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f317d619
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2022-07-01T13:59:14
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Xbox GDKX support (#5869)
* Xbox GDK support (14 squashed commits)
* Added basic keyboard testing
* Update readme
* Code review fixes
* Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
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e551384a
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2022-04-26T14:54:14
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Added functions to get the platform dependent name for a joystick or game controller
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f97a29f6
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2022-02-11T22:10:33
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Use the real device VID/PID when seeing the Steam virtual controller
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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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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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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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cb361896
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2020-12-09T07:16:22
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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.
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1031231b
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2020-12-03T18:17:03
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Fixed duplicating a device between XInput and HIDAPI
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8a449de2
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2020-11-27T10:44:47
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Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT
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2931eccd
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2020-11-27T05:53:52
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Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters
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268aa456
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2020-11-23T20:26:28
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Fixed compiling with SDL_JOYSTICK_RAWINPUT disabled
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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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ac1f174a
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2020-06-02T17:02:37
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Fixed bug 5167 - Memory leak in GuessXInputDevice
meyraud705
Variable 'devices' is not freed if function GuessXInputDevice, in SDL_xinputjoystick.c, return early.
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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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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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80d075a0
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2020-03-13T09:43:48
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Fixed compiler warnings
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c44473ba
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2020-03-12T19:47:30
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Unified code to standardize joystick names
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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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7ea3f5b4
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2020-01-26T12:48:35
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Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
Switch hidapi and xinput also need to check for overflow, attached a patch for them.
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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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d000a592
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2019-12-21T22:33:21
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Fixed windows build
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0f529160
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2019-12-11T17:47:01
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Added custom names for some controllers
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65096446
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2019-11-20T16:42:50
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Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp()
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9da4bfc1
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2019-10-22T10:57:07
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Added support for the Power A Nintendo Switch Enhanced Wireless Controller
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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14329256
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2018-10-25T16:53:14
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Generalized the XInput user index into a player index
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9987ca69
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2018-10-25T12:54:42
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Added SDL_JoystickGetXInputUserIndex()
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a2add1f6
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2018-08-15T23:14:45
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Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button.
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63107524
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2018-08-15T19:53:34
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Fixed input from the Steam Virtual Gamepad on Mac OS X
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99759bac
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2018-08-09T16:04:34
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There's no controller that's supported by both XInput and HIDAPI
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888bf1af
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2018-08-09T16:03:50
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Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
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d2042e1e
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2018-08-09T16:00:17
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Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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a8ac5885
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2018-03-07T13:30:40
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Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
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6e3d0a13
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2018-02-21T12:42:30
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Use new XInput mapping for Win10+ (Bugzilla #3960)
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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c49fa37c
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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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8eee82cd
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2017-02-03T23:30:43
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Windows: Fixed warning about unused variable.
Found by buildbot.
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710ae62a
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2017-02-02T17:33:40
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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.
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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d6bcec8f
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2016-12-10T15:23:17
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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.
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2f6ba615
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2016-11-24T12:24:22
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Guess the USB VID/PID of XInput devices
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27d4f099
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2016-10-07T23:40:44
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Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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1c2beb21
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2016-02-16T13:47:37
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Allow using the game controller API with arcade sticks and other XInput devices
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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dc804c0e
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2015-11-14T21:29:14
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WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010. It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
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a0c4b56f
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2015-09-30T15:39:30
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SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
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0e45984f
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2015-06-21T17:33:46
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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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e90f87ba
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2015-05-28T01:08:33
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Another attempt to get this to compile.
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4add1694
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2015-05-28T01:02:03
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Patched to compile on MingW.
(I think!)
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58447b24
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2015-05-28T00:54:52
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Move tests from SDL_config higher up in Windows joystick/haptic code.
Fixes Bugzilla #2932.
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
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2015-04-20T12:22:44
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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
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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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
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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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70438be2
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2014-12-03T10:55:23
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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
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
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2014-09-11T19:24:42
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[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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a2d5dd02
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2014-07-07T13:19:53
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Removed useless assert
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1ee96bb9
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2014-07-07T10:26:28
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Fixed mingw64 build and warnings
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b79e7f32
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2014-07-03T15:39:55
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Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
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