|
de91b124
|
2017-08-14T06:28:21
|
|
Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
|
|
ca5c3048
|
2017-08-13T21:06:52
|
|
Fixed bug 3744 - missing SDLCALL in several functions
Ozkan Sezer
The attached patch adds missing SDLCALL to several functions, so that
they properly match the headers as intended.
|
|
ddeaa601
|
2017-08-13T20:42:41
|
|
Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks
Jimb Esser
Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...). XInput does not seem to have the problem below, only DirectInput.
I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3. Direct Input shows them as having GUIDs G1, G2, G3. I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2! Not so "unique"... I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3. Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened! So I end up with two instances of J3 opened, and none of J1. "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this. This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)).
The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks. GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed. This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened). If your app only ever opens one joystick, this will do more work at startup than it did previously.
|
|
ea9bc659
|
2017-08-13T20:39:00
|
|
Added check for XBOX in addition to Xbox and X-Box
|
|
059d9e46
|
2017-08-12T17:41:59
|
|
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");
|
|
0a52db54
|
2017-08-12T08:15:09
|
|
Fixed bug 3191 - haptic system on android?
Patch provided by jintiao and Milan Nikolic, thanks!
|
|
b425050b
|
2017-08-12T00:04:46
|
|
Fixed compiler warnings on Visual Studio 2013
|
|
af44a595
|
2017-08-09T20:20:35
|
|
Fixed bug 3672 - Add joystick to controllerdb
Moritz M-H
The following entry needs to be added to the gamecontrollerdb for the Qanba fighter stick under linux
|
|
03250690
|
2017-08-09T12:38:20
|
|
Added a private hint for Steam to bypass the controller filtering for the Steam virtual gamepad
|
|
f15dbc8f
|
2017-08-09T12:11:59
|
|
Fixed Linux build
|
|
c49fa37c
|
2017-08-09T11:59:29
|
|
Added SDL hints to filter the set of game controllers reported by SDL
|
|
4e43c631
|
2017-08-08T20:38:23
|
|
Re-added missing entry for the Steam Virtual Gamepad (was Valve Streaming Gamepad)
|
|
c544d2b9
|
2017-08-02T23:42:08
|
|
Add support for Saitek P990 Dual Analog Pad
|
|
84aeab17
|
2017-07-29T23:00:14
|
|
haiku: Changed header paths to be more compatible.
|
|
49f846f1
|
2017-07-11T19:27:50
|
|
Added support for an XBox One wired controller for Leo L?nnenm?ki
|
|
22c221f3
|
2017-06-11T22:30:58
|
|
linux: Changed internal functions to be static.
|
|
871d43a8
|
2017-06-08T22:40:09
|
|
Removed unused hint includes.
|
|
4b47fa38
|
2017-06-04T23:15:47
|
|
Removed duplicate includes.
|
|
cc5b4f45
|
2017-05-12T23:01:17
|
|
emscripten: Changed internal functions to be static.
|
|
60f28484
|
2017-05-07T21:02:46
|
|
haiku: Fixed crash on quit if max number of joysticks was connected.
|
|
d7cd6537
|
2017-04-27T15:52:37
|
|
Added Steam Controller mappings for Linux and iOS
|
|
27023ed2
|
2017-04-07T03:39:43
|
|
Added support for the Cyborg V.3 Rumble Pad and the Mad Catz FightPad PRO
|
|
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
|
|
53f3786b
|
2017-04-04T08:43:44
|
|
Added support for a number of game controllers, including the Nintendo Switch Pro Controller
|
|
00da0824
|
2017-03-23T13:53:09
|
|
Updated axis/button mapping for Dualshock 3, for upcoming Sony driver changes
|
|
763e1389
|
2017-03-09T16:09:16
|
|
Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID()
|
|
ca0bf151
|
2017-03-03T16:38:17
|
|
Fix some more compiler warnings on armcc.
|
|
a9762551
|
2017-02-20T11:02:35
|
|
Added config for the Razer Wildcat on Mac OS X
|
|
9428ff19
|
2017-02-17T17:46:58
|
|
Added support for the Razer Wildcat on Linux
|
|
8eee82cd
|
2017-02-03T23:30:43
|
|
Windows: Fixed warning about unused variable.
Found by buildbot.
|
|
710ae62a
|
2017-02-02T17:33:40
|
|
Remember XInput controllers that we've already seen, so when the raw device list changes we don't assign the old device to the new XInput userid.
This isn't perfect, but at least we won't report the same device twice.
|
|
8f78f5bb
|
2017-02-02T16:56:02
|
|
Fixed build on Apple TV
|
|
be28d7c8
|
2017-01-31T12:30:55
|
|
Added support for the Saitek Pro Flight X-56 Rhino
|
|
6717a3d3
|
2017-01-31T12:23:29
|
|
Added support for the HOTAS Warthog throttle
|
|
a156b0d9
|
2017-01-31T10:20:09
|
|
Added the HOTAS Warthog as a flight stick
|
|
d0247368
|
2017-01-27T18:06:50
|
|
Sorted controller entries
|
|
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
|
|
aa90b730
|
2017-01-26T21:25:05
|
|
Add a mapping for Xbox Wireless Controllers running old firmware
Also updates the naming of these Xbox Wireless Controllers connected via USB (and thus the third-party Xbox Controller Driver) to match.
The Xbox Wireless Controller entries are now listed, in order, via USB, bia Bluetooh (with older firmware) and via Bluetooth (with firmware 3.1.1221.0).
|
|
ae5e9a31
|
2017-01-25T22:24:54
|
|
Add gamecontrollerdb mapping for Xbox One S on Mac
This is valid for firmware version 3.1.1221.0; earlier versions of the
firmware need a different mapping (and have different GUIDs).
|
|
ca89d9b5
|
2017-01-25T22:22:05
|
|
Darwin: fix detection of Xbox One S controller
Firmware revision 3.1.1221.0 changes the mapping of the Xbox One S
controller in Bluetooth mode. Aside from changing the layout of
other buttons, this revision also changes the triggers to act as
Accelerator and Brake axes from the simulation controls page.
The Darwin sysjoystick code didn't previously map anything at these
axes, making it impossible to detect input on these two buttons.
|
|
8fa0b088
|
2017-01-20T08:13:23
|
|
Added support for the 8Bitdo Zero GamePad
|
|
f3540242
|
2017-01-18T12:19:57
|
|
Removed unused variable
|
|
b0c5ceef
|
2017-01-18T12:18:50
|
|
Fixed bug 3533 - Enumeration joystick devices omitted during directinput enumeration
white.magic
The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.
This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.
Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728
Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.
Sam Lantinga
I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
|
|
5cb1ca55
|
2017-01-18T11:57:27
|
|
Fixed building with mingw32
|
|
1e482095
|
2017-01-14T21:36:06
|
|
Fixed comments.
|
|
61a3ba30
|
2017-01-07T17:09:14
|
|
Replaced a few single-line "//" comments.
|
|
267c9509
|
2017-01-07T13:47:34
|
|
Added mappings for the 8Bitdo NES30 Pro and iBuffalo SNES Controller
Also swapped the Wii U Pro controller button mappings to position instead of label, as emulators expect from XBox controllers.
|
|
e6e6613c
|
2017-01-05T02:53:29
|
|
Fixed build warning on Haiku
|
|
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
|
|
99e10ef5
|
2017-01-04T07:06:48
|
|
Assume D-pad or thumbstick style axes are centered at 0
|
|
26f84d74
|
2017-01-04T06:21:17
|
|
Added mappings for several GameCube and SNES controllers
|
|
d2a01b6e
|
2017-01-04T06:19:56
|
|
Added the NEXT SNES Controller to the list of zero-centered joysticks
|
|
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.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
af263798
|
2016-12-28T20:10:48
|
|
Fixed crash if allocating memory for game controller failed.
|
|
cb8685c0
|
2016-12-27T02:04:38
|
|
Fixed comment style
|
|
6d7da088
|
2016-12-27T01:39:07
|
|
Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
|
|
b4e069e7
|
2016-12-26T02:12:21
|
|
Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
|
|
3e928451
|
2016-12-23T20:36:24
|
|
Windows: Fixed compile error.
|
|
4fc0fe1f
|
2016-12-23T02:23:44
|
|
Removed debug print statements
|
|
ad26769c
|
2016-12-22T18:43:00
|
|
Fixed compile errors on various platforms
|
|
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
|
|
d6bcec8f
|
2016-12-10T15:23:17
|
|
WinRT: build fixes
These fixes are lumped into two categories:
1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
files)
2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
APIs. There does appear to be a replacement API, available in the
Windows.Devices.HumanInterfaceDevice namespace.
This fix should be sufficient to get SDL compiling again, without affecting
Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
almost certainly be better (for UWP/WinRT builds).
TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
appropriate.
|
|
b936a4c3
|
2016-12-09T04:57:54
|
|
Added support for the XiaoMi Game Controller
|
|
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?
|
|
a5250171
|
2016-12-08T10:13:45
|
|
Protect the game controller API the same way the joystick API is protected from multi-threaded access
|
|
1b08f0c1
|
2016-12-07T11:41:20
|
|
Added the guide button for the NVIDIA Shield Controller
|
|
acabb5d5
|
2016-12-06T14:22:28
|
|
Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases
|
|
264138cc
|
2016-12-03T08:39:21
|
|
Added support for the Hori Fighting Commander 4
|
|
e7efcfba
|
2016-12-03T00:40:13
|
|
Added Linux mapping for the DragonRise Inc. Generic USB Joystick
|
|
26f05ecb
|
2016-12-02T02:25:12
|
|
Fixed missing prototypes on Android, patch from Sylvain
|
|
a738a6fb
|
2016-12-01T07:31:08
|
|
Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad
|
|
a7655d77
|
2016-11-30T23:31:23
|
|
Fixed warning about storing an unused value.
Found by buildbot.
|
|
cb8748b7
|
2016-11-30T12:58:03
|
|
Fixed the controller mappings for the OUYA controller
|
|
5fcf2577
|
2016-11-30T12:34:50
|
|
Added PS4 controller entries for the new Sony HID driver
https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
|
|
663afa91
|
2016-11-30T12:25:19
|
|
Added support for the DS4 USB Wireless Adaptor
|
|
d834c08a
|
2016-11-29T22:02:37
|
|
Add the controller mappings to the linked list in order
|
|
dd5d85a4
|
2016-11-29T06:36:57
|
|
Added an API to iterate over game controller mappings
|
|
5220759f
|
2016-11-29T05:04:42
|
|
Made it safe to update joysticks from multiple threads, fixes crash in Steam
|
|
2f6ba615
|
2016-11-24T12:24:22
|
|
Guess the USB VID/PID of XInput devices
|
|
e9983c7b
|
2016-11-24T11:53:23
|
|
We are comparing 16-bit values
|
|
5232b8e9
|
2016-11-23T06:54:19
|
|
Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons
|
|
aa03b9d7
|
2016-11-22T22:14:28
|
|
The XBox One S controller sends keys outside the standard joystick button range
|
|
6558ecdb
|
2016-11-22T04:42:07
|
|
Added mapping for XBox One S controller firmware version 3.1.1221.0
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
eb9cc030
|
2016-11-19T23:27:37
|
|
Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
|
|
97aa5775
|
2016-11-16T22:08:51
|
|
Fixed empty parameter list in signatures of internal functions.
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
23c01c18
|
2016-11-11T13:29:23
|
|
Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile
x414e54
It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.
So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.
There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.
Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.
For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
|
|
160e7194
|
2016-11-11T04:35:06
|
|
Fixed whitespace and added code to support older game controller GUIDs
|
|
b6542ab2
|
2016-11-11T04:30:09
|
|
Fixed whitespace
|
|
47418f2d
|
2016-11-11T03:35:37
|
|
Updated Windows game controller support
|
|
801a9eaf
|
2016-11-11T04:06:00
|
|
Updated Mac OS X game controller support
|
|
0cc6207c
|
2016-11-10T18:53:29
|
|
Added Linux entries for the Logitech Dual Action game controller
|
|
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.
|
|
acae3ebf
|
2016-11-02T02:50:27
|
|
Added mapping for the PS3 controller in Bluetooth mode
|
|
ae8ca7c5
|
2016-10-17T22:09:22
|
|
Fixed bug 3444 - Android-TV: no more handling of back button on remote
ny00
Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:
If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.
If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).
What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.
Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
|