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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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4b571c62
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2021-11-29T09:00:26
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Added an option to map the touchpad button for Sony controllers
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3bf7994f
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2021-09-27T14:38:12
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Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
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abc12a83
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2021-11-11T15:58:44
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Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs"
This reverts commit 66a08aa3914a98667f212e79b4f0b9453203d656.
This causes problems with older compilers:
https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
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66a08aa3
|
2021-09-27T14:38:12
|
|
Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
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|
3d747078
|
2021-08-03T01:25:54
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|
Run the renderer so Steam can find the main window
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|
8726f500
|
2021-08-03T01:10:48
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|
Allow quitting controllermap if there are no controllers attached
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|
8b87b438
|
2021-03-26T13:01:06
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|
Don't try to map the touchpad button, since we don't have any art for that at the moment.
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|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
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|
ff4bc138
|
2020-11-23T14:28:16
|
|
Fixed mapping controllers after adding the touchpad button
|
|
009b62f1
|
2020-11-07T02:22:15
|
|
Be explicit about mapping the new game controller paddle buttons
|
|
5a92edee
|
2020-11-06T15:54:18
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|
Don't try to map the accelerometer as a game controller
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|
59a644fb
|
2020-11-06T14:44:26
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|
iOS should use the same size window for the controller tests as other platforms
Otherwise the position of the button and axis elements won't be correct
|
|
3a3aaac2
|
2020-11-06T11:30:52
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|
Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
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aba27928
|
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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de2001ee
|
2020-03-13T13:05:40
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|
Fixed binding the D-PAD on the 8BitDo M30 controller
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25061816
|
2020-03-02T10:58:08
|
|
Fixed compile warning
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|
0a7fe18f
|
2020-01-17T11:06:02
|
|
On Mac OSX there are spurious hat events at program start, so skip these
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
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|
8ce894a3
|
2019-12-05T13:18:56
|
|
Ignore axis jitter when mapping controllers
|
|
8aaf945b
|
2019-11-28T11:44:15
|
|
Fixed mapping controllers that have axes that start at -32768 and then snap to 0 at the first input report
|
|
c8896e46
|
2019-11-21T10:09:26
|
|
Turned on controllermap debug output by default
|
|
32bb8b4b
|
2019-09-10T10:03:20
|
|
test: replace some exit()s with returns.
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
20c846eb
|
2017-03-04T23:05:47
|
|
Fixed warning about implicit conversion in controllermap program.
|
|
a395a907
|
2017-01-20T16:40:11
|
|
Fixed mapping the PG-9021 which, on Linux, emits a button partway through the trigger press along with axis motion all along the pull
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4938c505
|
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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|
1ddff75c
|
2017-01-04T05:09:02
|
|
Some controllers have trouble getting out to 20000
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|
082132a7
|
2017-01-03T23:39:28
|
|
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
|
|
Updated copyright for 2017
|
|
de79828b
|
2016-12-28T20:11:12
|
|
Fixed warning about unused variable in controllermap program.
|
|
21cb42d7
|
2016-12-27T09:51:58
|
|
Make sure we go all the way back (within the XBox controller dead zone) to prevent accidentally binding axes inverted
|
|
6d7da088
|
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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|
0a3f9d0c
|
2016-12-16T22:58:16
|
|
Fixed warning about unused variable in controllermap program.
|
|
0c5e7a10
|
2016-12-15T14:27:22
|
|
Fixed handling joysticks that send multiple events for a single control, e.g. both a button and axis event for a trigger.
Tested with the 8Bitdo NES30 Pro on Linux
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|
c406f649
|
2016-11-10T18:53:50
|
|
Added USB VID/PID information to the SDL test programs
|
|
826508b6
|
2016-10-15T20:01:30
|
|
Removed unused constants in controllermap program.
|
|
cb7b823c
|
2016-10-13T02:09:37
|
|
Fixed black screen on Steam Link
|
|
929b965c
|
2016-09-21T23:06:38
|
|
Fixed compiling of three test programs with C++.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
7b680a2a
|
2015-12-18T18:49:23
|
|
Fixed mapping third party XBox controllers that have the trigger axis all the way in until they are pulled and get updated values.
|
|
11d98995
|
2015-11-25T21:39:28
|
|
Replaced tabs with spaces in test programs.
|
|
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().
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|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
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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|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
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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|
d9991154
|
2014-12-10T21:13:43
|
|
Fixed setting text to clipboard in controllermap program.
|
|
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.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[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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|
3a803358
|
2014-05-29T22:44:08
|
|
Fixed use of uninitialized variable warning in test program.
|
|
f565d81a
|
2014-05-10T15:57:09
|
|
A few more ANDROID for __ANDROID__ replacements
|
|
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.
|
|
22a7dd0b
|
2014-03-24T11:42:09
|
|
Fixes #2456, controllermap's undo does not work correctly (by Bogdan Marinov)
|
|
1f45d4b6
|
2014-03-18T12:33:57
|
|
controllermap: Don't treat SDL_HAT_CENTERED as a valid input.
|
|
2d92a372
|
2014-02-10T11:29:48
|
|
Make controllermap, etc, work on platforms with hardcoded window sizes.
This makes sure everything renders correctly, even if, say, an Android device
gives you a certain "window" size no matter what you ask for.
|
|
9268c7a1
|
2014-02-10T09:26:22
|
|
Backed out 0869362ccc3c
The render target usage in controllermap is required if you are forced to use
the app at a different resolution than the one the art has been made for, for
example on Android, where you don't control the resolution.
(The coordinates for each button are hardcoded to the art size, and appear out
of place otherwise)
|
|
f0aa97d2
|
2014-02-10T01:43:01
|
|
Removed unused function.
|
|
9a15da84
|
2014-02-09T15:20:41
|
|
No need to use a render target here.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
65f0142f
|
2013-12-25T00:11:28
|
|
Fixed access of command line arguments on Android in two test programs.
|
|
36cbd506
|
2013-12-25T00:04:31
|
|
Fixed unused local variable warning in test program source.
|
|
77d2d55e
|
2013-12-05T10:51:38
|
|
[Android] Handle native thread finishing when not commanded from the Java side
|
|
5ac18134
|
2013-12-03T12:01:28
|
|
Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
|
|
95ec90aa
|
2013-12-02T19:35:04
|
|
Adds controllermap utility to test suite.
|