|
830979c5
|
2019-08-31T22:52:15
|
|
LoadBMP: use code from SDL_image which allows loading compressed BMP files
|
|
cc64b369
|
2019-08-30T15:32:15
|
|
Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
|
|
afb9ff95
|
2019-08-30T08:03:19
|
|
Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
|
|
9c8e403f
|
2019-08-30T11:35:20
|
|
use 'U' suffix on constants instead of (unsigned int) cast.
|
|
d52080c0
|
2019-08-30T09:00:06
|
|
Android: minor warning
|
|
70dc8d16
|
2019-08-30T08:55:20
|
|
Android: fix corresponding warnings
|
|
13c4d5e7
|
2019-08-26T17:43:01
|
|
Fixed Windows relative mouse coordinates when capturing the mouse over RDP
|
|
0c263738
|
2019-08-26T18:49:04
|
|
gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
|
|
ce3b16fc
|
2019-08-26T10:08:25
|
|
Fixed bug 4475 - add Gasia Co. Ltd PS(R) Gamepad support
Frank
This gamepad/controller is sold in Germany https://www.amazon.de/gp/product/B01AQTPSA6/ref=ppx_yo_dt_b_asin_title_o03__o00_s00 but isn't supported right now. It identifies as "Gasia Co. Ltd PS(R) Gamepad"
|
|
1e47790c
|
2019-08-26T18:41:40
|
|
RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
|
|
2cb26188
|
2019-08-24T20:40:37
|
|
Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
|
|
455944c8
|
2019-08-22T16:12:16
|
|
Fixed whitespace
|
|
b521df66
|
2019-08-22T16:09:42
|
|
[SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
|
|
5c15e81c
|
2019-08-22T15:58:00
|
|
Prevent the SPEEDLINK COMPETITION PRO joystick from switching into Android controller mode when enumerated over HID on Windows 10.
|
|
dd29abb4
|
2019-08-22T19:23:52
|
|
macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
|
|
2937317f
|
2019-08-22T10:15:33
|
|
Fixed bug 4172 - remove logging Gesture error "NumPoints = 0"
- not necessary when app isn't recording gesture.
- happen when gesture path has less than 2 different points
|
|
05f35c24
|
2019-08-19T21:23:47
|
|
Fix audio conversion U16_to_F32_SSE2 (bug 4186)
|
|
1d220401
|
2019-08-19T20:35:02
|
|
Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
|
|
c0fc94f2
|
2019-08-19T16:57:15
|
|
Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
|
|
bfdb0e97
|
2019-08-18T10:38:32
|
|
metal renderer: optimize SDL_RenderFillRect slightly.
|
|
ff7888e6
|
2019-08-18T09:35:11
|
|
render: fix colors not being set properly after the previous change
|
|
1be03b40
|
2019-08-17T22:26:33
|
|
render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
|
|
e8278d0d
|
2019-08-17T16:53:08
|
|
metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
Also optimize vertex buffer binding slightly.
|
|
55a46abf
|
2019-08-17T01:09:30
|
|
metal renderer: more closely match buffer data alignment requirements from the metal specification.
|
|
69c6924c
|
2019-08-17T00:43:44
|
|
render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
|
|
e5acccc7
|
2019-08-17T00:37:22
|
|
metal renderer: use the device address space instead of the constant address space for colors.
It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
|
|
3fb5cabe
|
2019-08-16T22:13:30
|
|
metal: Update compiled shaders based on compilation script changes
|
|
9e57e3e5
|
2019-08-16T22:11:50
|
|
metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms
|
|
79cd6cfc
|
2019-08-15T19:38:12
|
|
iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
|
|
c76f0f5b
|
2019-08-06T23:08:01
|
|
hidapi: Explicitly include locale.h, for setlocale
|
|
2a1adf71
|
2019-08-05T23:52:16
|
|
Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag
Caleb Cornett
SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
|
|
afdb40af
|
2019-08-05T23:38:48
|
|
Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running
M Stoeckl
To reproduce:
1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland.
2. Kill the compositor process.
Results:
- The SDL program will keep running.
Expected results:
- The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?)
Build data:
2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
|
|
aebaa316
|
2019-08-05T12:35:32
|
|
Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
|
|
f3683d3a
|
2019-08-04T23:30:55
|
|
macOS: fix a typo in touch handling code.
|
|
109cbd6e
|
2019-08-04T16:56:40
|
|
Fix touch-related compile errors on Linux.
|
|
aa09e612
|
2019-08-04T00:01:38
|
|
Port libusb hid.c to SDL, add to MinGW configure
|
|
2fb71ac5
|
2019-08-04T00:34:23
|
|
Implement touch window IDs on x11/xinput2.
|
|
63197c43
|
2019-08-02T17:19:50
|
|
Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
|
|
d52ffcf9
|
2019-08-02T17:12:49
|
|
Added support for a few controllers on Android
|
|
d5ec735a
|
2019-08-01T18:22:12
|
|
Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
|
|
c37c6cbb
|
2019-07-31T23:37:02
|
|
use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer
|
|
c10a8742
|
2019-07-31T10:20:37
|
|
Make sure HIDAPI is initialized whenever we call HIDAPI_IsDevicePresent()
|
|
1b7fc81e
|
2019-07-31T19:40:50
|
|
minor whitespace tidy-up.
|
|
f7d82e56
|
2019-07-31T12:20:55
|
|
hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.
Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
|
|
c172f36b
|
2019-07-31T11:14:48
|
|
joystick: Ensure HIDAPI is initialized before calling it
|
|
f8400cbb
|
2019-07-31T09:11:20
|
|
Fixed bug 4692 - Command line parsing
Galadrim
As I have seen, SDL implements its own command line parser for Windows in SDL_windows_main.c. Unfortunately, it doesn't seem to allow command line arguments with trailing backslashes if quoting is required.
Usually, when you write an application that gets command line arguments passed as argc and argv, the parsing is done by parse_cmdline. The Windows API also provides the function CommandLineToArgvW, so an application can parse itself if only the command line string is provided. Both functions behave almost identically according to their documentation. If the argument "\\" (including the quotes) is passed, they both turn it into a single backslash.
The SDL command line parser on the other hand doesn't recognize the second quote character as the closing character in this example and therefore includes it in the parsed argument. The parser does not count the number of backslashes preceding a quote. It always treats a quote as escaped if a backslash is in front of it. Therefore, it should be impossible to quote and escape an argument correctly, if it has a trailing backslash and contains characters that require quoting.
Of course, each application is allowed to implement its own parsing rules, so SDL is free to do so. But the problem I see is that there are arguments, that are impossible to be passed to the parser correctly, as I described above. Is there a reason, why SDL does not simply use CommandLineToArgvW instead of implementing its own parser?
Here are some links that show that correct argument parsing, as it is usually done in Windows, is quite complicated:
https://docs.microsoft.com/en-us/windows/desktop/api/shellapi/nf-shellapi-commandlinetoargvw
http://www.windowsinspired.com/how-a-windows-programs-splits-its-command-line-into-individual-arguments/
|
|
4953e050
|
2019-07-31T05:11:40
|
|
use SDL_zeroa at more places where the argument is an array.
|
|
7a47c292
|
2019-07-31T01:22:02
|
|
Fix bug 4746 - introduce SDL_zeroa macro.
|
|
f96d7cc0
|
2019-07-31T01:19:26
|
|
minor build fix.
|
|
fdc67c3c
|
2019-07-31T00:10:00
|
|
MS_ADPCM_Decode: fix assigning an array to a pointer (lose '&').
|
|
2ea0ec62
|
2019-07-31T00:07:15
|
|
better readability..
|
|
5f04ed5f
|
2019-07-31T00:06:50
|
|
SDL_iconv_string: add (char*) casts before SDL_malloc() calls.
|
|
ceee7def
|
2019-07-31T00:05:28
|
|
minor build fixes.
|
|
97fefd05
|
2019-07-30T11:00:00
|
|
Fixed bug 4538 - validate image size when loading BMP files
|
|
31cb854f
|
2019-07-30T10:04:46
|
|
Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK
Joshua Root
NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
|
|
18bcafff
|
2019-07-27T20:21:42
|
|
Fixed bug 4739 - Android: loading native libs, generated by bundletool (Thanks akk0rd87)
|
|
dc714389
|
2019-07-25T15:21:44
|
|
Don't call hid_enumerate() if the HIDAPI drivers are all disabled
|
|
738dff4b
|
2019-07-25T08:05:13
|
|
hidapi: Update repository URLs
Upstream hidapi has been re-homed. Update the repo URLs to help guide folks
where to contribute fixes.
|
|
0e9560ae
|
2019-07-23T14:41:00
|
|
hidapi: Zero out new hid_device_info structs
|
|
e954e32b
|
2019-07-18T19:33:17
|
|
Fixed bug 4726 - Fix for tvOS GetPrefPath
Caleb Cornett
Unlike iOS and macOS, tvOS does not have any persistent local storage. In fact, the ApplicationSupport directory pointed to by the existing Cocoa GetPrefPath() throws an error whenever any attempt is made to access it. To get any local storage on an Apple TV, our only option is to use a temporary cache directory.
This patch changes the tvOS PrefPath to this cache directory and also logs a critical warning that this if developers want their save data to persist across game sessions, they must use some form of iCloud storage.
|
|
bf9bf602
|
2019-07-17T23:20:57
|
|
Copypaste SDL_NSLog to UIKit backend, document it as such
|
|
52e62329
|
2019-07-17T16:47:19
|
|
Fixed build error
|
|
a06d8cd0
|
2019-07-17T16:47:17
|
|
Merged latest changes from Steam into controller_type.h
|
|
1dc24160
|
2019-07-17T16:47:13
|
|
Add linked list of opened HID devices to prevent accessing already freed devices in device removal callback that is sometimes called even after being unregistered
|
|
89de2512
|
2019-07-17T13:01:44
|
|
Added support for the Victrix Pro Fight Stick for PS4
|
|
e7c2cf10
|
2019-07-15T09:36:53
|
|
Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows?
superfury
I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?
My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
|
|
064d1223
|
2019-07-14T16:59:39
|
|
Fixed bug 4723 - Generic Xbox pad controller bindings seem odd/broken
alexrice999
I have a knock off wired xbox 360 controller called afterglow for xbox 360 controller. Despite there being a few afterglow controllers in the controller mapping the guid of my controller seems to map to Generic Xbox pad. This binding is as follows:
```
"030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:a0,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:a3,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,",
```
When running openmw I have a strange issue that the joysticks work for up and down movements but not for side to side. I managed to track this down to the side to side events being classified as joystick events instead of gamepad events.
I believe this is due to both "leftstick" and "leftx" being bound to "a0" which seems odd to me. If I change openmw's mappings to remove these the controller works as expected. I was hoping someone who knows a lot more than me (as I have only been exploring this today trying to fix my controller) would know what is happening
|
|
6a7161dc
|
2019-07-14T16:48:31
|
|
Blacklist Corsair device causing hang
|
|
8fb8adfc
|
2019-07-13T17:04:02
|
|
macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK.
Fixes bug #4714.
|
|
73536d93
|
2019-07-12T21:28:43
|
|
ios: Fixed MFi guide button not being detected (thanks, Caleb!).
Fixes Bugzilla #4721.
|
|
27ad8e5d
|
2019-07-11T01:07:14
|
|
cocoa: Set keyboard mod state correctly when turning off capslock.
Fixes Bugzilla #4716.
|
|
86965eec
|
2019-07-10T10:06:28
|
|
x11: prevent a synthetic mouse event when using a touchscreen
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.
(bug 4690)
|
|
6ef01e52
|
2019-07-09T17:28:02
|
|
x11: set some modality things on message boxes with parent windows.
|
|
66252035
|
2019-07-09T11:46:42
|
|
SDL_Mouse/Touch: discard synthetic events when hints are not set.
Those are generated/flagged by platform layer.
|
|
e841b066
|
2019-07-08T13:41:01
|
|
cocoa: Another attempt at mouse vs touch support.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.
Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.
But for now, good enough.
Fixes Bugzilla #4690.
|
|
7e09718d
|
2019-07-07T11:23:16
|
|
Ignore synthetic mouse events generated for touchscreens
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
|
|
680e7937
|
2019-07-07T09:10:56
|
|
Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period
Anthony Pesch
The previous code first configured the period size using snd_pcm_hw_par-
ams_set_period_size_near. Then, it further narrowed the configuration
space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer
size of 2 times the _requested_ period size in order to try and get a
configuration with only 2 periods. If the configured period size was
larger than the requested size, the second call could inadvertently
narrow the configuration space to contain only a single period.
Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near
to use a size of 2 times the configured period size, the code has been
changed to use snd_pcm_hw_params_set_periods_min in order to more
clearly explain the intent.
|
|
67bb882e
|
2019-07-03T15:57:55
|
|
Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante
Cameron Gutman
The bugfix in https://hg.libsdl.org/SDL/rev/ca9417a52f18 caused SDL_SetRelativeMouseMode() to begin failing on Vivante (Steam Link). Even though Vivante doesn't have a SetRelativeMouseMode() or WarpMouse() function, it's in relative mode already (because it uses evdev) so the function was actually working as intended.
I think providing a no-op SetRelativeMouseMode() function for Vivante is a reasonable fix. Since it's already getting relative events through evdev, it really is a no-op to "enter relative mode".
In fact, this is probably the right thing to do for all backends that use evdev (vivante, raspberry, and kmsdrm). Raspberry and kmsdrm both have WarpMouse() implementations so SDL_SetRelativeMouseMode() isn't failing there, but it still seems to make sense not to have to do the fake warping if they're evdev-based anyway.
|
|
b46c7719
|
2019-07-02T16:49:35
|
|
raspberry: Actually commit the whole patch. :) (Thanks, Joe!)
Fixes Bugzilla #4699.
|
|
d2d06f44
|
2019-07-02T12:29:36
|
|
cocoa: Don't report trackpad mouse events as synthesized touches.
Fixes Bugzilla #4690, sort of. I guess.
|
|
d2058b45
|
2019-07-02T10:26:54
|
|
raspberry: Fixed missing mouse cursor (thanks, Joe!)
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."
Fixes Bugzilla #4699.
|
|
d5ebbcb4
|
2019-07-02T09:43:26
|
|
dbus: Don't SimulateUserActivity if we're already inhibiting the screensaver.
|
|
94658099
|
2019-07-02T09:38:31
|
|
dbus: Add org.freedesktop.ScreenSaver.SimulateUserActivity support.
|
|
027887da
|
2019-07-01T14:52:56
|
|
iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).
|
|
959cfc42
|
2019-06-30T23:58:31
|
|
Fixed memory barrier macro check so it isn't quite so fragile
|
|
a8bea858
|
2019-06-30T23:55:28
|
|
Limit the compile error to the case where we actually define the memory barrier macro as the function
|
|
cc47810d
|
2019-06-30T23:26:16
|
|
Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.
I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
|
|
797d2c59
|
2019-06-30T22:48:13
|
|
Fixed bug 4436 - [OpenBSD] fix D-pad
daniel.c.sinclair
Hi, this patch breaks dpad/hat input on my PS4 controller. The attached patch restores functionality. Calling SDL_PrivateJoystickHat() at the end of BSD_JoystickUpdate was setting the hat state to zero on every kind of input, instead of just the HUG_DPAD events.
|
|
22a2decf
|
2019-06-28T16:38:42
|
|
Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext
Bugs 4694, 4681, 4142
|
|
cfed0b77
|
2019-06-28T16:14:50
|
|
Add an "error" label in SDL_CreateRenderer (no op)
|
|
aa45af7f
|
2019-06-28T16:05:20
|
|
Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext
from SDL_egl_c.h
|
|
57e08c27
|
2019-06-26T13:21:43
|
|
cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.
I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.
It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
|
|
0beadea5
|
2019-06-26T01:29:01
|
|
windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!)
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.
Fixes Bugzilla #4696.
|
|
a4bfe2a4
|
2019-06-24T21:08:26
|
|
Allow hotplugging joysticks without udev
|
|
ccba8d46
|
2019-06-24T18:08:11
|
|
Android: export Lock/Unlock activity API
|
|
31bb95f1
|
2019-06-21T15:07:39
|
|
direct3d: Use D3DPOOL_DEFAULT for vertex buffers after all, release correctly.
Fixes Bugzilla #4679.
Fixes Bugzilla #4537.
|
|
e681623c
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2019-06-20T19:51:00
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direct3d: Fix dirty textures failing to update
Even if the texture itself has not changed since last time, the data may have
so we must call UpdateDirtyTexture() to handle that possibility.
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f3226457
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2019-06-19T17:11:20
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Fixed bug 4672 - Warnings in SDL_LogEvent()
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be6cda9f
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2019-06-19T15:54:21
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Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
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56e2b9a4
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2019-06-19T06:43:54
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Handle GameCube WaveBird controller differences
Make wireless GameCube controllers use unknown power level instead of
wired and don't allow rumble (it doesn't have hardware for it).
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