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5454765a
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2018-09-28T17:01:24
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replace bool stuff in controller_type.h with SDL_bool.
remove bool<->SDL_bool dance in SDL_joystick.c:SDL_IsJoystickSteamController()
after the controller_type.h change.
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5febdfce
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2018-09-24T11:49:25
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Fixed whitespace
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59a2d12c
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2018-09-17T11:35:22
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Fixed creating an Android game controller mapping for HIDAPI devices on initialization
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6b3f11e2
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2018-08-20T21:18:56
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Fixed code style
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67a48ad1
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2018-08-10T15:04:08
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haiku: Patched to compile with new joystick interfaces.
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67764070
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2018-08-10T14:42:40
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bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
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b692c352
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2018-08-10T14:32:30
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emscripten: Patched to compile with new joystick interfaces.
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888bf1af
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2018-08-09T16:03:50
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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
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f35e97ba
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2018-08-09T16:03:29
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Fixed Windows build
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d2042e1e
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2018-08-09T16:00:17
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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
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8e062f69
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2018-03-19T14:42:51
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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
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9e651b69
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2018-03-06T14:51:50
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Try to dynamically create a default Android game controller mapping based on the buttons and axes on the controller.
Include the controller USB VID/PID in the GUID where possible, as we do on other platforms.
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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b647bd06
|
2017-10-10T17:41:41
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The event filter and event watch functions are now thread-safe
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d90fce3c
|
2017-10-10T11:10:15
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Exposed the joystick locking functions for multi-threaded access to the joystick API
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5ab5c9b7
|
2017-09-22T08:56:09
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Avoid duplicate joystick axis events
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eaab6098
|
2017-09-21T10:29:17
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Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched.
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de91b124
|
2017-08-14T06:28:21
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Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
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059d9e46
|
2017-08-12T17:41:59
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Fixed bug 2950 - wrong axes values are set on joystick initialization
Edward Rudd
Device: Logitech Rumble Gamepad F510 in Xinput mode.
Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.
This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.
Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.
Here is my current workaround in the game I'm working on porting..
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
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c49fa37c
|
2017-08-09T11:59:29
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Added SDL hints to filter the set of game controllers reported by SDL
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1eb92f63
|
2017-04-06T06:30:43
|
|
Implemented Linux joystick blacklist
Based on https://raw.githubusercontent.com/denilsonsa/udev-joystick-blacklist/master/generate_rules.py
This fixes a few devices that are not actually joysticks showing up as such in SDL
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763e1389
|
2017-03-09T16:09:16
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|
Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID()
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be28d7c8
|
2017-01-31T12:30:55
|
|
Added support for the Saitek Pro Flight X-56 Rhino
|
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6717a3d3
|
2017-01-31T12:23:29
|
|
Added support for the HOTAS Warthog throttle
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|
a156b0d9
|
2017-01-31T10:20:09
|
|
Added the HOTAS Warthog as a flight stick
|
|
95ab9dc7
|
2017-01-27T06:05:50
|
|
Added Thrustmaster Wheel FFB entry to the list of wheels
|
|
3c90a52a
|
2017-01-27T05:59:58
|
|
Added an API to get the type of a connected joystick
|
|
8fa0b088
|
2017-01-20T08:13:23
|
|
Added support for the 8Bitdo Zero GamePad
|
|
4938c505
|
2017-01-04T10:28:07
|
|
Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
|
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99e10ef5
|
2017-01-04T07:06:48
|
|
Assume D-pad or thumbstick style axes are centered at 0
|
|
d2a01b6e
|
2017-01-04T06:19:56
|
|
Added the NEXT SNES Controller to the list of zero-centered joysticks
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|
c7780497
|
2017-01-04T05:56:47
|
|
Increased joystick jitter tolerance for PS3 controllers
|
|
082132a7
|
2017-01-03T23:39:28
|
|
Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
ca019dad
|
2016-12-22T17:33:45
|
|
Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them.
|
|
b4ea63ec
|
2016-12-14T06:25:09
|
|
Fixed crash if there are multiple joysticks closed during the joystick update loop
|
|
3b18c796
|
2016-12-09T01:29:52
|
|
Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris
Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
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|
a5250171
|
2016-12-08T10:13:45
|
|
Protect the game controller API the same way the joystick API is protected from multi-threaded access
|
|
a7655d77
|
2016-11-30T23:31:23
|
|
Fixed warning about storing an unused value.
Found by buildbot.
|
|
5220759f
|
2016-11-29T05:04:42
|
|
Made it safe to update joysticks from multiple threads, fixes crash in Steam
|
|
e9983c7b
|
2016-11-24T11:53:23
|
|
We are comparing 16-bit values
|
|
b6542ab2
|
2016-11-11T04:30:09
|
|
Fixed whitespace
|
|
ac74e16c
|
2016-11-10T17:19:34
|
|
Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
|
|
8bc5c57d
|
2016-10-07T16:13:37
|
|
Fixed recentering triggers when the application doesn't have focus
|
|
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.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
|
|
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
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
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().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
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.
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|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
162ef5ea
|
2015-03-24T13:52:01
|
|
Cleanups in the joystick code.
Removed some redundant state and other confusions.
Fixes Bugzilla #2738.
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|
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
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|
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.
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|
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!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
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
|
|
52ec151f
|
2014-06-24T13:31:25
|
|
Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
|
|
7b7828a4
|
2014-06-21T21:30:49
|
|
You shouldn't get axis and hat events when your application doesn't have focus (unless you use the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint)
|
|
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.
|
|
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.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
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.
|
|
33cf925c
|
2013-11-09T01:08:21
|
|
Fixed signed/unsigned warning
|
|
b8b9bfbe
|
2013-10-21T01:16:16
|
|
Fixed some warnings building for 64-bit Windows
|
|
8f46bcfd
|
2013-10-06T13:49:23
|
|
Check for NULL joystick in SDL_JoystickGetGUID()
|
|
f06eeb01
|
2013-09-05T15:49:57
|
|
Fix to buffer overrun in SDL_JoystickGetGUIDString().
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
63fe3a77
|
2013-08-20T19:49:24
|
|
Fixes a few non C89 compliant comments
|
|
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.
|
|
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.
|