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5b646cd1
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2021-11-07T22:58:44
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Build hidapi code into SDL as a new public API
This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
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d0b87fed
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2021-01-14T23:49:27
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Added HIDAPI rumble debug info
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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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480c1f9f
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2021-01-01T11:12:36
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Make sure we're not starving report reads when there's lots of rumble
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cb361896
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2020-12-09T07:16:22
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Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
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c9723c40
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2020-12-07T09:38:21
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Fixed potential hang in joystick close if the rumble thread is blocked for some reason
It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
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549010f2
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2020-11-20T13:24:49
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It takes 2 packets to stop audio haptics and start emulated rumble on the PS5 controller
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428cfddb
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2020-03-04T14:59:44
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Fixed crash when a controller is disconnected while rumble is pending
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81256207
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2020-02-07T11:02:34
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Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705
Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.
'volatile' is not meant for thread synchronization.
The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
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1d1a35ef
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2020-02-04T16:05:39
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Fixed Visual Studio build
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1bd12026
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2020-02-04T15:42:49
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Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds
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02108cf7
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2020-02-04T15:27:25
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Added missing files from previous commit
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