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fdfea4ad
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2013-11-19T10:00:05
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[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.
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3cba7997
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2013-11-18T23:43:15
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Fixed unreachable return statement warning in gamecontroller source.
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b5c68111
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2013-11-18T23:38:59
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Fixed implicit function declaration warning in joystick source for Android.
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00003e8c
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2013-11-14T11:51:24
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Renamed things named after BeOS to be named after Haiku instead.
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45a88b6a
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2013-11-11T10:15:35
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[Android] Fixes bug 2217, better joystick axes handling on Android.
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b30e396b
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2013-11-10T17:56:07
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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.
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d21640e9
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2013-11-10T20:13:27
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Fixes bugs #2213 and #2214, improves the Android joystick code button handling
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0ab7624c
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2013-11-10T14:47:05
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Changed function to return -1 through SDL_Error() instead of plain -1.
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82b3e7d2
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2013-11-10T14:44:50
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Changed function to be static.
The function keycode_to_SDL() is only used in this file.
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6e3558cf
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2013-11-10T14:42:41
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Removed unused local variable to fix warning.
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33cf925c
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2013-11-09T01:08:21
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Fixed signed/unsigned warning
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7c7a9b7f
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2013-11-08T14:05:19
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Added a Linux game controller mapping for the Valve Streaming Gamepad
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e3e24bde
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2013-11-08T14:04:59
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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.
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e27248c2
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2013-11-06T09:48:45
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Fixes Bug 1944 - Linux events, joysticks having only hat are not read
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0b7c69fe
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2013-11-05T20:07:39
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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.
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b8b9bfbe
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2013-10-21T01:16:16
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Fixed some warnings building for 64-bit Windows
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85c2e236
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2013-10-20T22:23:09
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Fixed Y axis inversion on iOS; positive is up, negative is down.
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08fa8da7
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2013-10-20T21:56:15
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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.
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5e74299a
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2013-10-20T15:40:20
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Fix adding of XInput devices (thanks, Mitchell!)
Partially fixes Bugzilla #2126.
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7ad441a3
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2013-10-17T23:40:13
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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.
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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15682c0c
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2013-10-10T20:58:20
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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.
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cca09422
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2013-10-06T20:39:23
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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.
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8f46bcfd
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2013-10-06T13:49:23
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Check for NULL joystick in SDL_JoystickGetGUID()
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90a219a3
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2013-10-05T21:15:55
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Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices.
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57e09318
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2013-10-01T08:47:06
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Uses SDL_UDEV for Linux joystick hotplugging
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dc9ddf1f
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2013-09-06T20:54:14
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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
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f06eeb01
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2013-09-05T15:49:57
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Fix to buffer overrun in SDL_JoystickGetGUIDString().
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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257cef30
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2013-08-28T22:09:17
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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).
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ea4350d8
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2013-08-28T22:07:54
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Don't corrupt XInput device state during SDL_SYS_JoystickClose().
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aa652114
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2013-08-28T17:17:21
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Make XInput joystick names match the numbers on the device.
(And how the Haptic code already names them.)
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4b255c63
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2013-08-28T16:43:47
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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?)
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c89e0469
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2013-08-28T16:35:32
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Better XInput detection code for DirectInput device enumeration.
This code is way faster than the Wbem code, and less ugly.
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cd27a1ef
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2013-08-21T12:12:04
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Fixed compiling on old versions of the DirectX SDK
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9faefccd
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2013-08-21T10:32:04
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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
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05d8c2dc
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2013-08-21T10:31:44
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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.
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5f8de2b9
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2013-08-21T10:27:39
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Patched to compile on Darwin
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695344d1
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2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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552b04c5
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2013-08-20T20:34:40
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More non C89 compliant comments
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63fe3a77
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2013-08-20T19:49:24
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Fixes a few non C89 compliant comments
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dad42067
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2013-08-12T11:13:50
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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.
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