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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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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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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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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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1e2caac5
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2020-11-11T18:57:37
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Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
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e555d453
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2020-11-05T11:07:54
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Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
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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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83cddd2e
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2020-04-30T11:57:29
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Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
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a7a4e16b
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2020-04-15T13:31:54
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haiku: Patched to compile.
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c44473ba
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2020-03-12T19:47:30
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Unified code to standardize joystick names
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6efebf17
|
2020-02-04T12:48:53
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Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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46e1377d
|
2019-12-20T20:12:03
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Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
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5e13087b
|
2019-01-04T22:01:14
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|
Updated copyright for 2019
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14329256
|
2018-10-25T16:53:14
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Generalized the XInput user index into a player index
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5febdfce
|
2018-09-24T11:49:25
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Fixed whitespace
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67a48ad1
|
2018-08-10T15:04:08
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haiku: Patched to compile with new joystick interfaces.
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888bf1af
|
2018-08-09T16:03:50
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Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
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e3cc5b2c
|
2018-01-03T10:03:25
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|
Updated copyright for 2018
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84aeab17
|
2017-07-29T23:00:14
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|
haiku: Changed header paths to be more compatible.
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|
60f28484
|
2017-05-07T21:02:46
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haiku: Fixed crash on quit if max number of joysticks was connected.
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e6e6613c
|
2017-01-05T02:53:29
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|
Fixed build warning on Haiku
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082132a7
|
2017-01-03T23:39:28
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Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
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45b774e3
|
2017-01-01T18:33:28
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|
Updated copyright for 2017
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ad26769c
|
2016-12-22T18:43:00
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|
Fixed compile errors on various platforms
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97aa5775
|
2016-11-16T22:08:51
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Fixed empty parameter list in signatures of internal functions.
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6ec5e640
|
2016-06-28T21:08:23
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Fixed freeing strings created by strdup() with SDL_free().
This only worked on platforms where SDL_free() wraps free().
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42065e78
|
2016-01-02T10:10:34
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|
Updated copyright to 2016
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|
0e45984f
|
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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2c4a6ea0
|
2015-05-26T06:27:46
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|
Updated the copyright year to 2015
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b72938c8
|
2015-04-20T12:22:44
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|
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.
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3e1d3629
|
2015-04-15T21:29:55
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|
Fixed typo in internal joystick documentation comments.
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|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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|
162ef5ea
|
2015-03-24T13:52:01
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|
Cleanups in the joystick code.
Removed some redundant state and other confusions.
Fixes Bugzilla #2738.
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da843f6a
|
2015-03-11T21:14:21
|
|
Updated internal documentation comments.
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|
b88ca1b4
|
2015-02-10T16:28:56
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|
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
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b48e54aa
|
2015-01-26T22:00:29
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|
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.
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2b53ffc7
|
2015-01-16T23:07:10
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|
Fixed wrong documentation in joystick implementation source.
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|
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!
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9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
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|
24c86b55
|
2014-09-11T19:24:42
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|
[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
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446d19c4
|
2014-06-14T23:31:23
|
|
Removed SDL_SYS_JoystickNeedsPolling().
It was simpler to just have the polling (actually: hotplug detection)
functions return immediately if it's not an appropriate time to poll.
Note that previously, if any joystick/controller was opened, we would poll
every time anyhow, skipping this function.
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|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
62b17e7e
|
2014-01-29T00:27:54
|
|
Fixed comments in joystick implementation files claiming to be headers.
It seems comments were originally copied from SDL_sysjoystick.h.
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|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
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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00003e8c
|
2013-11-14T11:51:24
|
|
Renamed things named after BeOS to be named after Haiku instead.
|