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763e1389
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2017-03-09T16:09:16
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Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID()
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3f83fce7
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2017-01-31T13:30:35
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Fixed whitespace
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6717a3d3
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2017-01-31T12:23:29
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Added support for the HOTAS Warthog throttle
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4e3fa7b9
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2017-01-30T22:20:20
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Fixed compiler warning about comma at end of enum.
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3c90a52a
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2017-01-27T05:59:58
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Added an API to get the type of a connected joystick
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4938c505
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2017-01-04T10:28:07
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Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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6d7da088
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2016-12-27T01:39:07
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Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
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36156335
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2016-11-20T21:34:54
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Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
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c7351c2d
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2016-11-20T21:26:56
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Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain
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ac74e16c
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2016-11-10T17:19:34
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Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
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a4abda0b
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2016-08-03T22:30:31
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Added brackets to function names in header comments so that doxygen links them.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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f09d3750
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2015-11-14T14:53:44
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Minor whitespace fix.
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e6ad29ae
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2015-11-14T12:35:45
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Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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a0c4b56f
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2015-09-30T15:39:30
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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
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a955bec4
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2015-07-16T21:48:35
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Fixed spaces in header file.
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0e45984f
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2015-06-21T17:33:46
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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().
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