src/joystick


Log

Author Commit Date CI Message
Dimitriy Ryazantcev adc2d362 2021-02-26T15:33:41 Remove outdated and not used WIN_IsXInputDevice code
Andrew Murray cd67f42d 2021-06-04T12:20:47 add Linux mapping for brook fighting board (#4416) * added controller mapping for Brook fighting board * fixed formatting on Brook Universal Fighting Board controller mapping entry
Sjoerd Simons 89fd9821 2021-05-26T21:33:25 Add controller mapping for Atari vcs controllers This add controller mappings for the Atari vcs (modern) controller as well as the classic controller, for both bluetooth and USB connectivity. Signed-off-by: Sjoerd Simons <sjoerd@collabora.com>
Sjoerd Simons de4ba6eb 2021-05-27T12:41:41 Ignore the device version for Atari vcs controllers At least on bluetooth the guid user the version reported by the bluetooth device. Which for Atari vcs controllers is the firmware version. However the mapping will stay the same regardless of firmware version, so ignore the version entirely to avoid needing a new mapping entry for each firmware version. Signed-off-by: Sjoerd Simons <sjoerd@collabora.com>
Ozkan Sezer f498c281 2021-06-02T14:10:50 fixed build with SDL_JOYSTICK_RAWINPUT enabled after commit b81969d46f4b See: https://github.com/libsdl-org/SDL/pull/4388#issuecomment-852713792
Timo Gurr b63cb822 2021-05-30T01:57:56 Added T500RS to known wheel list
Dimitriy Ryazantcev b81969d4 2021-05-17T14:50:33 Be more explicit about Xbox 360/One device ids. When Xbox One/Series Controllers are connected via USB on Windows they all are using `XBOXGIP` driver and produce a special ProductID `0x02FF` (GIP software PID) for any connected controller. On the other hand `Xbox 360 Wireless Controller Reciever` (PID 0x0719) is using `XUSB` driver and produces special ProductID `0x02A1` (XUSB software PID) for each connected Xbox 360 Wireless Controller. Also fixed Xbox One Series X Controller comment.
Sam Lantinga 3fcaf5b4 2021-05-25T10:33:30 Fixed incorrect axis scaling for Nintendo Switch controllers
Sam Lantinga 333c8e75 2021-05-17T11:54:05 The PS5 driver supports Joystick LED
Kimplul 9e1d7bae 2021-05-12T17:43:39 Added T300RS to known wheel list
Ryan C. Gordon f4ab1c94 2021-05-10T13:08:34 gamecontrollerdb: Add entry for the 8BitDo Receiver for Linux. Fixes #3048.
Ryan C. Gordon bedc509a 2021-05-10T13:04:59 gamecontrollerdb: added entry for PowerA XBox One Controller for Linux. Fixes #3910.
Sam Lantinga 9231f1f1 2021-05-07T12:29:03 Added support for the PS5 controller on iOS and tvOS
Ethan Lee 40210f89 2021-04-26T15:54:14 winrt: Always use a thread for joystick support
Steven Noonan 4535d654 2021-04-22T14:35:59 HIDAPI_UpdateDiscovery: only treat "add" and "remove" events as relevant I have a buggy system which reports a udev "change" event for an empty USB-C port every 0.14 seconds, which causes annoying frame hitches because SDL decides that means it needs to do a libusb hid_enumerate, which is slow (~25ms!) because of the get_usb_string() calls in there. We only need to re-enumerate if we've seen a device added or removed, so let's filter out the change event first. Signed-off-by: Steven Noonan <steven@valvesoftware.com> Signed-off-by: Sam Lantinga <slouken@libsdl.org>
Sam Lantinga 499d31e9 2021-04-13T17:00:24 Cleanup Linux joystick code
Sam Lantinga b04136e7 2021-04-13T16:29:48 Fixed Xbox controller when using the default Linux gamepad mapping Tested with the Xbox Series X controller and the xow driver
Sam Lantinga 1aaafc2b 2021-04-13T16:29:46 Show the real name of the Xbox controller when using the generic mapping on Linux
Paul Cercueil 1542300a 2021-03-24T22:37:08 joystick: linux: Avoid checking for gamepad mapping each frame The information whether a specific joystick can be used as a gamepad is not going to change every frame, so we can cache the result into a variable. This dramatically reduces the performance impact of SDL2 on small embedded devices, since the code path that is now avoided was quite heavy. Fixes #4229. Signed-off-by: Paul Cercueil <paul@crapouillou.net>
Sam Lantinga 2a20cc0f 2021-04-12T11:25:42 SDL: let through a SetLED command every 5sec to deall with situations where the controller loses power when a computer is suspended CR: SamL
Sam Lantinga 4a07c73b 2021-03-26T13:53:58 Added mapping for the Amazon Luna controller on Linux
Sam Lantinga 07af9baa 2021-03-26T13:05:38 Use the correct name for the Amazon Luna Gamepad
Sam Lantinga ef363555 2021-03-26T13:03:29 Added mapping for the Amazon Luna controller on macOS
Sam Lantinga 3377861a 2021-03-26T11:57:19 Added support for the Amazon Game Controller to the HIDAPI driver
Sam Lantinga 0bdf4f95 2021-03-22T19:19:01 Disable system gestures on MFi controllers while they're open, so we get access to the back button, etc.
Ivan Epifanov a4ddb175 2021-03-08T19:28:58 Formatting
Ivan Epifanov e5cbe7cf 2021-02-14T00:30:42 Add l2/r2 axes, l3/r3 buttons. rumble and ledbar support for ds4
Ivan Epifanov a05f92da 2020-12-23T17:26:34 Update joystick api to 2.0.14
Ivan Epifanov 7d89f09f 2020-12-18T14:28:09 ISO C90 fixes
Ivan Epifanov 73b545ed 2020-11-02T19:38:20 Fix joystick support
Ivan Epifanov 2d64e37e 2020-11-02T18:09:43 Initial rebase of xerpi's port
JibbSmart c287087f 2021-02-23T09:26:03 Only change joystick->nbuttons for Joy-Cons, since they're the only ones that have these "paddles"
JibbSmart ee52624f 2021-02-22T17:23:13 Switch Joy-Con SL and SR buttons are now mapped to matching paddle positions so that all buttons can be accessed when using SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
Mathieu Eyraud 7a2b6f33 2021-02-22T13:32:42 Guard Inotify stuff with macro This fix implicit declaration of close and unused variable warning.
Sam Lantinga 1a17ab30 2021-02-21T11:03:26 Added mappings for popular controllers on Chromebooks
David Gow db58166e 2021-02-21T17:28:08 joystick: hidapi: Properly include <unistd.h> when inotify not available In the extremely unlikely event that inotify is not available (and, therefore, HAVE_INOTIFY is not #defined), SDL will no-longer build. This is because <unistd.h> is only included when HAVE_INOTIFY is defined, and PR #4098 adds a call to access(…, F_OK), which requires <unistd.h>. (Note that the F_OK symbol is the only one which actually prevented SDL from compiling, but both access() and close() fell back to implicit definitions, which is a bit concerning.) Fixes: 8d43f45a7b ("Don't use udev for joystick enumeration if running in a container")
Ludovico de Nittis 8d43f45a 2021-02-16T14:13:30 Don't use udev for joystick enumeration if running in a container If we are running in a container, like Flatpak[1] or pressure-vessel[2], it's likely that we are using user namespaces, therefore udev event notification via netlink won't work reliably. Use their filesystem API to detect them and automatically fallback to the inotify-based enumeration. [1] <https://flatpak.org/> [2] <https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/master/pressure-vessel> Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
Ludovico de Nittis 2c326915 2021-02-16T12:39:48 Use inotify for HIDAPI joystick enumeration if not using udev This improves SDL's ability to detect HIDAPI joystick hotplug in a container environment because we cannot reliably receive events from udev in a container. For a more detailed explanation of why this issue happens with containers, please check the previous commit "joystick: Use inotify to detect joystick unplug if not using udev" (b0eba1c5). Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
Ludovico de Nittis b17242bf 2021-02-16T11:50:20 Allow libudev for HIDAPI joystick to be disabled at runtime As already explained in the previous commit "joystick: Allow libudev to be disabled at runtime" (13e7d1a9), libudev can fail in a container. To make it easier to experiment with, we add a new environment variable "SDL_HIDAPI_JOYSTICK_DISABLE_UDEV" that disables udev and let it fallback to the device enumeration using polling. Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
Sam Lantinga 42607909 2021-02-20T22:51:57 Remove devices from the list after they've been disconnected due to read errors. This fixes problems with controllers not being re-detected when a computer goes to sleep and a controller is removed and plugged back in while it's asleep.
Matt Borgerson 4aa2e748 2021-02-16T10:20:29 Add Xbox Controller S entry to gamecontrollerdb
soredake 39153f81 2021-02-11T09:37:58 add Linux mapping for Ipega PG-9087S, closes #3783
Sam Lantinga 5427f486 2021-02-11T17:28:07 Added support for trigger rumble for all Microsoft Xbox One controllers
Sam Lantinga 1f7ec3fa 2021-02-11T17:27:22 Added support for the PowerA Xbox One Series X Wired Controller
Ozkan Sezer dc45a228 2021-02-08T00:20:56 avoid some pedantic warnings in array initializers
Sam Lantinga 9c3aa7f0 2021-02-06T15:43:17 SDL: fix packet handling for original version of Stadia FW
Cameron Gutman f4d58689 2021-02-03T18:00:22 Fix Xbox Series X controller on macOS There were two different implementations of IsBluetoothXboxOneController(), one in SDL_hidapi_xbox360.c and one in SDL_hidapi_xboxone.c. The latter had been updated to include USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH while the former had not. This mismatch led to the Xbox Series X failing on macOS only. We have special code for handling the 360Controller driver for macOS which requires us to use the Xbox 360 driver for wired Xbox One controllers, and the SDL_hidapi_xbox360 version of IsBluetoothXboxOneController() was used to determine which devices were wired. In addition to adding the missing USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH, this change moves IsBluetoothXboxOneController() into a single shared function which will ensure this bug won't happen again.
Sam Lantinga 85235985 2021-02-02T11:53:31 Fixed detecting the paddles on the Xbox Elite Series 1 controller
Sam Lantinga fadfa510 2021-02-01T09:21:11 Don't uncorrelate while rumble is active and stay correlated longer in case raw input messages are lagging a bit.
Sam Lantinga 2cc70ca3 2021-01-29T13:04:01 Fixed crash if the GameCube controller hasn't been opened yet
Sam Lantinga 7f710e93 2021-01-28T14:54:01 Make sure we don't create a game controller mapping for HID devices that aren't supported by HIDAPI
Sam Lantinga 7e19c634 2021-01-28T14:53:59 Note that the Logitech G29 (PS4) is a racing wheel
Sam Lantinga d81eaf8d 2021-01-27T12:43:35 Added explicit case from Uint8 to int before subtracting offset
Sam Lantinga bec9d740 2021-01-27T12:41:58 Fixed compile warning
Sam Lantinga ac72a2ba 2021-01-25T20:38:50 Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened jibb New hint to let the user opt out of having Switch controllers' Home button lit when opened. This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it. I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
Sam Lantinga c857b5e0 2021-01-23T11:21:01 Minor cleanup
Sam Lantinga 1981d23f 2021-01-23T11:06:35 Fixed bug 5466 - Add haptic support for Stadia Controller Dimitriy Ryazantcev Consider adding support for Stadia Controller haptics. Here is example code how to deal with it: https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
JibbSmart 0f57864c 2021-01-18T19:57:29 Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
Ozkan Sezer fd65aaa9 2021-01-23T17:30:50 move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver build-tested only. (bug #5472.)
Ozkan Sezer 23764588 2021-01-23T17:24:28 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H
Sam Lantinga f68b36df 2021-01-22T11:42:42 Added support for the EVORETRO GameCube Adapter in PC mode
Sam Lantinga 9c88eac8 2021-01-22T11:40:20 ControllerList: fix typo
Ozkan Sezer 11fce321 2021-01-22T20:20:02 SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git. Fix V/A/FSlider dwOfs values in c_dfDIJoystick2 https://source.winehq.org/git/wine.git/commitdiff/af2f4194263702a946c65d255580176ee50b5914 Add missing ASPECT flags for c_dfDIJoystick2 https://source.winehq.org/git/wine.git/commitdiff/e2e100272ffede3c720da7bbd11b53ac0bcee8eb Closes bug #5474.
Ozkan Sezer 4a776557 2021-01-22T20:10:02 old os2 analogue joystick code ported from SDL-1.2. disabled by default, build-tested only.
Sam Lantinga 9e45372a 2021-01-21T22:47:37 Fixed build on Android and iOS
Sam Lantinga 3527b494 2021-01-21T22:30:34 Fixed initializing the Nyko and EVORETRO GameCube adaptors This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
Sam Lantinga 178ae70a 2021-01-20T12:18:10 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller.
Cameron Gutman 6e97170e 2021-01-08T21:16:06 Use PS4 rumble hint as the default for the PS5 rumble hint Existing SDL applications may not know about the need to set a specific hint to enable rumble on PS5 controllers, even though they may already set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4 controller rumble support. Rather than requiring those developers update their apps, let's use the SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior they are expected for all PlayStation controllers.
Ozkan Sezer 6393d14d 2021-01-19T15:50:28 SDL_virtualjoystick.c: remove wrong #endif comment.
Ozkan Sezer f3835702 2021-01-17T05:00:50 fix build with --disable-directx
Sam Lantinga 2ea393bd 2021-01-15T14:36:21 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers
Ozkan Sezer bdb3e6b8 2021-01-15T12:40:00 SDL_hidapi_switch.c: fix build with older compilers
Sam Lantinga e3dbae50 2021-01-14T23:49:41 Get the serial number for the Nintendo Switch Pro controller
Sam Lantinga 5fc743c4 2021-01-14T23:49:37 Phantom Nintendo Switch Pro Controller initialization problem
Sam Lantinga 92742306 2021-01-14T23:49:33 Fixed rumble reset failing for Switch Pro controllers in USB mode
Sam Lantinga d0b87fed 2021-01-14T23:49:27 Added HIDAPI rumble debug info
Sam Lantinga e2f46ed8 2021-01-14T23:49:20 Always lock the HIDAPI device when closing, in case rumble is pending
Sam Lantinga 907b8eeb 2021-01-14T23:49:16 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete
Sam Lantinga b3848c51 2021-01-14T15:15:57 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled jibb I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller. I'm using the standard mapping file from here: https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed). However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead. Mathias Kaerlev Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version. I suspect it might be caused by this commit: https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5 It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
Sam Lantinga bdc6e4ff 2021-01-14T15:03:11 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS RustyM This is related to Bug 5034, but crashes under a somewhat different condition. In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash. File: joystick/darwin/SDL_sysjoystick.c Function: static recDevice *FreeDevice(recDevice *removeDevice) On line 159: while (device->pNext != removeDevice) { Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188) This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in. Some of the "retro" controllers I?ve seen this crash with: - iBuffalo SNES Controller - 8Bitdo SN30 Gamepad (in MacOS mode) - Retrolink NES Controller - HuiJia SNES Controller Adaptor The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10. The while loop in FreeDevice() assumes that every device is not NULL. recDevice *device = gpDeviceList; while (device->pNext != removeDevice) { device = device->pNext; } device->pNext = pDeviceNext; So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work. recDevice *device = gpDeviceList; if (!device) { while (device->pNext != removeDevice) { device = device->pNext; } } device->pNext = pDeviceNext;
Sam Lantinga fbd7c718 2021-01-13T11:02:07 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver
Sam Lantinga d757ec7f 2021-01-13T11:02:01 Only select the gamepad interfaces on the Xbox 360 wireless adapter
JibbSmart e9887045 2021-01-11T15:36:40 Gyro and Accel sensor support for Switch Pro Controller. Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
Sam Lantinga a5dba7d3 2021-01-08T09:54:52 Fixed Xbox One Series X share button incorrectly triggering on newer firmware
Sam Lantinga d72dbd98 2021-01-04T17:30:28 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller
Sam Lantinga b2a0c712 2021-01-04T12:24:44 Allow setting the player index to -1, which turns off the player LED for PS5 controllers
Sam Lantinga bf754b52 2021-01-04T12:17:24 Valve contributed code is under the Zlib license
Ozkan Sezer a594b850 2021-01-04T10:00:30 use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed: i.e. where the string is known guaranteed to be WCHAR*, in: - SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*) - SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR* - SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded): string is WCHAR* There should be more of these..
Ozkan Sezer f2bd861c 2021-01-04T08:50:00 move SDL_tcsstr definition to core/windows/SDL_windows.h
Ozkan Sezer ae18109a 2021-01-04T01:23:50 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT() cf. bug #5435.
Ozkan Sezer 398d2764 2021-01-04T01:23:50 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR because WindowsCreateStringReference specifically accepts const WCHAR * - WGI_JoystickInit(): ditto. cf. bug #5435.
Ozkan Sezer f09e0af7 2021-01-04T01:23:50 SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic cf. bug #5435.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga 480c1f9f 2021-01-01T11:12:36 Make sure we're not starving report reads when there's lots of rumble
Sam Lantinga 0684572c 2020-12-29T12:13:10 Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
Sam Lantinga 0ed4d929 2020-12-23T04:53:23 Fixed setting player LEDs for PS5 controllers over Bluetooth
Sam Lantinga 6341bb35 2020-12-22T21:51:59 Fixed controller disconnect detection for PS4 and PS5 controllers over Bluetooth
Sam Lantinga a30adae5 2020-12-22T20:58:32 Make it possible to turn on PS4 rumble effects at runtime using the hint
Sam Lantinga c93947a2 2020-12-22T20:12:03 Make it possible to turn on PS5 rumble effects at runtime using the hint
Sam Lantinga 058a0ab4 2020-12-22T14:38:32 Set the pad lights on the PS5 controller corresponding to the player index Also allow setting the player index from testgamecontroller using the number keys