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17515f4a
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2023-02-04T15:51:37
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Backport simplify flags PR #7220
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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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d59caffe
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2022-12-13T14:03:40
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Added support for clang thread-safety analysis
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.
Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.
This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.
To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
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d0bbfdbf
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2022-12-01T16:07:03
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Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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fa2063fb
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2022-09-22T23:42:25
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Improved detection of third party PS4 and PS5 controllers
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aa2e2f48
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2022-09-22T18:22:17
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Make sure HID devices can be opened before making them available to the application
This prevents a number of issues where devices are enumerated but not actually able to be opened, like https://github.com/libsdl-org/SDL/issues/5781.
We currently leave the devices open, allowing us to more easily do controller feature detection, protocol negotiation, detect dropped Bluetooth connections, etc. with the expectation that the application is likely to open the controllers shortly.
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cdaafcec
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2022-08-30T14:56:11
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The Kinvoca Joy-Cons are handled by the Joy-Con driver, not the Switch Pro driver.
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52b6899a
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2022-08-19T11:11:23
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Added hints for more fine grained control over HIDAPI Xbox controller support
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68544be4
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2022-06-10T11:31:59
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Added support for the Nintendo Online controllers
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94d43186
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2022-02-22T00:41:15
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GameCubeAdapter: Add suppport for all rumble modes
This adds support for all 3 of the gamecube controller's rumble modes
Rumble: 1
Stop: 0
StopHard: 2
This is useful for applications that need the full range of support
This also adds a hint to control rumble behavior, defaults 0 to maintain compatibility
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60deadba
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2022-01-17T17:22:30
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re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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66058bbb
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2021-11-15T16:52:56
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Fixed exception accessing Bluetooth devices on Android 12
Since accessing Bluetooth prompts the user for permission on both Android and iOS, and we only need it for Steam Controller support, we'll leave it off by default. You can enable it by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Fixes https://github.com/libsdl-org/SDL/issues/4952
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afccabb8
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2021-11-11T12:12:05
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joystick: Add capability flags for rumble and trigger rumble
When API limitations force us to guess, we favor a false positive (reporting
support when it doesn't exist) compared to a false negative.
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1ccfbf96
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2021-11-11T11:13:08
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joystick: Convert HasLED() into a generic GetCapabilities() function
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5b646cd1
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2021-11-07T22:58:44
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Build hidapi code into SDL as a new public API
This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
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d135c076
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2021-07-08T13:22:41
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Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers
See testgamecontroller.c for an example of a custom PS5 trigger effect
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2cc70ca3
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2021-01-29T13:04:01
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Fixed crash if the GameCube controller hasn't been opened yet
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c857b5e0
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2021-01-23T11:21:01
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Minor cleanup
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f68b36df
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2021-01-22T11:42:42
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Added support for the EVORETRO GameCube Adapter in PC mode
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9e45372a
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2021-01-21T22:47:37
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Fixed build on Android and iOS
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3527b494
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2021-01-21T22:30:34
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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.
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e2f46ed8
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2021-01-14T23:49:20
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Always lock the HIDAPI device when closing, in case rumble is pending
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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5b3616c3
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2020-11-23T18:24:05
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Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices
This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
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fcb21aa8
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2020-11-17T10:30:20
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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
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1e2caac5
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2020-11-11T18:57:37
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Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
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e555d453
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2020-11-05T11:07:54
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Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
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83cddd2e
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2020-04-30T11:57:29
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Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
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b6afbe63
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2020-04-07T09:38:57
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Added SDL_log.h to SDL_internal.h so logging is available everywhere
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47da53b9
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2020-03-16T14:49:20
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Fix compiler warnings
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4dea340c
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2020-03-16T12:23:38
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Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
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fe979921
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2020-03-10T17:35:14
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Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead.
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4caa6a06
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2020-03-10T16:41:42
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Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
Ethan Lee
Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
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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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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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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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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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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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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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fead0b24
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2019-12-19T15:02:12
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Added missing files from previous commits
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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
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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
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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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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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f07c992b
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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
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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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