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7eaf8997
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2014-03-17T19:11:18
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Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
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754067db
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2014-03-01T22:27:21
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Added a FIXME.
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7fa4eece
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2014-03-01T22:27:13
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Fixed a typo in a comment.
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73936208
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2014-03-01T20:59:43
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Added some FIXMEs.
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e42d46b4
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2014-02-06T07:37:20
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Wired up haptic hotplugging for Windows DirectInput/XInput code.
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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090327e7
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2013-12-09T16:03:18
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Implemented the Dynamic API magic.
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
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2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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5e74299a
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2013-10-20T15:40:20
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Fix adding of XInput devices (thanks, Mitchell!)
Partially fixes Bugzilla #2126.
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7ad441a3
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2013-10-17T23:40:13
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Fixed bug 2069 - Device addition/removal queries all USB devices rather than only HID devices.
Andreas Ertelt
SDL_dxjoystick.c is setting the classguid for device (dis)connect events to USB Devices in general:
dbh.dbcc_classguid = GUID_DEVINTERFACE_USB_DEVICE;
Wouldn't it make more sense to have it just subscribe to Hid device events? This would mean less meaningless events reaching the application.
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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257cef30
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2013-08-28T22:09:17
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Change order we enumerate Windows joysticks.
Make it so XInput devices are listed before DirectInput devices, and that the XInput
devices are sorted by userid in ascending numeric order (so device 0 comes first).
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ea4350d8
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2013-08-28T22:07:54
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Don't corrupt XInput device state during SDL_SYS_JoystickClose().
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aa652114
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2013-08-28T17:17:21
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Make XInput joystick names match the numbers on the device.
(And how the Haptic code already names them.)
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4b255c63
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2013-08-28T16:43:47
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Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.
Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.
Fixes Bugzilla #1984. (etc?)
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c89e0469
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2013-08-28T16:35:32
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Better XInput detection code for DirectInput device enumeration.
This code is way faster than the Wbem code, and less ugly.
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cd27a1ef
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2013-08-21T12:12:04
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Fixed compiling on old versions of the DirectX SDK
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9faefccd
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2013-08-21T10:32:04
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SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
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05d8c2dc
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2013-08-21T10:31:44
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Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
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552b04c5
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2013-08-20T20:34:40
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More non C89 compliant comments
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dad42067
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2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
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2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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