|
c2dd50a9
|
2021-11-12T08:28:02
|
|
Fixed whitespace
|
|
50971577
|
2021-11-11T22:35:41
|
|
dinput: Fix memory leak when SDL_DINPUT_JoystickPresent() returns true
|
|
afccabb8
|
2021-11-11T12:12:05
|
|
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.
|
|
1ccfbf96
|
2021-11-11T11:13:08
|
|
joystick: Convert HasLED() into a generic GetCapabilities() function
|
|
f6dc47ca
|
2021-11-07T16:00:47
|
|
WGI/DInput: Fix SDL_IsXInputDevice() checks when RawInput is enabled
Enabling the RawInput backend causes SDL_XINPUT_Enabled() to return false.
That causes WGI and DInput backends to take ownership of XInput-compatible
controllers, because they think there's no XInput-specific backend enabled.
In WGI's case, it will actually race with RawInput to open the device. By
properly excluding XInput devices from WGI, we can ensure that the sets of
devices managed by WGI and RawInput don't intersect. This makes the race
harmless, since they'll never both go after the same device.
|
|
b3e909dc
|
2021-11-07T13:51:34
|
|
WGI: Fix SDL_IsXInputDevice() for Xbox One controllers
The Xbox One driver stack doesn't propagate the VID/PID down to the
HID devices that end up in the GetRawInputDeviceList() output. This
means we end up matching against the wrong VID/PID and can't properly
exclude Xbox One controllers from WGI.
Fortunately, it is possible to walk back up the device tree to find
the parent with the matching VID/PID.
|
|
6312aaea
|
2021-11-06T21:52:22
|
|
WGI: Add workaround for delayed callbacks after WGI_JoystickQuit()
|
|
2371b247
|
2021-10-31T18:27:51
|
|
windows: improve feature detection consistency between CMake and non-CMake builds
|
|
27a48b14
|
2021-09-07T15:50:21
|
|
Check the pathname first, as that's a faster check for XInput devices
|
|
9b4884d5
|
2021-08-03T09:23:54
|
|
Warn if you're building a partially functional RAWINPUT driver without device notifications
|
|
834a84fa
|
2021-08-03T05:02:32
|
|
winrt: Don't use LoadLibraryA on WinRT.
This removes the CM_Register_Notification code on WinRT. Note
that this API _is_ available to UWP apps as of Windows 10.0.17763
(version 1809, released October 2018), according to:
https://docs.microsoft.com/en-us/uwp/win32-and-com/win32-apis#apis-from-api-ms-win-devices-config-l1-1-1dll
So it might be worth readding with some sort of preprocessor check
for minimum targeted version, or whatever is appropriate for WinRT
development.
|
|
02223501
|
2021-08-02T16:40:58
|
|
Fixed crash if WGI didn't give us the name for a controller
|
|
9d457aa4
|
2021-07-29T14:24:40
|
|
Don't uninitialize COM because of what appears to be a bug in Microsoft WGI reference counting.
This fixes https://github.com/libsdl-org/SDL/issues/4488
|
|
d4ac6b5e
|
2021-07-24T15:58:33
|
|
Detect buffer overflow when getting DirectInput device state
This fixes bug https://github.com/libsdl-org/SDL/issues/4528
|
|
adb75d64
|
2021-07-23T23:45:18
|
|
Fixed hotplug detection not working on UWP or when SDL isn't pumping Windows events
This fixes bugs:
https://github.com/libsdl-org/SDL/issues/4321
https://github.com/libsdl-org/SDL/issues/4147
Thanks to DJm00n for the suggestion!
|
|
24059a19
|
2021-07-09T18:11:42
|
|
The RAWINPUT driver is no longer tied to HIDAPI in any way
|
|
d135c076
|
2021-07-08T13:22:41
|
|
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
|
|
39302c92
|
2021-06-02T14:28:33
|
|
Add Steam Virtual Gamepad and Xbox 360 Wired Controller defines instead of magic values
See https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices for details on what is Steam Virtual Gamepad.
|
|
205b951b
|
2021-06-25T14:20:08
|
|
SDL_DINPUT_JoystickPresent() needs to do the full device enumeration
It is called from WGI before the normal joystick detection has been run, so it needs to actually enumerate currently connected devices.
We can skip the logic checking for other drivers also supporting this device, because that logic is duplicated from the call site.
|
|
f5122377
|
2021-06-10T14:06:32
|
|
Move SDL_IsXInputDevice check above actual joystick allocation
|
|
766d81ec
|
2021-06-10T14:01:04
|
|
Rewrite SDL_DINPUT_JoystickPresent method to avoid costly IDirectInput8_CreateDevice calls
|
|
a6da2fbf
|
2021-05-25T12:33:23
|
|
Rename haptic methods to avoid confusion with joystick:
`SDL_DINPUT_MaybeAddDevice`->`SDL_DINPUT_HapticMaybeAddDevice`
`SDL_DINPUT_MaybeRemoveDevice`->`SDL_DINPUT_HapticMaybeRemoveDevice`
`SDL_XINPUT_MaybeAddDevice`->`SDL_XINPUT_HapticMaybeAddDevice`
`SDL_XINPUT_MaybeRemoveDevice`->`SDL_XINPUT_HapticMaybeRemoveDevice`
|
|
73dc68a7
|
2021-05-19T17:52:08
|
|
Simplify and cleanup DirectInput joystick backend code:
- Do not call IDirectInputDevice8_QueryInterface(device, &IID_IDirectInputDevice8,...) on DIRECTINPUTDEVICE8 device
- Get joystick VendorID and ProductID via IDirectInputDevice8_GetProperty(.., DIPROP_VIDPID, ..) call instead of messing with DIDEVICEINSTANCE.guidProduct
- Normalize HID device interface path to upper case for stable operation of XInput check
- Remove useless RawInput calls in SDL_IsXInputDevice() - just check for "IG_" string in HID device interface path that we already have
There shouldn't be any observable behavior changes.
|
|
f2f759dc
|
2021-02-26T15:34:34
|
|
Remove not used DirectInput ignored_devices list
|
|
adc2d362
|
2021-02-26T15:33:41
|
|
Remove outdated and not used WIN_IsXInputDevice code
|
|
f498c281
|
2021-06-02T14:10:50
|
|
fixed build with SDL_JOYSTICK_RAWINPUT enabled after commit b81969d46f4b
See: https://github.com/libsdl-org/SDL/pull/4388#issuecomment-852713792
|
|
40210f89
|
2021-04-26T15:54:14
|
|
winrt: Always use a thread for joystick support
|
|
fadfa510
|
2021-02-01T09:21:11
|
|
Don't uncorrelate while rumble is active and stay correlated longer in case raw input messages are lagging a bit.
|
|
fd65aaa9
|
2021-01-23T17:30:50
|
|
move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver
build-tested only. (bug #5472.)
|
|
11fce321
|
2021-01-22T20:20:02
|
|
SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git.
Fix V/A/FSlider dwOfs values in c_dfDIJoystick2
https://source.winehq.org/git/wine.git/commitdiff/af2f4194263702a946c65d255580176ee50b5914
Add missing ASPECT flags for c_dfDIJoystick2
https://source.winehq.org/git/wine.git/commitdiff/e2e100272ffede3c720da7bbd11b53ac0bcee8eb
Closes bug #5474.
|
|
f3835702
|
2021-01-17T05:00:50
|
|
fix build with --disable-directx
|
|
a594b850
|
2021-01-04T10:00:30
|
|
use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed:
i.e. where the string is known guaranteed to be WCHAR*, in:
- SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*)
- SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR*
- SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded):
string is WCHAR*
There should be more of these..
|
|
f2bd861c
|
2021-01-04T08:50:00
|
|
move SDL_tcsstr definition to core/windows/SDL_windows.h
|
|
ae18109a
|
2021-01-04T01:23:50
|
|
SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
|
|
398d2764
|
2021-01-04T01:23:50
|
|
RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.
cf. bug #5435.
|
|
f09e0af7
|
2021-01-04T01:23:50
|
|
SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
cbe13d23
|
2020-12-18T13:10:36
|
|
Fixed controller hotplug detection when joystick thread is not enabled
|
|
90456670
|
2020-12-17T14:11:00
|
|
more "'for' loop initial declarations are only allowed in C99 mode" fixes
|
|
9ee0e888
|
2020-12-12T22:11:00
|
|
Whoops, make the hint actually default to false
|
|
13a4caf1
|
2020-12-12T22:08:02
|
|
Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
|
|
797a6910
|
2020-12-09T20:28:51
|
|
Fixed bug 5375 - WGI: Fix HSTRING memory leak.
Joel Linn
TLDR; https://godbolt.org/z/43fd8G
Let's deduce this from C++ reference code:
https://docs.microsoft.com/en-us/cpp/cppcx/wrl/how-to-activate-and-use-a-windows-runtime-component-using-wrl?view=msvc-160
At the bottom of the page there is this snippet:
```
int wmain()
{
/* ... more code ... */
// Get the domain part of the URI.
HString domainName;
hr = uri->get_Domain(domainName.GetAddressOf());
if (FAILED(hr))
{
return PrintError(__LINE__, hr);
}
// Print the domain name and return.
wprintf_s(L"Domain name: %s\n", domainName.GetRawBuffer(nullptr));
// All smart pointers and RAII objects go out of scope here.
}
```
`HString` is defined in `corewrappers.h` and the call chain for the destructor is:
`~HString() -> Release() -> ::WindowsDeleteString()`
QED
|
|
a77a0715
|
2020-12-09T07:50:15
|
|
Disabled raw input debug output
|
|
cb361896
|
2020-12-09T07:16:22
|
|
Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
|
|
f2fff217
|
2020-12-09T06:24:40
|
|
Fixed bug 5374 - WGI: Use fast-pass strings.
Joel Linn
Eliminate additional heap allocation for short-lived HSTRINGs.
Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
|
|
1031231b
|
2020-12-03T18:17:03
|
|
Fixed duplicating a device between XInput and HIDAPI
|
|
c78ca2d1
|
2020-12-01T13:38:42
|
|
Fixed bug 5371 - Rawinput: Fix truncating cast of string length.
Joel Linn
Fixes an implicit truncation of a string length on 64bit systems.
|
|
a3ccf9ad
|
2020-12-01T13:36:41
|
|
Fixed bug 5373 - [PATCH] Rawinput: Get correlated XInput battery info
Joel Linn
Currently the rawinput driver always reports a device as "wired". This changes that to "unknown" and updates it once the device is correlated with xinput.
|
|
1f2f536b
|
2020-11-27T18:57:40
|
|
Fixed XInput correlation for raw input controllers after hotplug events
|
|
1c865c46
|
2020-11-27T18:57:36
|
|
Load the raw input device list at init time so it's available when DirectInput is doing device detection
|
|
a0c5bfa3
|
2020-11-27T13:08:40
|
|
Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
|
|
4fbefbe2
|
2020-11-27T11:33:53
|
|
Sort the raw input axes by usage, so X comes before Y, etc.
|
|
4ddac485
|
2020-11-27T11:33:51
|
|
Backed out minor optimization that prevented correlation_id from being set
|
|
8973a258
|
2020-11-27T10:44:56
|
|
Enable dispatching of WM_INPUT_DEVICE_CHANGE events directly, in case the application hasn't created a window with the normal message loop
|
|
e8adc648
|
2020-11-27T10:44:55
|
|
Enable dispatching of WM_INPUT events directly, in case the application hasn't created a window with the normal message loop
|
|
0252235e
|
2020-11-27T10:44:53
|
|
Recheck devices if another API queries raw input for a new device
|
|
a7dede7e
|
2020-11-27T10:44:51
|
|
Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons
|
|
ce77966d
|
2020-11-27T10:44:49
|
|
Fixed RAWINPUT_IsDevicePresent() not returning TRUE for Xbox One controllers
|
|
8a449de2
|
2020-11-27T10:44:47
|
|
Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT
|
|
37c9e4af
|
2020-11-27T06:03:15
|
|
Fixed processing WM_INPUT_DEVICE_CHANGE at startup
|
|
248fc75b
|
2020-11-27T05:53:56
|
|
Correlate just based on buttons, joystick axes are not as precise and could potentially cause incorrect uncorrelation.
It's okay if the triggers aren't precise until someone presses a button on their controller.
|
|
e7e615de
|
2020-11-27T05:53:54
|
|
Removed extraneous windows message pumping
Most of the raw input events are dispatched in the main windows message loop. We only dispatch device change messages separately when we need them to be completely up to date.
|
|
2931eccd
|
2020-11-27T05:53:52
|
|
Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters
|
|
849ce803
|
2020-11-27T05:53:50
|
|
Renamed SDL_JOYSTICK_RAWINPUT_GAMING_INPUT to SDL_JOYSTICK_RAWINPUT_WGI
|
|
219a28dd
|
2020-11-27T03:45:05
|
|
Fixed D-pad uncorrelating raw input controllers (thanks Jimbly!)
|
|
3fbff2a4
|
2020-11-26T10:47:33
|
|
SDL_rawinputjoystick.c: fix ambiguous 'else' warning
src/joystick/windows/SDL_rawinputjoystick.c: In function 'RAWINPUT_HandleStatePacket':
src/joystick/windows/SDL_rawinputjoystick.c:1343:9: warning: suggest explicit braces to avoid ambiguous 'else'
|
|
845b9033
|
2020-11-25T16:46:42
|
|
Implemented trigger rumble for raw input controllers
|
|
9ec2cf56
|
2020-11-25T10:31:59
|
|
Fixed building with Windows.Gaming.Input enabled
|
|
9fc4a4c9
|
2020-11-24T22:25:26
|
|
Revamped Xbox One HIDAPI init sequence
Added support for querying the controller serial number on newer firmware
|
|
268aa456
|
2020-11-23T20:26:28
|
|
Fixed compiling with SDL_JOYSTICK_RAWINPUT disabled
|
|
5b3616c3
|
2020-11-23T18:24:05
|
|
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.
|
|
fcb21aa8
|
2020-11-17T10:30:20
|
|
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
|
|
8e312a6a
|
2020-11-12T15:56:33
|
|
Fixed detecting Bluetooth XInput controllers on Windows
|
|
e0018d08
|
2020-11-12T14:23:56
|
|
Fixed Windows build
|
|
3160c7d6
|
2020-11-11T19:43:02
|
|
Fixed bug 5327 - When direct input fails to load, but a controlller is plugged in through another api, an access violation happens.
Bart van der Werf
When directinput fails to load, but a controlller is plugged in, an access violation happens.
This is due to IEventHandler_CRawGameControllerVtbl_InvokeAdded calling SDL_DINPUT_JoystickPresent which does not check if dinput is assigned signalling initialization of directinput.
|
|
502cfe31
|
2020-11-11T19:39:46
|
|
Fixed bug 5332 - WGI: Fix wrong level of indirection and implicit truncating cast.
Joel Linn
This fixes two types of MSVC compiler warnings.
- One parameter in the function signatures of two WGI event handlers had one level of indirection too much (and did not match Windows SDK headers). The indirection was cast away so it still worked.
- size_t was implicitly cast to UINT32 for a number of (constant) string lengths.
|
|
1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
|
|
b6238c87
|
2020-11-11T14:48:23
|
|
Don't try to build the RAWINPUT driver if HIDAPI is disabled
|
|
4ea1a10b
|
2020-11-07T02:49:22
|
|
Added stub controller LED functions for WGI and RAWINPUT (thanks meyraud!)
|
|
e555d453
|
2020-11-05T11:07:54
|
|
Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
ddc0727b
|
2020-10-27T09:00:42
|
|
Fixed implicit memcpy() when building for ARM64 on Windows (thanks Seigo!)
|
|
b1626295
|
2020-07-08T17:28:34
|
|
cmake: Fix building with -DSDL_HAPTIC=Off
|
|
efe09359
|
2020-06-15T10:31:16
|
|
Fix compile without DIRECTX
|
|
eea0b0e0
|
2020-06-02T17:08:31
|
|
Fixed bug 5168 - Memory leak in RAWINPUT_JoystickOpen
meyraud705
Variable 'hwdata' is not freed in RAWINPUT_JoystickOpen if device->driver->OpenJoystick() fails.
|
|
ac1f174a
|
2020-06-02T17:02:37
|
|
Fixed bug 5167 - Memory leak in GuessXInputDevice
meyraud705
Variable 'devices' is not freed if function GuessXInputDevice, in SDL_xinputjoystick.c, return early.
|
|
2db04947
|
2020-05-29T14:48:05
|
|
Fixed variable names to be consistent across functions
|
|
345b4d7e
|
2020-05-29T13:37:21
|
|
Fixed bug 5161 - Autodetect controller mappings based on the Linux Gamepad Specification
Jan Bujak
I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL.
Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this:
https://www.kernel.org/doc/html/v4.15/input/gamepad.html
Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments.
Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.)
With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
|
|
68777406
|
2020-05-20T16:58:33
|
|
windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *.
|
|
83cddd2e
|
2020-04-30T11:57:29
|
|
Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
01fd8130
|
2020-04-23T11:13:02
|
|
Fixed compiler warning
|
|
4727f794
|
2020-04-23T10:13:17
|
|
Don't use the WGI driver if another driver is already handling the joystick
|
|
6ca7f510
|
2020-04-23T09:35:32
|
|
Fixed crash trying to get battery status on some devices
|
|
aba27928
|
2020-04-18T21:41:37
|
|
Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
|
|
c302c1ab
|
2020-04-13T13:24:19
|
|
Fixed build
|
|
bf87604e
|
2020-04-13T12:33:29
|
|
Fixed rare crash when unplugging Xbox controller on Windows
|
|
3cb62d52
|
2020-04-07T11:17:52
|
|
Fixed setting the controller name for the RAWINPUT driver
|
|
88cecee4
|
2020-04-07T10:14:12
|
|
Fixed build warning
|
|
50cb8e0f
|
2020-04-07T10:13:08
|
|
Fixed deadlock in new raw input joystick code
The appropriate locking is done elsewhere, this prevents inverted lock acquisition
|
|
b6afbe63
|
2020-04-07T09:38:57
|
|
Added SDL_log.h to SDL_internal.h so logging is available everywhere
|
|
417713a7
|
2020-03-20T19:49:19
|
|
Probable fix for compile errors on Mac OS and (non-VS) Win32
|