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833f76ab
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2020-02-07T11:49:56
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Fixed bug 4968 - NULL passed to memcpy in WriteProprietary in SDL_hidapi_switch.c
meyraud705
In SDL_hidapi_switch.c
line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0
line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes
line 382: WriteProprietary call memcpy with pBuf=NULL
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8ba77b35
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2020-02-07T11:44:57
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Use the asynchronous HIDAPI rumble code for Nintendo Switch Pro controllers
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81256207
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2020-02-07T11:02:34
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Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705
Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.
'volatile' is not meant for thread synchronization.
The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
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1d1a35ef
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2020-02-04T16:05:39
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Fixed Visual Studio build
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1bd12026
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2020-02-04T15:42:49
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Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds
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02108cf7
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2020-02-04T15:27:25
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Added missing files from previous commit
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1684606f
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2020-02-04T15:26:56
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Fixed long delay on main thread caused by blocking rumble writes in HIDAPI drivers
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
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6efebf17
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2020-02-04T12:48:53
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Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
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212609b3
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2020-01-31T14:09:23
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Map the right pad on the Steam Controller to the right stick in the game controller API
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39a498c9
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2020-01-31T13:09:20
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Build the hidapi framework and weak link it on Mac OS X
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91121ee4
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2020-01-31T10:45:04
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Weak link the hidapi framework on iOS and tvOS
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0641711e
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2020-01-29T20:09:59
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Added missing file from previous commit
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355f0b54
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2020-01-29T20:09:11
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Added support for the Steam Controller on mobile devices
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adb53d0b
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2020-01-26T10:32:39
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Fixed disabling the Xbox 360 wireless HIDAPI driver
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c9f672fd
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2020-01-23T22:24:24
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Fixed compiler warnings
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443bce74
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2020-01-22T11:28:35
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Added support for the paddles on the Xbox One Elite Series 1 controller
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25c88ea9
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2020-01-20T13:53:40
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The Xbox One 0x01 initialization packet is an ack packet
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9c3d1602
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2020-01-19T11:43:36
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Refactored code so SDL_GetJoystickGameControllerType() is called less during controller detection
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43aa1fa9
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2020-01-18T11:21:14
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Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android
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4e682461
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2020-01-17T10:43:14
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Reattach the kernel driver after closing USB controllers
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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c6817a2c
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2020-01-16T15:32:41
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Added support for the paddles on the Xbox One Elite Series 2 controller
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4e1cc124
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2020-01-16T15:32:39
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Improved Xbox One controller initialization
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669729a8
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2020-01-15T22:18:31
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Improved Xbox One controller initialization sequence
This sequence works across Microsoft, PowerA, PDP, and HORI controllers.
The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect
The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence.
The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
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7775f7ce
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2020-01-13T22:05:54
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Fixed deadlock in HIDAPI joystick system
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3a796d6a
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2020-01-13T15:35:54
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Free the joystick player index when the joystick is removed
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d2cda502
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2020-01-12T17:22:24
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Send the full Xbox One controller sequence for Microsoft controllers
This switches Bluetooth controllers back into USB report mode for the latest Xbox One S and Xbox One Elite Series 2 firmware
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5d28c315
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2020-01-09T14:53:34
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Only initialize Xbox One controllers once they're ready for initialization (or if they are silent until init)
This fixes the Hyperkin Duke Xbox One controller showing the Xbox startup animation every time an SDL application launches
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47abe4e3
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2020-01-09T14:53:30
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Fixed crash when unplugging a HIDAPI controller
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a56aaea1
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2020-01-07T16:47:56
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Fixed handling the 8BitDo M30 in Nintendo Switch mode
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4c9628a0
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2019-12-30T17:56:56
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Fixed GameCube controller axis and trigger ranges and X and B button being swapped
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a9482a1d
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2019-12-30T09:44:32
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Added support for the Nintendo GameCube adapter, tested on Steam Link hardware
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f0cee3ed
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2019-12-22T13:15:11
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Fix shutting down HIDAPI device with multiple joysticks
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.
HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.
Disconnect HIDAPI device joystick 0 until there are none left.
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46e1377d
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2019-12-20T20:12:03
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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()
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6b767872
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2019-12-19T21:45:44
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Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers
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1db56619
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2019-12-19T18:03:28
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Fixed rare infinite rumble in HIDAPI controller driver
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25bd5070
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2019-12-19T18:00:08
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Fixed GameCube rumble
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2481ab93
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2019-12-19T15:58:16
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Fixed compiler warning
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fead0b24
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2019-12-19T15:02:12
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Added missing files from previous commits
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e22e77da
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2019-12-19T15:01:35
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Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee
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15d30298
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2019-12-19T15:01:32
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Added support for wireless Xbox 360 controllers using the HIDAPI driver
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e7f7e3f4
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2019-12-19T15:01:30
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Refactored HIDAPI controller code to support dongles and hubs that dynamically attach controllers
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52b6ab21
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2019-12-16T17:11:23
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Added support for the SteelSeries Stratus Duo
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a7ae9175
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2019-12-16T10:20:03
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Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
On a Dualshock 4 controller using hidapi driver, calling SDL_JoystickRumble with a duration too long (SDL_HAPTIC_INFINITY for example) causes the rumble to stop immediately.
This happens because of integer overflow on line 301 of SDL_hidapi_ps4.c
(https://hg.libsdl.org/SDL/file/a3077169ad23/src/joystick/hidapi/SDL_hidapi_ps4.c#l301), which sets expiration time in the past.
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c2b6d6f9
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2019-12-13T16:12:37
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Enable the LED on PowerA Xbox One controllers
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0352814a
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2019-12-13T16:07:25
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Added general remapping of controller manufacturer
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1ac7eaba
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2019-12-12T14:25:02
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Fixed comment typo
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0f529160
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2019-12-11T17:47:01
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Added custom names for some controllers
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e029fdbb
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2019-12-11T17:46:59
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Shorten "Performance Designed Products" to "PDP"
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8b50dcb2
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2019-12-11T17:46:54
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Use the controller product string instead of hard-coding controller names
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3469481e
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2019-12-10T10:00:49
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Don't include the manufacturer if it's already included in the product string
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82d2c357
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2019-12-09T16:52:11
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Fixed rumble after Xbox controller initialization
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
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3d34750c
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2019-12-09T13:54:05
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The PowerA Mini controller blocks while writing feature reports, so don't try to use the HIDAPI driver for it on Linux
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36265063
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2019-12-09T13:54:03
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Added some missing Xbox controller names
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2fd3f756
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2019-11-28T11:44:17
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Fixed trying to use the HIDAPI driver for the original Xbox One S Bluetooth controller
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4a776138
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2019-11-27T18:26:57
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Added the full Xbox One Elite Series 2 controller initialization sequence, to start input reports after switching out of Bluetooth mode.
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0b863f8a
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2019-11-27T15:27:19
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Sorted controller entries by type and VID/PID to more easily find entries in the list
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43cb7b3c
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2019-11-27T12:38:51
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Added support for the Hori Fighting Commander
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a76e5474
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2019-11-27T12:38:48
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Added support for the PowerA XB1 Fusion Fight Pad
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a5e6b87c
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2019-11-26T08:35:41
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Added support for a variant of the PowerA FUSION Pro Controller
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f3d95396
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2019-11-25T15:02:54
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Added some missing controller names
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8243a3e8
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2019-11-25T15:02:50
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Added support for the Hyperkin X91
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8e153922
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2019-11-22T17:46:30
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This packet didn't end up being needed to initialize input for the Xbox One Elite Series 2 controller
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733f2525
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2019-11-22T14:09:24
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Fixed build
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b5aff9d7
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2019-11-22T13:12:12
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Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
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c0650aca
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2019-11-21T14:04:48
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Added support for the PDP Battlefield One controller
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68d8fc5c
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2019-11-18T15:46:13
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Added support for the Xbox One Elite Series 2 controller in wired mode
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1e24a151
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2019-11-18T11:51:39
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Added names for some missing Xbox controllers
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14495644
|
2019-11-18T11:44:51
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Added identifiers for the Xbox One Elite Series 2 controller
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a9ac9e38
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2019-11-16T19:58:29
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Don't try to use this driver with the Xbox One S in Bluetooth mode on Linux
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9ca53730
|
2019-11-16T19:55:53
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Added support for the Xbox One S controller in Bluetooth mode on Linux
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cf33f1f0
|
2019-11-13T21:53:01
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Added a utility function to simplify the hint handling logic
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9a76bebf
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2019-11-13T14:24:48
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SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior
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9da4bfc1
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2019-10-22T10:57:07
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Added support for the Power A Nintendo Switch Enhanced Wireless Controller
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b3470f04
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2019-10-17T17:32:47
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Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting.
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e6ac16ef
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2019-10-17T16:59:05
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Added support for third party Nintendo Switch controllers that don't support the full protocol
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3b3dbb5a
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2019-10-01T08:50:04
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Removed unused volume check interval
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cbde0ffa
|
2019-09-19T16:50:49
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The PS4 is ignoring the volume values in the report, so we don't need to fill them in.
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c10a8742
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2019-07-31T10:20:37
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Make sure HIDAPI is initialized whenever we call HIDAPI_IsDevicePresent()
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c172f36b
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2019-07-31T11:14:48
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joystick: Ensure HIDAPI is initialized before calling it
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dc714389
|
2019-07-25T15:21:44
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Don't call hid_enumerate() if the HIDAPI drivers are all disabled
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be6cda9f
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2019-06-19T15:54:21
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Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
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56e2b9a4
|
2019-06-19T06:43:54
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Handle GameCube WaveBird controller differences
Make wireless GameCube controllers use unknown power level instead of
wired and don't allow rumble (it doesn't have hardware for it).
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6f63c1c3
|
2019-06-19T06:43:36
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Make GameCube controllers only rumble if both USB cables are connected
The Nintendo USB GameCube Adapter has two USB connectors. Black for data
and grey for additional power for rumble. The Wii U and other software
require both cables to use rumble. The rumble is weaker without the
second USB cable. Other than that I don't know if there is any negative
side affects from using rumble with only one cable.
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d97387cc
|
2019-06-08T14:32:19
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Fixed bug 4600 - Dualshock 4 touchpad press is not detectable with SDL_JoystickGetButton
Dexter Friedman
When using a Dualshock 4 controller (model numbers CUH-ZCT1U and CUH-ZCT2U), pressing anywhere on the center touchpad does not send an SDL_JOYBUTTONDOWN event. I have verified this with testjoystick:
Repro steps:
1. Plug in a DS4 over USB
2. Compile testjoystick and run: testjoystick.exe 0
3. Press and hold the touchpad. Observe that no lime green box appears
Expected behavior:
A lime green box appears while the touchpad is pressed.
Notes:
I've attached a patch here that works on my PC and produces the expected behavior in testjoystick, for both DS4 model numbers I listed earlier.
If I understand correctly, by exposing this as a joystick button, the gamecontroller API mapping can be modified with a change to gamecontrollerdb.txt in the future.
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82af4276
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2019-06-08T13:36:59
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hidapi: Use GameCube adapter controller port for player index
The Nintendo USB GameCube adapter has four controller ports. Return
the port number as 0 to 3 from SDL_JoystickGetPlayerIndex() and
SDL_JoystickGetDevicePlayerIndex().
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5cb14f44
|
2019-04-30T20:37:49
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Ignore Xbox One S gamepads with older firmware in HIDAPI
This older firmware had a different HID report style that we don't support.
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f07c992b
|
2019-03-17T12:36:40
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hidapi: Add GCN L/R buttons, just in case someone wants them...
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c5286156
|
2019-03-12T20:27:54
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hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
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5e13087b
|
2019-01-04T22:01:14
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Updated copyright for 2019
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14c55ac8
|
2018-10-26T20:20:28
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This change looks okay in the general case.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
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be8ef94f
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2018-10-26T14:43:39
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hidapi: Don't run a separate event loop for device notifications.
Fixes Bugzilla #4286.
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14329256
|
2018-10-25T16:53:14
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Generalized the XInput user index into a player index
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f01cdced
|
2018-10-05T01:41:59
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It turns out HIDAPI for Xbox controllers doesn't allow background input, so we won't enable it by default on Windows.
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19445561
|
2018-10-02T20:51:33
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Make sure we don't read and write to HIDAPI at the same time, it's not thread-safe on Windows
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fde82e59
|
2018-09-28T14:01:40
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SDL_hidapi_ps4.c: add HAVE_ENDPOINTVOLUME_H check to win32 volume code.
this makes it build with my old toolchain with mingw-w64 1.0.10 headers
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9aa8a75d
|
2018-09-28T01:18:54
|
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Fixed building with Xcode 10.0
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f964ce03
|
2018-09-28T01:00:47
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Fixed mingw-w64 build
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870c44bf
|
2018-09-25T09:20:56
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safer this way, just in case..
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cd90e2ca
|
2018-09-24T16:33:14
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Fixed bug 4267 - linkage failure with --enable-hidapi because of missing libudev symbols
Ozkan Sezer
hidapi dynamic udev initial patch
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