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d0bbfdbf
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2022-12-01T16:07:03
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Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
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b8d85c69
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2022-11-30T12:51:59
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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)
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fb0ce375
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2022-11-27T17:38:43
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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)
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b7e65a81
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2022-11-11T08:57:07
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Fixed incorrect WGI controller state when the application loses focus
Recenter the controller elements when WGI stops reporting valid state
Fixes https://github.com/libsdl-org/SDL/issues/5261
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3607f831
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2022-10-03T11:00:50
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Find out if a controller is wireless using WGI (thanks @DJm00n!)
Confirmed using an Xbox Series X controller over USB and Bluetooth
Fixes https://github.com/libsdl-org/SDL/issues/6322
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a3900a75
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2022-09-08T13:59:25
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Lock joysticks when removing a controller on the WGI thread
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42d09a8f
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2022-08-30T13:54:32
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wgi: refcount the delegate objects
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ca915b18
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2022-08-30T13:54:58
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WGI_JoystickUpdate: bounds-check array sizes
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675d90c7
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2022-08-30T12:09:07
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Revert "wgi: refcount the delegate objects"
This reverts commit ff233fe3060e51706937a7b366438403bce774a4.
This doesn't compile cleanly with Visual Studio and I don't want to introduce any subtle issues because we're passing the wrong types of pointers to WGI functions.
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40bd4fee
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2022-08-30T11:42:13
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Revamped joystick locking
This makes the joystick locking more robust by holding the lock while updating joysticks.
The lock should be held when calling any SDL joystick function on a different thread than the one calling SDL_PumpEvents() and SDL_JoystickUpdate().
It is now possible to hold the lock while reinitializing the joystick subsystem, however any open joysticks will become invalid and potentially cause crashes if used afterwards.
Fixes https://github.com/libsdl-org/SDL/issues/6063
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ff233fe3
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2022-08-28T22:20:58
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wgi: refcount the delegate objects
assert if calls become unbalanced.
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b7c1fbf9
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2022-08-28T17:38:02
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WGI: Fix a couple of reference leaks
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277b033e
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2022-08-22T19:28:21
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Refactor joystick GUID creation
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c1e08739
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2022-08-22T16:46:55
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Added the CRC of the joystick name to the GUID
This will make it possible to have mappings for different controllers
that have the same VID/PID. This happens frequently with some generic
controller boards that have been reused in many products.
Fixes https://github.com/libsdl-org/SDL/issues/6004
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5aa438e8
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2022-08-08T14:52:19
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WGI: fix interop with applications that have their own WGI code
QI for Added/Removed events need to handle IAgileObject
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d2c4d74d
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2022-05-27T15:49:35
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Fixed build with MinGW-64 windows.devices.power.h
The MinGW-64 header defines the parameters as ABI::Windows::Foundation::IReference<INT32 > **, but the Windows header defines the parameters as __FIReference_1_int**
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bd22ca76
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2022-05-27T15:40:50
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Revert "Workaround for compiling with MinGW-w64"
This reverts commit efdf43aa9b4f4d623ffba01f503d9793d5021330.
The broken mingw headers aren't in an official release yet, so reporting this upstream.
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efdf43aa
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2022-05-27T15:34:45
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Workaround for compiling with MinGW-w64
Fixes bug https://github.com/libsdl-org/SDL/issues/5589
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e551384a
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2022-04-26T14:54:14
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Added functions to get the platform dependent name for a joystick or game controller
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145824f6
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2022-04-21T01:38:53
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WGI: Only call RoUninitialize() if RoInitialize() succeeded
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00b2e10a
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2022-04-20T20:58:29
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WGI: Keep a reference to the MTA to avoid crashing on COM teardown
Fixes #5552
Fixes #5270
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8ebef12d
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2022-04-01T14:58:33
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Use RoInitialize/RoUninitialize for Windows.Gaming.Input
Thanks @walbourn!
Fixes https://github.com/libsdl-org/SDL/issues/5270
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006aafab
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2022-03-22T20:23:09
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Fixed freeing a constant string (thanks @gnrlwart)
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b22ce2b5
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2022-03-17T17:10:40
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Workaround for bug in Microsoft WGI support
Fixes https://github.com/libsdl-org/SDL/issues/5270
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43f0271b
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2022-01-24T08:56:33
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Revert "fix compiler warnings in SDL_windows_gaming_input.c"
This reverts commit ca36cdb185f2f26241598068927821896f36b904.
The older Windows SDK's headers are wrong, and this change would crash if
you hotplug a device.
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d7110b44
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2022-01-08T12:07:16
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fix compiler warnings in SDL_windows_gaming_input.c
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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dd2f9111
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2021-11-27T20:18:29
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Fixed warnings with Windows SDK 10.0.19041
Fixes https://github.com/libsdl-org/SDL/issues/4998
Also breaks https://github.com/libsdl-org/SDL/issues/4998 for older SDKs, but we're going to ignore them, they're just incorrect.
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c2904c8c
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2021-11-27T11:16:15
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Fixed compile warnings and errors
Fixes https://github.com/libsdl-org/SDL/issues/4998
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09b7ca27
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2021-11-27T10:53:20
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Get the current WGI controller list at startup
On Win32 this list is empty and we always get controller added events. On UWP, this list is populated and we don't get controlle added events for currently connected controllers.
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12895eca
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2021-11-27T10:52:58
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Fixed WGI initialization on Win32
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110e4e13
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2021-11-27T10:24:32
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Use WGI instead of XInput for Windows 10 UWP apps
Fixes https://github.com/libsdl-org/SDL/issues/5017
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2ca2ad76
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2021-11-26T10:13:45
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Fixed build warnings
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3eb9bfac
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2021-11-14T22:22:50
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win32 rawinput & wgi joystick: avoid -Werror=declaration-after-statement
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afccabb8
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2021-11-11T12:12:05
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joystick: Add capability flags for rumble and trigger rumble
When API limitations force us to guess, we favor a false positive (reporting
support when it doesn't exist) compared to a false negative.
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1ccfbf96
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2021-11-11T11:13:08
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joystick: Convert HasLED() into a generic GetCapabilities() function
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f6dc47ca
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2021-11-07T16:00:47
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WGI/DInput: Fix SDL_IsXInputDevice() checks when RawInput is enabled
Enabling the RawInput backend causes SDL_XINPUT_Enabled() to return false.
That causes WGI and DInput backends to take ownership of XInput-compatible
controllers, because they think there's no XInput-specific backend enabled.
In WGI's case, it will actually race with RawInput to open the device. By
properly excluding XInput devices from WGI, we can ensure that the sets of
devices managed by WGI and RawInput don't intersect. This makes the race
harmless, since they'll never both go after the same device.
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b3e909dc
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2021-11-07T13:51:34
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WGI: Fix SDL_IsXInputDevice() for Xbox One controllers
The Xbox One driver stack doesn't propagate the VID/PID down to the
HID devices that end up in the GetRawInputDeviceList() output. This
means we end up matching against the wrong VID/PID and can't properly
exclude Xbox One controllers from WGI.
Fortunately, it is possible to walk back up the device tree to find
the parent with the matching VID/PID.
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6312aaea
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2021-11-06T21:52:22
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WGI: Add workaround for delayed callbacks after WGI_JoystickQuit()
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02223501
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2021-08-02T16:40:58
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Fixed crash if WGI didn't give us the name for a controller
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9d457aa4
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2021-07-29T14:24:40
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Don't uninitialize COM because of what appears to be a bug in Microsoft WGI reference counting.
This fixes https://github.com/libsdl-org/SDL/issues/4488
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d135c076
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2021-07-08T13:22:41
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Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers
See testgamecontroller.c for an example of a custom PS5 trigger effect
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a594b850
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2021-01-04T10:00:30
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use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed:
i.e. where the string is known guaranteed to be WCHAR*, in:
- SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*)
- SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR*
- SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded):
string is WCHAR*
There should be more of these..
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398d2764
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2021-01-04T01:23:50
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RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.
cf. bug #5435.
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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797a6910
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2020-12-09T20:28:51
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Fixed bug 5375 - WGI: Fix HSTRING memory leak.
Joel Linn
TLDR; https://godbolt.org/z/43fd8G
Let's deduce this from C++ reference code:
https://docs.microsoft.com/en-us/cpp/cppcx/wrl/how-to-activate-and-use-a-windows-runtime-component-using-wrl?view=msvc-160
At the bottom of the page there is this snippet:
```
int wmain()
{
/* ... more code ... */
// Get the domain part of the URI.
HString domainName;
hr = uri->get_Domain(domainName.GetAddressOf());
if (FAILED(hr))
{
return PrintError(__LINE__, hr);
}
// Print the domain name and return.
wprintf_s(L"Domain name: %s\n", domainName.GetRawBuffer(nullptr));
// All smart pointers and RAII objects go out of scope here.
}
```
`HString` is defined in `corewrappers.h` and the call chain for the destructor is:
`~HString() -> Release() -> ::WindowsDeleteString()`
QED
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f2fff217
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2020-12-09T06:24:40
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Fixed bug 5374 - WGI: Use fast-pass strings.
Joel Linn
Eliminate additional heap allocation for short-lived HSTRINGs.
Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
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8a449de2
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2020-11-27T10:44:47
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Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT
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2931eccd
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2020-11-27T05:53:52
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Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters
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5b3616c3
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2020-11-23T18:24:05
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Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices
This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
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fcb21aa8
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2020-11-17T10:30:20
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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
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502cfe31
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2020-11-11T19:39:46
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Fixed bug 5332 - WGI: Fix wrong level of indirection and implicit truncating cast.
Joel Linn
This fixes two types of MSVC compiler warnings.
- One parameter in the function signatures of two WGI event handlers had one level of indirection too much (and did not match Windows SDK headers). The indirection was cast away so it still worked.
- size_t was implicitly cast to UINT32 for a number of (constant) string lengths.
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1e2caac5
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2020-11-11T18:57:37
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Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
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4ea1a10b
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2020-11-07T02:49:22
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Added stub controller LED functions for WGI and RAWINPUT (thanks meyraud!)
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345b4d7e
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2020-05-29T13:37:21
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Fixed bug 5161 - Autodetect controller mappings based on the Linux Gamepad Specification
Jan Bujak
I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL.
Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this:
https://www.kernel.org/doc/html/v4.15/input/gamepad.html
Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments.
Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.)
With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
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01fd8130
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2020-04-23T11:13:02
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Fixed compiler warning
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4727f794
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2020-04-23T10:13:17
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Don't use the WGI driver if another driver is already handling the joystick
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6ca7f510
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2020-04-23T09:35:32
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Fixed crash trying to get battery status on some devices
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aba27928
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2020-04-18T21:41:37
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Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
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