src/joystick


Log

Author Commit Date CI Message
Ozkan Sezer fd65aaa9 2021-01-23T17:30:50 move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver build-tested only. (bug #5472.)
Sam Lantinga 9c88eac8 2021-01-22T11:40:20 ControllerList: fix typo
Ozkan Sezer 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.
Ozkan Sezer 4a776557 2021-01-22T20:10:02 old os2 analogue joystick code ported from SDL-1.2. disabled by default, build-tested only.
Ozkan Sezer 23764588 2021-01-23T17:24:28 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H
Sam Lantinga 9e45372a 2021-01-21T22:47:37 Fixed build on Android and iOS
Sam Lantinga f68b36df 2021-01-22T11:42:42 Added support for the EVORETRO GameCube Adapter in PC mode
Ozkan Sezer f3835702 2021-01-17T05:00:50 fix build with --disable-directx
Sam Lantinga 3527b494 2021-01-21T22:30:34 Fixed initializing the Nyko and EVORETRO GameCube adaptors This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
Sam Lantinga 178ae70a 2021-01-20T12:18:10 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller.
Cameron Gutman 6e97170e 2021-01-08T21:16:06 Use PS4 rumble hint as the default for the PS5 rumble hint Existing SDL applications may not know about the need to set a specific hint to enable rumble on PS5 controllers, even though they may already set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4 controller rumble support. Rather than requiring those developers update their apps, let's use the SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior they are expected for all PlayStation controllers.
Ozkan Sezer 6393d14d 2021-01-19T15:50:28 SDL_virtualjoystick.c: remove wrong #endif comment.
Sam Lantinga 2ea393bd 2021-01-15T14:36:21 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers
Ozkan Sezer bdb3e6b8 2021-01-15T12:40:00 SDL_hidapi_switch.c: fix build with older compilers
Sam Lantinga e3dbae50 2021-01-14T23:49:41 Get the serial number for the Nintendo Switch Pro controller
Sam Lantinga 5fc743c4 2021-01-14T23:49:37 Phantom Nintendo Switch Pro Controller initialization problem
Sam Lantinga 92742306 2021-01-14T23:49:33 Fixed rumble reset failing for Switch Pro controllers in USB mode
Sam Lantinga d0b87fed 2021-01-14T23:49:27 Added HIDAPI rumble debug info
Sam Lantinga e2f46ed8 2021-01-14T23:49:20 Always lock the HIDAPI device when closing, in case rumble is pending
Sam Lantinga 907b8eeb 2021-01-14T23:49:16 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete
Sam Lantinga b3848c51 2021-01-14T15:15:57 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled jibb I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller. I'm using the standard mapping file from here: https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed). However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead. Mathias Kaerlev Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version. I suspect it might be caused by this commit: https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5 It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
Sam Lantinga bdc6e4ff 2021-01-14T15:03:11 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS RustyM This is related to Bug 5034, but crashes under a somewhat different condition. In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash. File: joystick/darwin/SDL_sysjoystick.c Function: static recDevice *FreeDevice(recDevice *removeDevice) On line 159: while (device->pNext != removeDevice) { Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188) This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in. Some of the "retro" controllers I?ve seen this crash with: - iBuffalo SNES Controller - 8Bitdo SN30 Gamepad (in MacOS mode) - Retrolink NES Controller - HuiJia SNES Controller Adaptor The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10. The while loop in FreeDevice() assumes that every device is not NULL. recDevice *device = gpDeviceList; while (device->pNext != removeDevice) { device = device->pNext; } device->pNext = pDeviceNext; So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work. recDevice *device = gpDeviceList; if (!device) { while (device->pNext != removeDevice) { device = device->pNext; } } device->pNext = pDeviceNext;
Sam Lantinga fbd7c718 2021-01-13T11:02:07 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver
Sam Lantinga d757ec7f 2021-01-13T11:02:01 Only select the gamepad interfaces on the Xbox 360 wireless adapter
JibbSmart e9887045 2021-01-11T15:36:40 Gyro and Accel sensor support for Switch Pro Controller. Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
Sam Lantinga a5dba7d3 2021-01-08T09:54:52 Fixed Xbox One Series X share button incorrectly triggering on newer firmware
Sam Lantinga d72dbd98 2021-01-04T17:30:28 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller
Sam Lantinga b2a0c712 2021-01-04T12:24:44 Allow setting the player index to -1, which turns off the player LED for PS5 controllers
Sam Lantinga bf754b52 2021-01-04T12:17:24 Valve contributed code is under the Zlib license
Ozkan Sezer 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..
Ozkan Sezer f2bd861c 2021-01-04T08:50:00 move SDL_tcsstr definition to core/windows/SDL_windows.h
Ozkan Sezer ae18109a 2021-01-04T01:23:50 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT() cf. bug #5435.
Ozkan Sezer 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.
Ozkan Sezer f09e0af7 2021-01-04T01:23:50 SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic cf. bug #5435.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga 480c1f9f 2021-01-01T11:12:36 Make sure we're not starving report reads when there's lots of rumble
Sam Lantinga 0684572c 2020-12-29T12:13:10 Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
Sam Lantinga 0ed4d929 2020-12-23T04:53:23 Fixed setting player LEDs for PS5 controllers over Bluetooth
Sam Lantinga 6341bb35 2020-12-22T21:51:59 Fixed controller disconnect detection for PS4 and PS5 controllers over Bluetooth
Sam Lantinga a30adae5 2020-12-22T20:58:32 Make it possible to turn on PS4 rumble effects at runtime using the hint
Sam Lantinga c93947a2 2020-12-22T20:12:03 Make it possible to turn on PS5 rumble effects at runtime using the hint
Sam Lantinga 058a0ab4 2020-12-22T14:38:32 Set the pad lights on the PS5 controller corresponding to the player index Also allow setting the player index from testgamecontroller using the number keys
Sam Lantinga 6a57072e 2020-12-22T14:10:08 Only add the touchpad and sensors to the PS5 controller if effects are enabled
Sam Lantinga 4ec776c3 2020-12-22T13:29:23 Don't switch the PS5 controller out of DirectInput mode by default
Sam Lantinga ee180efd 2020-12-20T12:08:49 Fixed bug 5406 - Upstreaming DragonFlyBSD changes from DeltaPorts (patch from David Carlier)
Sam Lantinga cbe13d23 2020-12-18T13:10:36 Fixed controller hotplug detection when joystick thread is not enabled
Sam Lantinga f0577bc9 2020-12-18T10:09:06 ControllerList: setup the ps5 default deadzone to match PS4 instead of defaulting to same a XboxOne/Switch
Ozkan Sezer 90456670 2020-12-17T14:11:00 more "'for' loop initial declarations are only allowed in C99 mode" fixes
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