src/joystick/bsd


Log

Author Commit Date CI Message
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga ee180efd 2020-12-20T12:08:49 Fixed bug 5406 - Upstreaming DragonFlyBSD changes from DeltaPorts (patch from David Carlier)
Sam Lantinga 34bea84a 2020-11-23T23:03:55 Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD Alex S Ah, that's not quite enough. You need to: 1. rename src/joystick/bsd/SDL_sysjoystick.c to something; 2. regenerate configure.
Sam Lantinga fcb21aa8 2020-11-17T10:30:20 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
Sam Lantinga 1e2caac5 2020-11-11T18:57:37 Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
Sam Lantinga e555d453 2020-11-05T11:07:54 Added SDL_JoystickHasLED Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga 345b4d7e 2020-05-29T13:37:21 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.
Ethan Lee 83cddd2e 2020-04-30T11:57:29 Add SDL_JoystickSetLED. Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga 6efebf17 2020-02-04T12:48:53 Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 46e1377d 2019-12-20T20:12:03 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()
Sam Lantinga 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.
Sam Lantinga c377de54 2019-05-19T11:56:26 Fixed bug 4436 - [OpenBSD] fix D-pad Thomas Frohwein Hi, If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest). The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()). Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions. I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs. Thanks, thfr
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Ozkan Sezer d42728ec 2018-11-01T12:35:00 fix NetBSD C90 build failure src/vendor/SDL2/src/joystick/bsd/SDL_sysjoystick.c:353:5: error: ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement] reported by 'bch' at https://discourse.libsdl.org/t/25231
Sam Lantinga 14329256 2018-10-25T16:53:14 Generalized the XInput user index into a player index
Ryan C. Gordon e1ac643b 2018-08-10T14:54:26 bsd: Patched to compile. (I think.)
Ryan C. Gordon 67764070 2018-08-10T14:42:40 bsd: Update joystick code for new interfaces. (this is an untested push to see if buildbot likes it.)
Sam Lantinga 888bf1af 2018-08-09T16:03:50 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
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 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.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga ad26769c 2016-12-22T18:43:00 Fixed compile errors on various platforms
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Philipp Wiesemann 6ec5e640 2016-06-28T21:08:23 Fixed freeing strings created by strdup() with SDL_free(). This only worked on platforms where SDL_free() wraps free().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Ryan C. Gordon ce0f90ff 2015-12-29T02:29:56 NetBSD: improved joystick support (thanks, Thomas!). This patch skips non-joystick HID devices and gives joysticks on NetBSD a human readable name. Fixes Bugzilla #3178.
Philipp Wiesemann 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon 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.
Philipp Wiesemann 3e1d3629 2015-04-15T21:29:55 Fixed typo in internal joystick documentation comments.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 162ef5ea 2015-03-24T13:52:01 Cleanups in the joystick code. Removed some redundant state and other confusions. Fixes Bugzilla #2738.
Edward Rudd 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
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 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.
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 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
Ryan C. Gordon 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.
David Ludwig 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.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 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.
Sam Lantinga dc9ddf1f 2013-09-06T20:54:14 Fixed bug 2090 - Some joystick inputs are delayed on FreeBSD kikuchan Some joysticks with high sampling rate need to be read() more fast, otherwise it delay user inputs due to internal queue. Especially, an app that issues SDL_PollEvent() not so frequent
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.