src/joystick


Log

Author Commit Date CI Message
Sam Lantinga f484abbd 2020-12-15T14:57:51 Added Android mapping for the Xbox One Series X controller over Bluetooth
Ozkan Sezer 637d425e 2020-12-15T00:11:10 whitespace.
Sam Lantinga e65e4fd3 2020-12-14T09:48:51 Fixed detecting the guide button on Xbox One S controllers over Bluetooth on Linux
Sam Lantinga 8795ca70 2020-12-14T09:15:47 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off pj5085 I added some printf to verify the math being done. Of the three joysticks I have, it works correctly for at least two, and seems to work correctly for the third. I say "seems to" because, for the third joystick, the values never go through the AxisCorrect function, and thus never hit my printf statements, even though they did in the version I wrote my patch against. I'm not sure what's going on there, but it at least seems to be working correctly in as much as I can tell. I note this result in particular, for an SNES Gamepad (min=0, max=255): Joystick value 0 becomes -32768 Joystick value 127 becomes 0 Joystick value 255 becomes 32767 Without the code that forces a zero point, the 127 input value would become -129, so I think you see why I added that code to turn it into zero. However, I think Kai Krakow has a point about how SDL shouldn't assume that there should be a center. Obviously in the majority of cases there actually should be a center, and the code that turns that 127 into an actual 0 is creating only a 0.2% error over 0.4% of this joystick's range. However, what if there is an axis that is some kind of special control, like a 4-position switch, and, for whatever reason, the joystick reports it as an axis with 4 possible values, 0 to 3? In that case, mutilating the two center values to the same value is much more of an error and and turns that 4-position switch into a 3-position switch. If any joystick does this with a 2-position switch, then this code would render that control entirely useless as it would report the same value with the switch in either position. Obviously the code could require that there be at least N possible values, to guess whether something is a proper axis or just some kind of switch, but the choice of N would be arbitrary and that's ugly. I guess the real problem here is that my gamepad is just kind of broken. It should be reporting a range of -1 to +1 since that's what it actually does. Also, as Kai Krakow points out, it's probably not SDL's place to fix broken hardware. I'll add that, if SDL does fix broken hardware, it should probably actually know that it's broken rather than be merely guessing that it is. So, to the extent that SDL is able to do stuff like this, perhaps it's something better left for the user to configure in some kind of config file.
Ozkan Sezer b6e63625 2020-12-13T15:32:24 fix bug #5395: handle old systems where inotify_init1 is not available
Sam Lantinga 80e5c689 2020-12-13T01:20:38 Fixed the PS5 controller not disconnecting when powered off
Sam Lantinga db0a2025 2020-12-12T23:48:02 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off pj5085 It occurred to me that my simple patch that comments out a few lines of code does not correctly remove the dead zone since the calculation presumably assumes the dead zone has been cut out of the range. Then, while looking into how to make it output the correct range of values, I realized SDL wasn't returning the correct range of values to begin with. This line of code was already present: printf("Values = { %d, %d, %d, %d, %d }\n", absinfo.value, absinfo.minimum, absinfo.maximum, absinfo.fuzz, absinfo.flat); For my joystick this yeilds: Values = { 0, -127, 127, 0, 15 } Then this code calculates the coefficients: In SDL1: joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) / 2 - absinfo.flat; joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) / 2 + absinfo.flat; t = ((absinfo.maximum - absinfo.minimum) / 2 - 2 * absinfo.flat); if ( t != 0 ) { joystick->hwdata->abs_correct[i].coef[2] = (1 << 29) / t; } else { joystick->hwdata->abs_correct[i].coef[2] = 0; } In SDL2: joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) - 2 * absinfo.flat; joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) + 2 * absinfo.flat; t = ((absinfo.maximum - absinfo.minimum) - 4 * absinfo.flat); if (t != 0) { joystick->hwdata->abs_correct[i].coef[2] = (1 << 28) / t; } else { joystick->hwdata->abs_correct[i].coef[2] = 0; } Neither calculates the correct coefficients for the code in the AxisCorrect function. In SDL1: if ( value > correct->coef[0] ) { if ( value < correct->coef[1] ) { return 0; } value -= correct->coef[1]; } else { value -= correct->coef[0]; } value *= correct->coef[2]; value >>= 14; In SDL2: value *= 2; if (value > correct->coef[0]) { if (value < correct->coef[1]) { return 0; } value -= correct->coef[1]; } else { value -= correct->coef[0]; } In SDL1, the calculated coefficients are coef[0]=15, coef[1]=-15 and coef[2]=5534751. So with a full-scale input of 127, it calculates an output value of 37835, which is considerably out of range. In SDL2, the calculated coefficients are coef[0]=30, coef[1]=-30, and coef[2]=1383687. So with a full-scale input of 127, it calculates the same output value of 37835. I tested it with the 3 joysticks I have, and it produces out-of-range values for all of them. Anyway, since dead zones are garbage, I just deleted all of that junk and wrote some code that takes the absinfo.minimum and absinfo.maximum values and uses them to scale the axis range to -32767 through +32767. I also made it detect when a range doesn't have an integer center point, e.g. the center of -128 to + 127 is -0.5. In such cases, if either value to the side of the center is provided, it zeros it, but it otherwise doesn't implement any kind of dead zone. This seemed important with my gamepad which provides only the values of 0, 127, and 255, since without this hack it would never be centered. Also, the previous minimum output value was -32768, but as that creates an output range that has no true center, I changed the minimum value to -32767. I tested it with the 3 joystick devices I have and it seems to create correct values for all of them.
Sam Lantinga 0ccb3afd 2020-12-12T22:33:11 Fixed polling values after SYN_DROPPED event
Sam Lantinga 9ee0e888 2020-12-12T22:11:00 Whoops, make the hint actually default to false
Sam Lantinga 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.
Sam Lantinga 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
Sam Lantinga a77a0715 2020-12-09T07:50:15 Disabled raw input debug output
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga c9723c40 2020-12-07T09:38:21 Fixed potential hang in joystick close if the rumble thread is blocked for some reason It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
Sam Lantinga 09909d02 2020-12-03T19:44:47 Fixed handling of BACK button on newer Xbox One S controllers
Sam Lantinga 54e5136b 2020-12-03T18:17:04 Refactored Xbox One Bluetooth protocol and verified Xbox One S, Xbox Series X, and Xbox One Elite Series 2 controllers
Sam Lantinga 1031231b 2020-12-03T18:17:03 Fixed duplicating a device between XInput and HIDAPI
Sam Lantinga 59f28b7f 2020-12-03T18:17:01 Fixed whitespace
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga e3966e25 2020-11-30T13:04:30 Use the correct internal API for updating the battery level for PS5 controllers
Sam Lantinga f4ed07de 2020-11-30T13:02:34 We don't know whether the PS5 controller is Bluetooth or not when we open it
Sam Lantinga 1f2f536b 2020-11-27T18:57:40 Fixed XInput correlation for raw input controllers after hotplug events
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 4fbefbe2 2020-11-27T11:33:53 Sort the raw input axes by usage, so X comes before Y, etc.
Sam Lantinga 4ddac485 2020-11-27T11:33:51 Backed out minor optimization that prevented correlation_id from being set
Sam Lantinga 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
Sam Lantinga 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
Sam Lantinga 0252235e 2020-11-27T10:44:53 Recheck devices if another API queries raw input for a new device
Sam Lantinga a7dede7e 2020-11-27T10:44:51 Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons
Sam Lantinga ce77966d 2020-11-27T10:44:49 Fixed RAWINPUT_IsDevicePresent() not returning TRUE for Xbox One controllers
Sam Lantinga 8a449de2 2020-11-27T10:44:47 Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT
Sam Lantinga 37c9e4af 2020-11-27T06:03:15 Fixed processing WM_INPUT_DEVICE_CHANGE at startup
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 2931eccd 2020-11-27T05:53:52 Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters
Sam Lantinga 849ce803 2020-11-27T05:53:50 Renamed SDL_JOYSTICK_RAWINPUT_GAMING_INPUT to SDL_JOYSTICK_RAWINPUT_WGI
Sam Lantinga 219a28dd 2020-11-27T03:45:05 Fixed D-pad uncorrelating raw input controllers (thanks Jimbly!)
Ozkan Sezer 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'
Sam Lantinga 845b9033 2020-11-25T16:46:42 Implemented trigger rumble for raw input controllers
Sam Lantinga 517be808 2020-11-25T16:05:19 Implemented battery status for Bluetooth Xbox One controllers Also switched the rumble loop count to 0xEB (one hour) to match Windows driver
Sam Lantinga 6a7f29cd 2020-11-25T11:31:17 Fixed compiling on tvOS
Sam Lantinga 9ec2cf56 2020-11-25T10:31:59 Fixed building with Windows.Gaming.Input enabled
Sam Lantinga 3c07dd12 2020-11-25T10:28:48 Strip an extra '.' off of the HORI manufacturer name
Sam Lantinga 159d1b3d 2020-11-25T01:35:45 Don't set the serial number after the controller is opened We'll use the USB value instead so it's available as soon as it's opened.
Sam Lantinga 7d92b14f 2020-11-25T01:18:18 Simplified Xbox One controller initialization state, and don't query for the serial number.
Sam Lantinga 9fc4a4c9 2020-11-24T22:25:26 Revamped Xbox One HIDAPI init sequence Added support for querying the controller serial number on newer firmware
Sam Lantinga e4b7d9a2 2020-11-24T07:56:59 Removed usage of TARGET_OS_OSX for building with older SDKs
Sam Lantinga a5cde4cb 2020-11-24T07:29:55 Fixed trying to use @available() on older SDK
Sam Lantinga 97782e6c 2020-11-24T07:11:49 Don't try to call IOS_SupportedHIDDevice() if it's not defined
Sam Lantinga a063b9fb 2020-11-24T07:06:31 Fixed compiler warning
Sam Lantinga c63bbb06 2020-11-24T06:55:33 Including SDL_config_iphoneos.h enables MFI controller code
Sam Lantinga 7a05dbf4 2020-11-24T06:42:53 Fixed building on FreeBSD Alex S Looks like we have a collision with https://hg.libsdl.org/SDL/rev/cd774daff9f6. (Again, the headers in the base system are intended for drivers and should not be used for compiling non-base applications. At least that's the policy for now: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=240964#c19.)
Sam Lantinga feab9d42 2020-11-24T06:40:13 5363 - Memory leak of joystick->sensors in SDL_JoystickClose Mathieu Eyraud Joystick->sensors is never freed.
Sam Lantinga 34bea84a 2020-11-23T23:03:55 Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD Alex S Ah, that's not quite enough. You need to: 1. rename src/joystick/bsd/SDL_sysjoystick.c to something; 2. regenerate configure.
Sam Lantinga 1e943e2a 2020-11-23T22:59:22 Fixed building with an older SDK and macOS target
Sam Lantinga e44bf8a0 2020-11-23T21:18:37 Fixed bug 5359 - Incorrect sensor data from DualShock4 multiply gyro values by sensitivity When the hardware calibration fails, values read from sensors need to be multiplied by default sensitivity (16 for gyro, 1 for accelerometer).
Sam Lantinga c8c818d7 2020-11-23T21:14:37 Fixed bug 5360 - non-libudev joystick detection doesn't see controllers that were already connected Simon McVittie When watching for hotplug events we can poll the inotify fd, but we still need to scan /dev/input once per process, otherwise we'll fail to detect devices that were already connected.
Simon McVittie 8e2746cf 2020-11-23T21:10:48 joystick: Don't use udev in Flatpak or pressure-vessel container Flatpak[1] and pressure-vessel[2] are known to use user namespaces, therefore udev event notification via netlink won't work reliably. Both frameworks provide a filesystem API that libraries can use to detect them. Do that, and automatically fall back from udev-based device discovery to the inotify-based fallback introduced in Bug #5337. [1] <https://flatpak.org/> [2] <https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/master/pressure-vessel> Signed-off-by: Simon McVittie <smcv@collabora.com>
Sam Lantinga e9869e07 2020-11-23T21:08:19 Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD Alex S Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
Sam Lantinga 62e39b5f 2020-11-23T20:57:14 Fixed building with an older SDK and macOS target
Sam Lantinga 268aa456 2020-11-23T20:26:28 Fixed compiling with SDL_JOYSTICK_RAWINPUT disabled
Ryan C. Gordon eaa53a19 2020-11-23T22:16:07 joystick: On Linux, don't try to close an invalid inotify file descriptor.
Ryan C. Gordon 5c957747 2020-11-23T22:14:22 joystick: Fix up Linux joystick code to (mostly) compile on FreeBSD.
Sam Lantinga 179bd665 2020-11-23T18:27:43 Don't enable PS5 controller support if DS4Windows is running - they conflict.
Sam Lantinga 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.
Sam Lantinga 2e8e3854 2020-11-21T17:59:15 Fixed compile warning
Sam Lantinga fd894467 2020-11-21T14:13:26 Fixed building on Mac OS X on the command line and with an older macOS SDK
Sam Lantinga 1df593fb 2020-11-21T13:15:33 Fixed bug 5355 - Add GameController Framework support to macOS C.W. Betts This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once. While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
Sam Lantinga 870841c4 2020-11-21T11:59:01 Reset the LED state after Bluetooth connection has completed on the PS5 controller
Sam Lantinga 549010f2 2020-11-20T13:24:49 It takes 2 packets to stop audio haptics and start emulated rumble on the PS5 controller
Sam Lantinga bf7d198d 2020-11-19T19:09:42 The HORI Fighting Commander should only show up as an XInput Switch Controller on Windows
Sam Lantinga 6cb7f9e3 2020-11-19T19:09:40 Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for Nintendo Switch Pro controllers using the HIDAPI driver
Sam Lantinga 99807665 2020-11-19T19:09:38 Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for the Nintendo Switch Pro controller on Linux
Sam Lantinga 7366693f 2020-11-19T19:09:36 Added support for a few more controllers on Linux
Sam Lantinga ffb4d960 2020-11-19T19:09:34 Disabled Xbox protocol debugging
Sam Lantinga c9b097e6 2020-11-19T13:31:16 Clarify the meaning of the rumble enable bits for the PS5 controller
Sam Lantinga c85623d7 2020-11-19T13:10:14 Re-enable haptic audio after rumble on PS5 controller Also make sure we don't set any other state when we're not intending to, and added more interesting effects which are currently not exposed via API
Sam Lantinga 8c3196da 2020-11-18T21:33:11 Fixed some compiler warnings
Sam Lantinga 45f14375 2020-11-18T20:34:12 Experimenting with requesting the serial number on an Xbox One controller
Sam Lantinga 963d8b3f 2020-11-18T20:34:10 Fixed bits in the initial Xbox One protocol ack
Sam Lantinga cd51a51f 2020-11-18T20:34:08 Updated with a better understanding of the Xbox One controller protocol
Sam Lantinga 51ea6a6d 2020-11-17T22:09:52 Don't send controller gyro and accelerometer updates if the values haven't changed. This keeps SDL_PollEvent() from returning data continuously when polling controller state.
Sam Lantinga 463d84a8 2020-11-17T10:56:56 Added support for the PS5 controller gyro and accelerometer
Sam Lantinga 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
Sam Lantinga d140d887 2020-11-16T17:36:47 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
Sam Lantinga 7bbea0bb 2020-11-16T15:10:02 Fixed build warning
Sam Lantinga 71e32f5e 2020-11-16T15:00:15 Added SDL_crc32()
Sam Lantinga 3d48fc05 2020-11-16T13:21:02 Added notes about the pad lights on the PS5 controller
Sam Lantinga 4514ad57 2020-11-16T13:07:11 Fixed updating LED state when starting application with Bluetooth PS5 controller connected
Sam Lantinga a37e3ae2 2020-11-16T11:21:58 Implemented PS5 effects over Bluetooth
Sam Lantinga c6c116e8 2020-11-16T10:51:13 Implemented setting the LED color on the PS5 controller
Sam Lantinga aa7c3eae 2020-11-16T09:16:01 Fixed size of rumble packet
Sam Lantinga f28c01a4 2020-11-16T09:11:15 Fixed rumble order on PS5
Sam Lantinga eb94c19a 2020-11-16T08:09:15 SDL: fix iOS build
Sam Lantinga 8243bd1d 2020-11-16T08:09:13 SDL: Plumb PS5 rumble to output report
Ozkan Sezer c0f7325b 2020-11-15T17:10:15 SDL_PrivateJoystickForceRecentering: fix wrong loop counter usage. The typo seems to have been added by commit c7782fd6142b
Sam Lantinga 5c34c973 2020-11-13T19:40:25 Clarify that we're using button indices, not using gamepad button names