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80021c21
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2018-09-05T15:28:06
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Speculatively disable rumble on the Razer Panthera Evo, which doesn't have rumble motors and probably hangs in the same way the Panthera does.
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96259f1f
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2018-09-05T12:16:01
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Don't overwrite the default binding when changing the binding for a controller that was using the default.
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963e74d6
|
2018-09-05T11:24:23
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Added binding for Mad Catz FightStick TE S+ (PS3) on Mac OS X
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c152e380
|
2018-09-05T11:18:50
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Added support for the Razer Panthera Fightstick
Fixed bindings for the Mad Catz FightStick TE S+
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34237b80
|
2018-08-31T18:10:21
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|
Better fix to make sure we're only returning controllers from the HIDAPI joystick API
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|
4ffcd88c
|
2018-08-31T17:47:34
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Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID.
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5ef8eb49
|
2018-08-29T20:55:02
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Don't show the Razer Raiju sound interface as a game controller
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207428b4
|
2018-08-29T20:23:39
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Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput.
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16ccff3c
|
2018-08-29T20:23:36
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Fixed whitespace
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fda14741
|
2018-08-29T18:56:54
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Fixed Xbox One S Bluetooth support on Mac OS X
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6b3f11e2
|
2018-08-20T21:18:56
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Fixed code style
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90454b1e
|
2018-08-16T11:01:02
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SDL_hidapi_ps4.c: define NTDDI_VISTA / _WIN32_WINNT_VISTA if not defined
it still needs a Vista or newer Platform SDK to build, though.
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7d3a7ef8
|
2018-08-15T23:35:54
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Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver.
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a2add1f6
|
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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3f5ff751
|
2018-08-15T23:14:43
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Use a unified name list for Xbox 360 and Xbox One controllers for drivers that can handle both
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aad340eb
|
2018-08-15T19:53:36
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Added Windows Xbox controller state packet handling, for completeness.
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|
63107524
|
2018-08-15T19:53:34
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|
Fixed input from the Steam Virtual Gamepad on Mac OS X
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|
0903e835
|
2018-08-15T19:53:31
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|
Use SDL specific window class to avoid conflicting with Steam
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|
c8866658
|
2018-08-15T19:53:30
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|
Catch device removal as well as device arrival on Windows
|
|
641c674f
|
2018-08-15T19:53:28
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|
Turned off debug messages
|
|
51902010
|
2018-08-15T19:53:26
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|
Remove the HIDAPI device if we get a read error from it
This fixes detecting PS4 controller disconnect on Mac OS X, where there isn't any device removed notification
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dfbd7f65
|
2018-08-15T19:53:24
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|
Fixed Mac OS X build
|
|
ec74c318
|
2018-08-15T19:53:22
|
|
Polling hid_enumerate() every 3 seconds causes freezes and stutters on some USB audio devices and mice.
We'll only enumerate devices when we get notification that the system devices have changed
|
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67a48ad1
|
2018-08-10T15:04:08
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haiku: Patched to compile with new joystick interfaces.
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e1ac643b
|
2018-08-10T14:54:26
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|
bsd: Patched to compile.
(I think.)
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67764070
|
2018-08-10T14:42:40
|
|
bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
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b692c352
|
2018-08-10T14:32:30
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emscripten: Patched to compile with new joystick interfaces.
|
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941f8ecf
|
2018-08-10T14:10:47
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|
joystick: define inline to SDL_INLINE
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|
0b2863d4
|
2018-08-10T14:09:44
|
|
joystick: #if 0'd out some things that aren't currently used.
Fixes some compiler warnings.
|
|
a7c3d2af
|
2018-08-10T11:50:55
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|
SDL_hidapi_ps4.c: lowercase windows header names.
|
|
4f41f07d
|
2018-08-09T16:05:48
|
|
Added missing files from previous commits
|
|
31b02243
|
2018-08-09T16:04:45
|
|
Added notes that this code was contributed by Valve
|
|
99759bac
|
2018-08-09T16:04:34
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|
There's no controller that's supported by both XInput and HIDAPI
|
|
ab07ce11
|
2018-08-09T16:04:30
|
|
Don't update the device list for devices we know aren't supported
This should reduce HID enumeration (hitting the USB bus) if for some reason we're getting spammed with false device insert/removal events
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28e0c0ee
|
2018-08-09T16:04:21
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|
Sam Lantinga <slouken@libsdl.org> 2018-08-06 13:00 -0700
Backed out changeset 794a209b2270
http://hg.libsdl.org/SDL/rev/2e2ecdac957c
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25a952e7
|
2018-08-09T16:04:18
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|
Sam Lantinga <slouken@libsdl.org> 2018-08-06 11:58 -0700
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
http://hg.libsdl.org/SDL/rev/794a209b2270
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888bf1af
|
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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f35e97ba
|
2018-08-09T16:03:29
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Fixed Windows build
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|
d2042e1e
|
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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a37d3e0b
|
2018-08-06T13:00:11
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|
Backed out changeset 794a209b2270
It turns out the mapping is correct, just the name was confusing
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cc682f20
|
2018-08-06T11:58:08
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|
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
Different device with same vid/pic that is kind of a Saitek shape:
https://www.trust.com/en/product/17416-gxt-24-runa-compact-gamepad
n64 with same ID
https://bbs.archlinux.org/viewtopic.php?id=163488
PS shaped with numbers for buttons
https://pineight.com/mw/index.php?title=USB_game_controller#DragonRise_Inc._Generic_USB_Joystick
fightstick with same vid/pid
https://retropie.org.uk/forum/topic/7594/bartop-2-player-zero-delay-encoders-not-working
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862aa4b4
|
2018-07-22T19:28:27
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|
windows: Fixed some Visual Studio warnings about shadowed variables.
Fixes Bugzilla #4118.
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864b8f89
|
2018-06-12T01:04:26
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|
Merged in community contributed controller mappings from https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
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12059782
|
2018-06-12T00:18:10
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Added common controllers used with Steam Big Picture
These are entirely untested
Several USB ids refer to multiple packaged products. In those cases I tried to use the most common name, or a general name (e.g. PS3 Controller), or a completely generic name (e.g. USB gamepad) if it wasn't clear what type of controller it was.
Patches welcome!
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db86e7a6
|
2018-06-07T10:54:54
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Added support for the PS3 controller driver in PlayStation Now
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ff6aebc4
|
2018-05-29T08:03:44
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|
Added a new GUID for DS3 controller connected over bluetooth, for both Sony and Shanwan (thanks William!)
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b3173d9d
|
2018-05-23T17:15:37
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Added support for the NVIDIA SHIELD handheld gaming device
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361043a5
|
2018-05-23T17:15:33
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|
Actually left trigger is motion axis 17 and right trigger is motion axis 18, which will map in that order to SDL axes.
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4d9a3469
|
2018-05-23T16:00:21
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|
Added additional supported Android controllers
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c07656db
|
2018-05-23T16:00:19
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|
Fixed default mapping for Android controller triggers (they were reversed)
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999af809
|
2018-05-18T13:09:30
|
|
Merged latest changes from Steam Link app
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b7228bc5
|
2018-04-11T18:28:03
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Added support for the GameSir G3w
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b41b9d34
|
2018-03-19T14:52:53
|
|
Fixed return value
|
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8e062f69
|
2018-03-19T14:42:51
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|
Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
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d529b001
|
2018-03-19T13:16:11
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Added mapping for the ASUS Gamepad removing the guide button, which doesn't generate events even though it's reported in the Android APIs.
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129431b4
|
2018-03-08T16:32:22
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Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press
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|
92847022
|
2018-03-07T18:10:01
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|
Added a mapping for the latest firmware for the Xbox One S controller on Android
|
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a2c1d83c
|
2018-03-07T18:09:58
|
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Include a USB VID/PID for Apple MFI controllers
This is just placeholder VID/PID, but allows code that works with VID/PID to identify the MFI controllers easily.
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a8ac5885
|
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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9e651b69
|
2018-03-06T14:51:50
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|
Try to dynamically create a default Android game controller mapping based on the buttons and axes on the controller.
Include the controller USB VID/PID in the GUID where possible, as we do on other platforms.
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003c0dce
|
2018-03-02T10:56:21
|
|
Use the real controller name for game controllers on iOS and Apple TV
|
|
6e3d0a13
|
2018-02-21T12:42:30
|
|
Use new XInput mapping for Win10+ (Bugzilla #3960)
|
|
7c360027
|
2018-02-09T16:01:11
|
|
Fixed compiler warning on Android
|
|
965c11f3
|
2018-02-07T14:07:54
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|
Fixed bug 4060 - Alternative DualShock 4 v2 controller GUID
ayer.3d
I have a DualShock 4 v2 controller with a GUID that's not in the database. There is an existing GUID that is almost identical, with the only difference that I can tell being the reported version string (mine being 8001, database is 8100).
Existing GUID: 050000004c050000cc09000000810000
New GUID: 050000004c050000cc09000001800000
When connected via USB, the GUID matches an existing entry: 030000004c050000cc09000011810000
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73c26c20
|
2018-02-06T16:43:31
|
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Send Apple TV remote input as key events unless it's opened as a joystick, to match Android behavior.
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f59b9c8b
|
2018-02-06T15:03:38
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|
Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
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2b441ec6
|
2018-02-05T11:40:39
|
|
SDL Changes to support clean reads
CR: saml
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|
e99daaf8
|
2018-01-22T09:45:16
|
|
android: Fixed compiler warning about nested '/*' comments.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
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|
fee2469c
|
2017-12-19T10:48:29
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|
Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain
On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
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e5cfa241
|
2017-12-16T10:40:47
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|
Fixed default Android D-PAD mapping so the back button is treated as B
|
|
255362a3
|
2017-12-16T10:40:45
|
|
Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
|
|
cc30e1eb
|
2017-12-16T10:40:43
|
|
Added support for the ASUS TV500BG Android gamepad
|
|
688bc285
|
2017-11-20T13:59:43
|
|
Steam Virtual GamePad config for macOS
|
|
c954b538
|
2017-11-02T08:48:14
|
|
Fixed bug 3935 - Not find joysticks if android run 24-48 days.
Alexander Orefkov
In src\joystick\android\SDL_sysjoystick.c in SDL_SYS_JoystickDetect when SDL_GetTicks return number grater 2147483648 (after 24.85 days uptime) SDL_TICKS_PASSED(SDL_GetTicks(), timeout) return FALSE and Android_JNI_PollInputDevices is never calling.
And in JoystickByDeviceId - when search for newly added joystic - after SDL_SYS_JoystickDetect item not reinitilized, and always stay NULL, cause return NULL instead of added joystick.
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|
a7d2d12c
|
2017-11-01T10:07:04
|
|
Fixed building on non-Android platforms
|
|
a90be440
|
2017-11-01T10:06:58
|
|
Added controller mapping for Android TV remotes
Also fixed the back button on the remote exiting the application
|
|
556a8544
|
2017-10-16T15:22:40
|
|
Fixed compiler warning on iOS
|
|
b647bd06
|
2017-10-10T17:41:41
|
|
The event filter and event watch functions are now thread-safe
|
|
d90fce3c
|
2017-10-10T11:10:15
|
|
Exposed the joystick locking functions for multi-threaded access to the joystick API
|
|
2657dfae
|
2017-10-09T11:45:15
|
|
Fixed crash in SDL_IsGameController() on Windows if called when a controller is being removed
|
|
b120fb87
|
2017-10-08T10:59:03
|
|
Fixed bug 3865 - [PATCH] Support for GreenAsia Inc. PSX to USB converter as SDL_GameController
Manuel
I would like this small patch merged that adds support for my GreenAsia Inc. PSX to USB converter, so SDL_IsGameController() returns true when using this adaptor.
It's interesting because PSX/PS2 controllers connected using this model won't be detected as gamecontrollers otherwise, only as joysticks.
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5ab5c9b7
|
2017-09-22T08:56:09
|
|
Avoid duplicate joystick axis events
|
|
2fd52351
|
2017-09-22T08:32:31
|
|
Added stubs for simple Steam Controller support
|
|
d8286479
|
2017-09-22T08:30:52
|
|
Added stubs for simple Steam Controller support
|
|
eaab6098
|
2017-09-21T10:29:17
|
|
Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched.
|
|
46ec1305
|
2017-09-14T21:45:14
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|
Fix for 3829. Revert adding GameSir G4s, uses same GUID as PS3 controller.
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|
73c85e98
|
2017-09-14T19:33:32
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|
Readd support for GameSir G4s, lost with changeset 11431
|
|
ac782d71
|
2017-09-12T05:53:47
|
|
Added support for the PDP Battlefield One Xbox One controller on Linux
|
|
0ddac338
|
2017-09-08T07:15:47
|
|
keep joystick thread from waking unnecessarily, and from possibly blocking for 300ms at shutdown if a joystick was just plugged in
CR: SamL
|
|
20207abf
|
2017-08-31T22:07:28
|
|
macOS: Update controller mapping of Steelseries Stratus XL to account for reversed thumbstick y-axis values (bug #3483).
|
|
b54bcb34
|
2017-08-30T23:30:24
|
|
Fixed bug 3483 - Steelseries Nimbus MFi controller reversed Y-axis analog stick
benjamin.feng
Probable underlying cause: https://bugzilla.libsdl.org/show_bug.cgi?id=3124#c5
"If you download and build the HID Calibrator sample you can see that these are totally legitimate HID devices (except for inverting the Y-axis of joysticks, which is contrary to the HID specification but does make them more compatible with games compiled expecting XBOX controllers)."
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|
8e160a34
|
2017-08-30T23:02:39
|
|
Convert tabs to spaces in game controller database entries
|
|
2a945b44
|
2017-08-28T10:03:39
|
|
Fixed bug 2361 - [Android] Joysticks do not have unique IDs
David Brady
When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.
This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there. The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
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|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
bbd9acdd
|
2017-08-26T21:20:20
|
|
Add support for GameSir G4s
|
|
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.
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ea9bc659
|
2017-08-13T20:39:00
|
|
Added check for XBOX in addition to Xbox and X-Box
|