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de91b124
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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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ca5c3048
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2017-08-13T21:06:52
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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.
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ea9bc659
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2017-08-13T20:39:00
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Added check for XBOX in addition to Xbox and X-Box
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b425050b
|
2017-08-12T00:04:46
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Fixed compiler warnings on Visual Studio 2013
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03250690
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2017-08-09T12:38:20
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Added a private hint for Steam to bypass the controller filtering for the Steam virtual gamepad
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f15dbc8f
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2017-08-09T12:11:59
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Fixed Linux build
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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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ca0bf151
|
2017-03-03T16:38:17
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Fix some more compiler warnings on armcc.
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1e482095
|
2017-01-14T21:36:06
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Fixed comments.
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45b774e3
|
2017-01-01T18:33:28
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Updated copyright for 2017
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af263798
|
2016-12-28T20:10:48
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Fixed crash if allocating memory for game controller failed.
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cb8685c0
|
2016-12-27T02:04:38
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Fixed comment style
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6d7da088
|
2016-12-27T01:39:07
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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
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b4e069e7
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2016-12-26T02:12:21
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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.
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ca019dad
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2016-12-22T17:33:45
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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.
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a5250171
|
2016-12-08T10:13:45
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Protect the game controller API the same way the joystick API is protected from multi-threaded access
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d834c08a
|
2016-11-29T22:02:37
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Add the controller mappings to the linked list in order
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dd5d85a4
|
2016-11-29T06:36:57
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Added an API to iterate over game controller mappings
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eb9cc030
|
2016-11-19T23:27:37
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Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
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57d01d7d
|
2016-11-13T22:57:41
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|
Patch from Sylvain to fix clang warnings
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23c01c18
|
2016-11-11T13:29:23
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|
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.
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160e7194
|
2016-11-11T04:35:06
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|
Fixed whitespace and added code to support older game controller GUIDs
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|
ac74e16c
|
2016-11-10T17:19:34
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|
Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
|
|
89abbbfe
|
2016-10-07T18:24:34
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Fixed bug 3438 - SDL_GameControllerEventWatcher: Log on event with value >= k_nMaxReverseEntries
|
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8bc5c57d
|
2016-10-07T16:13:37
|
|
Fixed recentering triggers when the application doesn't have focus
|
|
72164985
|
2016-10-07T16:04:15
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|
Fixed bug 2823 - Release events for triggers receive wrong centered value
Ryochan7
I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.
When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
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c2e25651
|
2016-10-01T13:02:20
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|
Fixed bug 3424 - SDL_GameController: Increase k_nMaxReverseEntries
ny00
On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c.
The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48.
Side-note: Maybe some log should be emitted in case of going over any such bound?
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ad1bfea5
|
2016-08-26T12:18:08
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|
Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
|
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c69bce67
|
2016-08-26T11:16:44
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|
commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date: Sun Aug 21 01:19:19 2016 -0700
bugfix for controller / joystick add / remove being in the event queue at the same time
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2a754ca7
|
2016-03-07T08:22:55
|
|
Allow mappings to be added before GameControllerInit
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
d1e6a2eb
|
2015-12-09T12:11:40
|
|
Added broad support for wireless XBox 360 controllers on Linux
|
|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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|
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().
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2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
094c4a16
|
2015-05-13T22:37:26
|
|
Added generic xinput fallback for XBox compatible controllers on Linux
|
|
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.
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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
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|
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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fe40a172
|
2014-12-18T00:19:52
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|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
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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!
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9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
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|
7268eabb
|
2014-10-26T23:28:45
|
|
Added handling of NULL as input for SDL_GameControllerAddMapping().
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33a2b58c
|
2014-10-26T23:22:53
|
|
Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID()
now either means "no mapping" (as before) or "no memory" (just crashed before).
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30d6cec1
|
2014-10-26T17:53:16
|
|
Added handling of NULL as input for SDL_GameControllerMapping().
For consistency with the similar functions getting SDL_GameController as input.
Also NULL is no SDL_GameController and therefore can not have a mapping anyway.
|
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90387daf
|
2014-10-26T17:46:11
|
|
Removed two wrong documentation comments from gamecontroller source.
No replacement because correct documentation is already in SDL_gamecontroller.h.
|
|
0a053ed6
|
2014-10-26T17:44:00
|
|
Fixed wording in SDL_GameControllerAddMappingsFromRW() error message.
|
|
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
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|
1ee96bb9
|
2014-07-07T10:26:28
|
|
Fixed mingw64 build and warnings
|
|
b79e7f32
|
2014-07-03T15:39:55
|
|
Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
|
|
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.
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|
67350973
|
2014-05-13T11:32:36
|
|
Updated coding style to match the rest of SDL
|
|
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.
|
|
1367bf87
|
2014-03-09T11:36:47
|
|
Integrated David Ludwig's support for Windows RT
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
|
|
ab9345a8
|
2014-02-28T16:24:41
|
|
Null termnate the pUserMappings variable to prevent memory corruption.
|
|
2ed47d83
|
2014-02-24T10:00:10
|
|
Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!)
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
54a1f61a
|
2013-12-25T17:02:15
|
|
Changed return -1 after SDL_SetError() to return SDL_SetError().
|
|
03aece54
|
2013-12-23T15:10:03
|
|
Generate SDL_CONTROLLERDEVICEADDED events for controllers connected at startup
|
|
4ab350d4
|
2013-12-06T09:13:31
|
|
Fixed detecting the wired XBox 360 controller on Linux
Also added some more debug output to detect issues
|
|
c78476da
|
2013-12-06T08:24:00
|
|
Fixed compiler warning on Visual Studio
|
|
5ac18134
|
2013-12-03T12:01:28
|
|
Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
|
|
45ae148a
|
2013-12-02T19:34:08
|
|
Adds SDL_GameControllerAddMappingsFromFile
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
46740a5a
|
2013-11-28T22:09:21
|
|
WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
|
|
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.
|
|
3cba7997
|
2013-11-18T23:43:15
|
|
Fixed unreachable return statement warning in gamecontroller source.
|
|
69c5d21d
|
2013-10-27T21:26:46
|
|
WinRT: merged with SDL 2.0.1 codebase
|
|
b8b9bfbe
|
2013-10-21T01:16:16
|
|
Fixed some warnings building for 64-bit Windows
|
|
4b255c63
|
2013-08-28T16:43:47
|
|
Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.
Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.
Fixes Bugzilla #1984. (etc?)
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|
9faefccd
|
2013-08-21T10:32:04
|
|
SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
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|
695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
f7049b93
|
2013-08-12T22:29:55
|
|
WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
|
|
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.
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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.
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