src/haptic/windows/SDL_xinputhaptic.c


Log

Author Commit Date CI Message
Sam Lantinga b8d85c69 2022-11-30T12:51:59 Update for SDL3 coding style (#6717) I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
Sylvain Becker fb0ce375 2022-11-27T17:38:43 Cleanup add brace (#6545) * Add braces after if conditions * More add braces after if conditions * Add braces after while() conditions * Fix compilation because of macro being modified * Add braces to for loop * Add braces after if/goto * Move comments up * Remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements after merge * Fix inconsistent patterns are xxx == NULL vs !xxx * More "{}" for "if() break;" and "if() continue;" * More "{}" after if() short statement * More "{}" after "if () return;" statement * More fix inconsistent patterns are xxx == NULL vs !xxx * Revert some modificaion on SDL_RLEaccel.c * SDL_RLEaccel: no short statement * Cleanup 'if' where the bracket is in a new line * Cleanup 'while' where the bracket is in a new line * Cleanup 'for' where the bracket is in a new line * Cleanup 'else' where the bracket is in a new line (cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
chalonverse f317d619 2022-07-01T13:59:14 Xbox GDKX support (#5869) * Xbox GDK support (14 squashed commits) * Added basic keyboard testing * Update readme * Code review fixes * Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
pionere 60deadba 2022-01-17T17:22:30 re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Cameron Gutman 715e7bda 2021-11-09T01:43:44 haptic: Don't enumerate joysticks if the joystick subsystem is active The joystick subsystem has complex precedence logic to deal multiple competing backends like XInput, RawInput, and WGI. Let it fire the MaybeAdd callbacks for joystick devices, since it knows which backend will end up managing them. This resolves a situation where the RawInput joystick backend would take control of an XInput device but the XInput haptic backend would still create a haptic device. Since the XInput joystick backend didn't own the underlying joystick device, we'd end up with an orphaned haptic device that didn't work with SDL_HapticOpenFromJoystick() on the associated joystick device.
Dimitriy Ryazantcev a6da2fbf 2021-05-25T12:33:23 Rename haptic methods to avoid confusion with joystick: `SDL_DINPUT_MaybeAddDevice`->`SDL_DINPUT_HapticMaybeAddDevice` `SDL_DINPUT_MaybeRemoveDevice`->`SDL_DINPUT_HapticMaybeRemoveDevice` `SDL_XINPUT_MaybeAddDevice`->`SDL_XINPUT_HapticMaybeAddDevice` `SDL_XINPUT_MaybeRemoveDevice`->`SDL_XINPUT_HapticMaybeRemoveDevice`
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga cb361896 2020-12-09T07:16:22 Fixed bug 5235 - All internal sources should include SDL_assert.h Ryan C. Gordon We should really stick this in SDL_internal.h or something so it's always available.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Ryan C. Gordon d96419c9 2017-06-21T01:22:00 xinput: use the full range of the haptic motors (thanks, Trent!). XInput goes from 0 to 64k; we were feeding it values in the range of 0 to 32k. Fixes Bugzilla #3002.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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.
Ryan C. Gordon fa8c83c1 2016-01-03T06:50:50 Remove almost all instances of "volatile" keyword. As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety: https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/ Some of these volatiles didn't need to be, some were otherwise protected by spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc. Fixes Bugzilla #3220.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 Fixed crash if initialization of EGL failed but was tried again later. The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
Ryan C. Gordon 8bac7967 2015-06-07T18:29:23 Maybe patched to compile on some Windows configurations. (Maybe) Fixes Bugzilla #3001.
Ryan C. Gordon 84ce0006 2015-05-28T01:27:24 I think this will be the time...
Ryan C. Gordon 7964f3ad 2015-05-28T01:22:14 Still trying to get this to compile...
Ryan C. Gordon cae4fd7f 2015-05-28T01:16:55 More patching to compile...
Ryan C. Gordon 58447b24 2015-05-28T00:54:52 Move tests from SDL_config higher up in Windows joystick/haptic code. Fixes Bugzilla #2932.
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
David Ludwig 70438be2 2014-12-03T10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.