CreateWindowFramebuffer backends are untested except
for Windows.
Fixes #7047
(cherry picked from commit 67c91353e01f6f2c0cc80c17eeddbad6def7cb01)
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3a5abee5
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2023-06-14T15:16:21
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Removed unused function
(cherry picked from commit 73927b09480fd5d664f7077a70a8b6df318cdd2d)
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e7ee375f
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2023-06-14T10:15:06
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Fixed third-party Nintendo Switch Pro controllers shutting down when we try to set the home LED.
This fixes the PDP Afterglow Wireless Deluxe Controller.
(cherry picked from commit 0c16f4faf00eb573d051cac7d60ed8dd22e5596a)
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4aec5498
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2023-06-13T22:40:51
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Allow switching licensed Nintendo Switch Pro controllers into gyro input mode
(cherry picked from commit 8c95bd814bf1cf0ea1f12aa724938176a7dfd780)
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271e03f0
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2023-06-13T22:20:58
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Added support for the PowerA Fusion Pro Wireless Controller in Bluetooth mode
This controller shows up with a VID/PID of 0, but has full functionality over Bluetooth
(cherry picked from commit cdfc0c5a3314e4e0cd5152feddd8950c7eb797f1)
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d4f9be44
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2023-06-13T19:44:26
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Updated to version 2.27.1 for release candidate
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1f5b21ea
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2023-06-13T16:53:10
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Removed more Linux Xbox mappings in favor of the automatic mapping
This fixes the Xbox Series X share button on Linux 5.x kernels.
(cherry picked from commit 0f4b15e16b7f07a46db6dc8e651f8c1849d658c5)
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35c78849
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2023-06-13T16:41:52
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Use the automatic mapping instead of a hardcoded one for Xbox controllers on Linux
This is much more robust and able to dynamically create a mapping for Xbox One S, Xbox Series X, and Xbox Elite 2 controllers.
(cherry picked from commit 9567989eb3ce9c858f0fe76806c5ccad69da89ba)
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3f6c4ec6
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2023-06-13T16:49:33
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Cleanup for previous change, fixing typos, etc.
(cherry picked from commit 883b0f4071687f2e5c8329963f97504e9679394b)
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fc72f12e
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2023-06-13T16:40:30
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Added automatic mapping support for Xbox controllers on the 6.x Linux kernels
This automatically adds support for the share button and paddles when present.
(cherry picked from commit db1d4d3d76f5e21b2547463710b513fe0ebd7fad)
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681f67d3
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2023-06-14T00:25:50
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fixed build after commit d2372c853843def01b7adb9872cbb89b0d6079ec.
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d2372c85
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2023-06-13T10:06:36
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Added automatic mapping for Xbox Elite paddles using the xpadneo driver
We can't actually tell yet whether a controller has paddles, so this code isn't effective, but I'll file an upstream issue and see if we can get that resolved.
(cherry picked from commit b0677f476fa43f4a113b04a959228fd38f95d740)
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7db23f4e
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2023-06-13T10:05:19
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Fixed joystick vendor detection in Linux automatic gamepad mapping
(cherry picked from commit 071d1e29dd4f80605932f320aa2e05fda383944c)
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36ff6327
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2023-06-09T13:24:21
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linux: Improve gamepad mapping heuristic to accept Android conventions
This heuristic for gamepads without a more specific mapping already
tried two incompatible conventions for handling triggers: the Linux
Gamepad Specification uses hat switch 2 for the triggers (for whatever
reason), but the de facto standard set by the drivers for older Xbox
and Playstation controllers represents each trigger as the Z-axis of
the nearest analog stick.
Android documentation encourages Bluetooth gamepad manufacturers to use
a third incompatible convention where the left and right triggers are
represented as the brake and gas pedals of a driving simulator
controller. The Android convention also changes the representation of
the right stick: instead of using X and Y rotation as a second pair
of axes, Android uses Z position as a second horizontal axis, and
Z rotation as a second vertical axis.
Try to cope gracefully with all of these. This will hopefully resolve
the issue described in #5406 (when using unpatched kernels).
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit cf1dc66e2cfc7a65374c5fea681dd31c50363a2c)
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26a38a0b
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2023-06-09T13:06:30
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linux: Reduce magic numbers when mapping gamepad axes
The bitfield `mapped` has two different sets of meanings, depending
whether we're setting up the triggers or the d-pad. Represent them
as symbolic constants rather than opaque integers.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit c4d49fadd4500cb522b2a98e5a42d024c566d8bf)
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b3e1fd97
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2023-06-12T16:57:41
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Fixed enumerating Steam Controllers on iOS
(cherry picked from commit dec0dbff13d4091035209016eb2d0dd82c9aba58)
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c77aaa5d
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2023-06-12T15:39:57
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Fixed n3ds build
(cherry picked from commit d95dbe78bb7a5087ecfb8d301417b1108d868738)
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e4e0a129
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2023-06-12T15:26:34
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Reduce the chance of destroying the joystick mutex while it's in use
Fixes https://github.com/libsdl-org/SDL/issues/7811
(cherry picked from commit 6390165fd4c193631d6780758a4aeec0d02b90eb)
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2afb49ba
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2023-06-11T12:43:47
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cocoa: Warp mouse to center of window before enabling relative mouse.
This prevents the case where the mouse might be at the edge of the
window when enabling relative mode, which confuses macOS, at it
might believe the user is attempting to resize the window.
Fixes #6994.
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154ad6fa
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2023-06-10T20:50:10
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SDL_dynapi.c: minor cosmetics.
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2aa8525e
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2023-06-10T09:29:09
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Fixed build
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36033e38
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2023-06-10T08:54:36
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Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.
See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
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320f3fff
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2023-06-09T18:41:21
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Fixed querying device info on the MOBAPAD M073
The query packet needs to contain valid rumble data in order to be accepted by the controller.
Fixes https://github.com/libsdl-org/SDL/issues/7788
(cherry picked from commit 5490873daa12a57ff4b36090f25f04530323c6e4)
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30b4d90f
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2023-06-09T17:34:12
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Only update the serial number if it hasn't already been set
This fixes the serial number for Nintendo Switch Pro, which is queried from the hardware in device initialization, and was later clobbered by the USB string which isn't correct.
(cherry picked from commit 2042e9c4e3cba6ffa9c34abac14828e31365f98b)
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1cdd6dc8
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2023-06-09T14:34:59
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Fixed reading input from the Razer Atrox Arcade Stick using Windows Gaming Input
(cherry picked from commit 172cfca51332a845abf9c141ae56aa121fe4ada5)
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f5b3247a
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2023-06-08T03:40:32
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further mouse relative motion fix for os/2 (thanks Andrey Vasilkin)
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aa536217
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2023-06-07T15:42:22
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x11: check if window size/position has changed during SDL_ShowWindow.
Fixes #4216.
(cherry picked from commit 49b5cfa6c5cb9bb8cecce508e12fa7f8e0cc302f)
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b1324fbc
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2023-06-05T11:50:50
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fixed os/2 mouse relative motion not working (thanks Andrey Vasilkin,)
for issue reported at https://github.com/bitwiseworks/SDL2-os2/issues/5
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4700fbcb
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2023-06-04T05:37:06
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Don't bother re-encoding Latin1 characters in the ASCII range
(cherry picked from commit 6150b5b3cbde0e592c4ffe822f66aa5f9c90c3d9)
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2660da6f
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2023-02-28T17:50:26
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Always allocate zt in output of SDL_iconv_string()
Before this, the function could not be used on buffers,
as it would not account for the zero-termination unless
it was included in the input.
(cherry picked from commit 5f5abb680523e1adedd3fca2a8e252db01fc1c52)
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7c86d96e
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2023-06-04T01:01:06
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Fixed SDL_iconv_string() truncation when handling SDL_ICONV_E2BIG
(cherry picked from commit c369b900199f905c51edb372bd7780f67a544a8c)
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a1dea11d
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2023-06-04T14:29:10
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fix MSVC build error.
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bfef7c30
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2023-06-04T02:06:52
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Only convert the result of XLookupString() if it's not already UTF-8
Fixes https://github.com/libsdl-org/SDL/issues/7766
(cherry picked from commit 491ae20d963cff397b5980b31d142d576e74becb)
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dc94cca8
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2023-06-03T11:57:08
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Fixed typo in cherry-pick (thanks @HadesD!)
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97fe777a
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2023-06-03T11:39:03
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Steam uses a different VID/PID for the Steam Virtual Gamepad on Windows
(cherry picked from commit 6815e75cafee8e7caaacf1f428b6539c8bbc7f7d)
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f1bad83a
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2023-06-03T11:36:38
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Revert "Fixed detection of the Steam Virtual Gamepad on macOS"
This reverts commit 7aa28ce279045884653c8153a5cee99f4622af10.
Steam has been updated to send a version of 1 to avoid conflicts with controllers that report a version of 0.
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7aa28ce2
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2023-06-02T18:37:45
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Fixed detection of the Steam Virtual Gamepad on macOS
(cherry picked from commit 5fcd70578bdde3eaaa51aa4ab6c24ed08bd49db3)
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c89a4606
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2023-06-02T11:20:31
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Fixed build if SDL_JOYSTICK_RAWINPUT_MATCHING isn't enabled
(cherry picked from commit 7c55845c804e2272df8bc111dea5d3e9d11670a0)
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e3bfacde
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2023-06-02T11:16:07
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Don't use raw input while Remote Desktop is active
Raw input will not send game controller events while Remote Desktop is active, so dynamically switch between XInput and raw input when Remote Desktop state changes.
Fixes https://github.com/libsdl-org/SDL/issues/7759
(cherry picked from commit 767507fcf6f4607edb413acb53a6c029863701ed)
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