src/joystick


Log

Author Commit Date CI Message
Gabriel Jacobo fdfea4ad 2013-11-19T10:00:05 [Android] Try to improve handling of DPAD|GAMEPAD + KEYBOARD devices It seems some devices report themselves as DPAD or GAMEPAD and KEYBOARD as well, and we need to route different keycodes to different parts of SDL.
Philipp Wiesemann 3cba7997 2013-11-18T23:43:15 Fixed unreachable return statement warning in gamecontroller source.
Philipp Wiesemann b5c68111 2013-11-18T23:38:59 Fixed implicit function declaration warning in joystick source for Android.
Ryan C. Gordon 00003e8c 2013-11-14T11:51:24 Renamed things named after BeOS to be named after Haiku instead.
Gabriel Jacobo 45a88b6a 2013-11-11T10:15:35 [Android] Fixes bug 2217, better joystick axes handling on Android.
Sam Lantinga b30e396b 2013-11-10T17:56:07 Fixed bug 1965 - Mac: dead code for supporting OS 10.4 Alex Szpakowski The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
Gabriel Jacobo d21640e9 2013-11-10T20:13:27 Fixes bugs #2213 and #2214, improves the Android joystick code button handling
Philipp Wiesemann 0ab7624c 2013-11-10T14:47:05 Changed function to return -1 through SDL_Error() instead of plain -1.
Philipp Wiesemann 82b3e7d2 2013-11-10T14:44:50 Changed function to be static. The function keycode_to_SDL() is only used in this file.
Philipp Wiesemann 6e3558cf 2013-11-10T14:42:41 Removed unused local variable to fix warning.
Sam Lantinga 33cf925c 2013-11-09T01:08:21 Fixed signed/unsigned warning
Sam Lantinga 7c7a9b7f 2013-11-08T14:05:19 Added a Linux game controller mapping for the Valve Streaming Gamepad
Sam Lantinga e3e24bde 2013-11-08T14:04:59 Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter.
Gabriel Jacobo e27248c2 2013-11-06T09:48:45 Fixes Bug 1944 - Linux events, joysticks having only hat are not read
Gabriel Jacobo 0b7c69fe 2013-11-05T20:07:39 Adds Joystick support for Android This bumps the build SDK level to 12 (up from 10). Runtime requirements remain the same (at API level < 12 joystick support is disabled). Also enables building SDL for armv7 and x86.
Sam Lantinga b8b9bfbe 2013-10-21T01:16:16 Fixed some warnings building for 64-bit Windows
Sam Lantinga 85c2e236 2013-10-20T22:23:09 Fixed Y axis inversion on iOS; positive is up, negative is down.
Sam Lantinga 08fa8da7 2013-10-20T21:56:15 Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings Andreas Ertelt The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121) The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple warning: always_inline function might not be inlinable [-Wattributes] as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
Ryan C. Gordon 5e74299a 2013-10-20T15:40:20 Fix adding of XInput devices (thanks, Mitchell!) Partially fixes Bugzilla #2126.
Sam Lantinga 7ad441a3 2013-10-17T23:40:13 Fixed bug 2069 - Device addition/removal queries all USB devices rather than only HID devices. Andreas Ertelt SDL_dxjoystick.c is setting the classguid for device (dis)connect events to USB Devices in general: dbh.dbcc_classguid = GUID_DEVINTERFACE_USB_DEVICE; Wouldn't it make more sense to have it just subscribe to Hid device events? This would mean less meaningless events reaching the application.
Sam Lantinga 12ca3ce3 2013-10-17T23:02:29 Fixed building using MinGW Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
Sam Lantinga 15682c0c 2013-10-10T20:58:20 Report joystick added/removed events even if we don't have udev. T. Joseph Carter As discussed (possibly to death), the Linux joystick driver does not actually report events for added or removed joysticks when you haven't got udev support. We simply cannot know about removed joysticks without udev. But we can (and we should) report adding them. This brings the legacy case in line with pretty much the rest of SDL's joystick drivers.
Sam Lantinga cca09422 2013-10-06T20:39:23 Only allocate a joystick instance ID once we know it's a joystick. This fixes compatibility with code that assumes 0 based joystick instance IDs.
Sam Lantinga 8f46bcfd 2013-10-06T13:49:23 Check for NULL joystick in SDL_JoystickGetGUID()
Sam Lantinga 90a219a3 2013-10-05T21:15:55 Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices.
Gabriel Jacobo 57e09318 2013-10-01T08:47:06 Uses SDL_UDEV for Linux joystick hotplugging
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
J?rgen P. Tjern? f06eeb01 2013-09-05T15:49:57 Fix to buffer overrun in SDL_JoystickGetGUIDString().
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Ryan C. Gordon 257cef30 2013-08-28T22:09:17 Change order we enumerate Windows joysticks. Make it so XInput devices are listed before DirectInput devices, and that the XInput devices are sorted by userid in ascending numeric order (so device 0 comes first).
Ryan C. Gordon ea4350d8 2013-08-28T22:07:54 Don't corrupt XInput device state during SDL_SYS_JoystickClose().
Ryan C. Gordon aa652114 2013-08-28T17:17:21 Make XInput joystick names match the numbers on the device. (And how the Haptic code already names them.)
Ryan C. Gordon 4b255c63 2013-08-28T16:43:47 Reworked XInput and DirectInput joystick code. Now multiple XInput controllers map correctly to device indexes instead of grabbing the first available userid, and are completely separated out from DirectInput. Also, the hardcoded limitation on number of DirectInput devices is gone. I don't expect there to really ever be more than eight joysticks plugged into a machine, but it was a leftover limitation for a static array we didn't actually use anymore. Fixes Bugzilla #1984. (etc?)
Ryan C. Gordon c89e0469 2013-08-28T16:35:32 Better XInput detection code for DirectInput device enumeration. This code is way faster than the Wbem code, and less ugly.
Sam Lantinga cd27a1ef 2013-08-21T12:12:04 Fixed compiling on old versions of the DirectX SDK
Sam Lantinga 9faefccd 2013-08-21T10:32:04 SDL - detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open) CR: SamL
Sam Lantinga 05d8c2dc 2013-08-21T10:31:44 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized. This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
Gabriel Jacobo 5f8de2b9 2013-08-21T10:27:39 Patched to compile on Darwin
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
Gabriel Jacobo 552b04c5 2013-08-20T20:34:40 More non C89 compliant comments
Gabriel Jacobo 63fe3a77 2013-08-20T19:49:24 Fixes a few non C89 compliant comments
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.