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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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be28d7c8
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2017-01-31T12:30:55
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Added support for the Saitek Pro Flight X-56 Rhino
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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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a156b0d9
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2017-01-31T10:20:09
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Added the HOTAS Warthog as a flight stick
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95ab9dc7
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2017-01-27T06:05:50
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Added Thrustmaster Wheel FFB entry to the list of wheels
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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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8fa0b088
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2017-01-20T08:13:23
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Added support for the 8Bitdo Zero GamePad
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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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99e10ef5
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2017-01-04T07:06:48
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Assume D-pad or thumbstick style axes are centered at 0
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d2a01b6e
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2017-01-04T06:19:56
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Added the NEXT SNES Controller to the list of zero-centered joysticks
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c7780497
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2017-01-04T05:56:47
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Increased joystick jitter tolerance for PS3 controllers
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082132a7
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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
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2017-01-01T18:33:28
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Updated copyright for 2017
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ca019dad
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2016-12-22T17:33:45
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Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them.
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b4ea63ec
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2016-12-14T06:25:09
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Fixed crash if there are multiple joysticks closed during the joystick update loop
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3b18c796
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2016-12-09T01:29:52
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Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris
Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
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a5250171
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2016-12-08T10:13:45
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Protect the game controller API the same way the joystick API is protected from multi-threaded access
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a7655d77
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2016-11-30T23:31:23
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Fixed warning about storing an unused value.
Found by buildbot.
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5220759f
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2016-11-29T05:04:42
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Made it safe to update joysticks from multiple threads, fixes crash in Steam
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e9983c7b
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2016-11-24T11:53:23
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We are comparing 16-bit values
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b6542ab2
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2016-11-11T04:30:09
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Fixed whitespace
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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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8bc5c57d
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2016-10-07T16:13:37
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Fixed recentering triggers when the application doesn't have focus
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ad1bfea5
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2016-08-26T12:18:08
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Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
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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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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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2bf6f1bc
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2015-09-20T23:08:36
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Added initial support for MFi game controllers on iOS.
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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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