src/joystick/windows


Log

Author Commit Date CI Message
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().