src/joystick/SDL_joystick_c.h


Log

Author Commit Date CI Message
Sam Lantinga 733f2525 2019-11-22T14:09:24 Fixed build
Sam Lantinga b5aff9d7 2019-11-22T13:12:12 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
Sam Lantinga e6ac16ef 2019-10-17T16:59:05 Added support for third party Nintendo Switch controllers that don't support the full protocol
Sam Lantinga be6cda9f 2019-06-19T15:54:21 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.
Ethan Lee c5286156 2019-03-12T20:27:54 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.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Micha? Janiszewski 91820998 2018-10-28T21:36:48 Add and update include guards Include guards in most changed files were missing, I added them keeping the same style as other SDL files. In some cases I moved the include guards around to be the first thing the header has to take advantage of any possible improvements compiler may have for inclusion guards.
Sam Lantinga 59a2d12c 2018-09-17T11:35:22 Fixed creating an Android game controller mapping for HIDAPI devices on initialization
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 e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga d90fce3c 2017-10-10T11:10:15 Exposed the joystick locking functions for multi-threaded access to the joystick API
Sam Lantinga c49fa37c 2017-08-09T11:59:29 Added SDL hints to filter the set of game controllers reported by SDL
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga a5250171 2016-12-08T10:13:45 Protect the game controller API the same way the joystick API is protected from multi-threaded access
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
Sam Lantinga a0c4b56f 2015-09-30T15:39:30 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO. CR: Sam
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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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.
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
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??
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.
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.