src/joystick/iphoneos


Log

Author Commit Date CI Message
Sam Lantinga cb361896 2020-12-09T07:16:22 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.
Sam Lantinga 59f28b7f 2020-12-03T18:17:01 Fixed whitespace
Sam Lantinga 6a7f29cd 2020-11-25T11:31:17 Fixed compiling on tvOS
Sam Lantinga e4b7d9a2 2020-11-24T07:56:59 Removed usage of TARGET_OS_OSX for building with older SDKs
Sam Lantinga a5cde4cb 2020-11-24T07:29:55 Fixed trying to use @available() on older SDK
Sam Lantinga 97782e6c 2020-11-24T07:11:49 Don't try to call IOS_SupportedHIDDevice() if it's not defined
Sam Lantinga a063b9fb 2020-11-24T07:06:31 Fixed compiler warning
Sam Lantinga c63bbb06 2020-11-24T06:55:33 Including SDL_config_iphoneos.h enables MFI controller code
Sam Lantinga 1e943e2a 2020-11-23T22:59:22 Fixed building with an older SDK and macOS target
Sam Lantinga 62e39b5f 2020-11-23T20:57:14 Fixed building with an older SDK and macOS target
Sam Lantinga fd894467 2020-11-21T14:13:26 Fixed building on Mac OS X on the command line and with an older macOS SDK
Sam Lantinga 1df593fb 2020-11-21T13:15:33 Fixed bug 5355 - Add GameController Framework support to macOS C.W. Betts This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once. While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
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 9f51fad3 2020-11-13T18:01:29 Added support for the touchpad on PS4 and PS5 controllers
Sam Lantinga 1e2caac5 2020-11-11T18:57:37 Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
Sam Lantinga fb4a406a 2020-11-09T18:45:22 Don't put 'm' in the GUID for Xbox and PS4 controllers on iOS
Sam Lantinga 009b62f1 2020-11-07T02:22:15 Be explicit about mapping the new game controller paddle buttons
Sam Lantinga 749062e7 2020-11-06T16:53:13 Implemented SDL_GameControllerSetLED() for iOS/tvOS
Sam Lantinga faeac6e8 2020-11-06T16:42:46 Added additional game controller button support on iOS/tvOS
Sam Lantinga e555d453 2020-11-05T11:07:54 Added SDL_JoystickHasLED Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga d9aea0c3 2020-10-15T10:13:42 Update the existing haptic player when we rumble on iOS
Sam Lantinga a558409b 2020-10-13T21:08:18 Only include CoreHaptics if we're building with rumble support
Sam Lantinga 75d5be97 2020-10-13T21:08:17 Fixed compiling with an older iOS SDK
Sam Lantinga 6b62494e 2020-10-13T21:08:15 Added support for controller battery status on iOS 14
Sam Lantinga 1b31e9f6 2020-10-13T21:08:13 Added support for game controller rumble on iOS 14
Sam Lantinga 2d7b33cb 2020-10-13T21:08:11 Added support for the controller home button on iOS 14
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.
Sam Lantinga e9f567c7 2020-05-27T10:14:08 Fixed building on iOS with MFI controllers disabled
Ethan Lee 83cddd2e 2020-04-30T11:57:29 Add SDL_JoystickSetLED. Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga c44473ba 2020-03-12T19:47:30 Unified code to standardize joystick names
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 c9c89783 2020-01-29T20:09:08 Miscellaneous pending fixes
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga cb800d1c 2020-01-13T22:05:56 Fixed compiler warning
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 135a9053 2019-12-06T13:48:13 Fixed the Apple TV remote menu button on tvOS 13.2 (thanks Romain Tisserand)
Sam Lantinga 7a51ad6a 2019-12-06T13:48:10 Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand)
Ryan C. Gordon 73536d93 2019-07-12T21:28:43 ios: Fixed MFi guide button not being detected (thanks, Caleb!). Fixes Bugzilla #4721.
Sam Lantinga 4eb3c0c3 2019-06-14T13:56:52 Added support for Xbox and PS4 wireless controllers on iOS and tvOS Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
Sam Lantinga 20ec8664 2019-06-06T08:20:53 Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS Patch contributed by Nat Brown
Alex Szpakowski 65e07b38 2019-01-31T19:52:47 iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!) Fixes bug #4463.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga 14329256 2018-10-25T16:53:14 Generalized the XInput user index into a player index
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 d2042e1e 2018-08-09T16:00:17 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
Sam Lantinga 8e062f69 2018-03-19T14:42:51 Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release. This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
Sam Lantinga 129431b4 2018-03-08T16:32:22 Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press
Sam Lantinga a2c1d83c 2018-03-07T18:09:58 Include a USB VID/PID for Apple MFI controllers This is just placeholder VID/PID, but allows code that works with VID/PID to identify the MFI controllers easily.
Sam Lantinga 73c26c20 2018-02-06T16:43:31 Send Apple TV remote input as key events unless it's opened as a joystick, to match Android behavior.
Sam Lantinga f59b9c8b 2018-02-06T15:03:38 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga d8286479 2017-09-22T08:30:52 Added stubs for simple Steam Controller support
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Sam Lantinga 8f78f5bb 2017-02-02T16:56:02 Fixed build on Apple TV
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.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Alex Szpakowski a96b6f21 2016-09-17T01:31:07 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION. When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
Sam Lantinga 925859aa 2016-09-13T18:43:55 Fixed accidental call to SDL_PrivateJoystickHat()
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Ryan C. Gordon 35e564a6 2016-08-26T15:46:29 ios: patched to compile.
Sam Lantinga ad1bfea5 2016-08-26T12:18:08 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() Updated the removal code to iterate over all joystick add messages instead of just the first one.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Alex Szpakowski cb15bb4c 2015-12-11T16:41:59 iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened.
Alex Szpakowski 0da59802 2015-11-09T18:13:47 iOS: Set the 'player index' of MFi game controllers when they're opened for use. MFi controllers display their player index via LEDs on the controller.
Alex Szpakowski 84f6bc41 2015-11-09T17:41:54 iOS: Fixed MFi game controller triggers to report the proper range of values.
Alex Szpakowski 7ce64372 2015-11-09T02:32:37 iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers.
Alex Szpakowski ab2a3500 2015-09-25T15:17:20 iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView. UIAlertController is also supported on tvOS, whereas UIAlertView is not.
Philipp Wiesemann 774b0775 2015-09-21T21:19:37 iOS: Fixed pointer dereference after free.
Alex Szpakowski 2bf6f1bc 2015-09-20T23:08:36 Added initial support for MFi game controllers on iOS.
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.
Alex Szpakowski df98b11c 2015-04-06T15:26:37 Merged default into iOS-improvements
Ryan C. Gordon 162ef5ea 2015-03-24T13:52:01 Cleanups in the joystick code. Removed some redundant state and other confusions. Fixes Bugzilla #2738.
Philipp Wiesemann da843f6a 2015-03-11T21:14:21 Updated internal documentation comments.
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.
Alex Szpakowski 66867e65 2015-01-24T23:58:07 Merged default into iOS-improvements
Philipp Wiesemann 2b53ffc7 2015-01-16T23:07:10 Fixed wrong documentation in joystick implementation source.
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
Alex Szpakowski f5543f93 2014-08-06T03:24:16 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
Alex Szpakowski caad673f 2014-07-29T00:36:12 Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
Alex Szpakowski c81ce5a0 2014-07-15T02:04:08 Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
Alex Szpakowski 1506b3b8 2014-07-15T02:01:43 iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Sam Lantinga 6a632eb2 2014-06-25T00:20:21 Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer Alex Szpakowski SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5. The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5. I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
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??
Philipp Wiesemann 62b17e7e 2014-01-29T00:27:54 Fixed comments in joystick implementation files claiming to be headers. It seems comments were originally copied from SDL_sysjoystick.h.
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 85c2e236 2013-10-20T22:23:09 Fixed Y axis inversion on iOS; positive is up, negative is down.
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.