src/joystick/emscripten

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Author Commit Date CI Message
Sam Lantinga 0479df53 2023-01-09T09:48:21 Updated copyright for 2023
Sam Lantinga b8d85c69 2022-11-30T12:51:59 Update for SDL3 coding style (#6717) I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
Sylvain Becker fb0ce375 2022-11-27T17:38:43 Cleanup add brace (#6545) * Add braces after if conditions * More add braces after if conditions * Add braces after while() conditions * Fix compilation because of macro being modified * Add braces to for loop * Add braces after if/goto * Move comments up * Remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements after merge * Fix inconsistent patterns are xxx == NULL vs !xxx * More "{}" for "if() break;" and "if() continue;" * More "{}" after if() short statement * More "{}" after "if () return;" statement * More fix inconsistent patterns are xxx == NULL vs !xxx * Revert some modificaion on SDL_RLEaccel.c * SDL_RLEaccel: no short statement * Cleanup 'if' where the bracket is in a new line * Cleanup 'while' where the bracket is in a new line * Cleanup 'for' where the bracket is in a new line * Cleanup 'else' where the bracket is in a new line (cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
Sam Lantinga 277b033e 2022-08-22T19:28:21 Refactor joystick GUID creation
Sam Lantinga c1e08739 2022-08-22T16:46:55 Added the CRC of the joystick name to the GUID This will make it possible to have mappings for different controllers that have the same VID/PID. This happens frequently with some generic controller boards that have been reused in many products. Fixes https://github.com/libsdl-org/SDL/issues/6004
Sam Lantinga e551384a 2022-04-26T14:54:14 Added functions to get the platform dependent name for a joystick or game controller
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Cameron Gutman 1ccfbf96 2021-11-11T11:13:08 joystick: Convert HasLED() into a generic GetCapabilities() function
Sam Lantinga 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
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
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 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 1e2caac5 2020-11-11T18:57:37 Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
Sam Lantinga e555d453 2020-11-05T11:07:54 Added SDL_JoystickHasLED Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga 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.
Ethan Lee 83cddd2e 2020-04-30T11:57:29 Add SDL_JoystickSetLED. Currently, this is only supported by the PS4 HIDAPI driver.
Sam Lantinga b6afbe63 2020-04-07T09:38:57 Added SDL_log.h to SDL_internal.h so logging is available everywhere
Sam Lantinga c44473ba 2020-03-12T19:47:30 Unified code to standardize joystick names
Sam Lantinga 6efebf17 2020-02-04T12:48:53 Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 46e1377d 2019-12-20T20:12:03 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks. Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
Charlie Birks aacb1091 2019-01-29T12:19:00 Emscripten: call emscripten_sample_gamepad_data
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Ryan C. Gordon 18296927 2018-12-15T09:57:05 emscripten: SDL_PrivateJoystickAdded() wants an instance id, not device index.
Sam Lantinga 14329256 2018-10-25T16:53:14 Generalized the XInput user index into a player index
Sam Lantinga 4d4e18c4 2018-10-25T12:54:39 Added vi style for the Emscripten joystick code
Ryan C. Gordon b692c352 2018-08-10T14:32:30 emscripten: Patched to compile with new joystick interfaces.
Sam Lantinga 888bf1af 2018-08-09T16:03:50 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
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Philipp Wiesemann 871d43a8 2017-06-08T22:40:09 Removed unused hint includes.
Philipp Wiesemann cc5b4f45 2017-05-12T23:01:17 emscripten: Changed internal functions to be static.
Ryan C. Gordon 61a3ba30 2017-01-07T17:09:14 Replaced a few single-line "//" comments.
Sam Lantinga 082132a7 2017-01-03T23:39:28 Fixed binding the D-pad on some Super NES style controllers Fixed a case where partial trigger pull could be bound to another button There is a fundamental problem not resolved by this commit: Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on. Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work. My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga ad1bfea5 2016-08-26T12:18:08 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() Updated the removal code to iterate over all joystick add messages instead of just the first one.
Philipp Wiesemann e79f0009 2016-08-25T22:31:44 Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!).
Philipp Wiesemann a1285525 2016-08-17T21:04:50 Emscripten: Fixed opening previously closed joystick.
Philipp Wiesemann 7da168db 2016-02-10T19:31:23 Fixed spaces in license comments.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 3362c9f1 2015-08-09T20:00:51 Emscripten: Changed return -1 after SDL_SetError() to return SDL_SetError().
Philipp Wiesemann fcc59409 2015-08-05T21:04:10 Emscripten: Added missing error messages for audio and joystick init failures.
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 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.
Philipp Wiesemann 3e1d3629 2015-04-15T21:29:55 Fixed typo in internal joystick documentation comments.
Philipp Wiesemann e6b7b38c 2015-04-15T21:27:10 Emscripten: Simplified implementation of joystick update function. The function was implemented using four loops but only needed two.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 162ef5ea 2015-03-24T13:52:01 Cleanups in the joystick code. Removed some redundant state and other confusions. Fixes Bugzilla #2738.
Philipp Wiesemann da843f6a 2015-03-11T21:14:21 Updated internal documentation comments.
Philipp Wiesemann 8321efba 2015-02-22T23:21:32 Emscripten: Fixed out of range joystick device index after joystick disconnect. After disconnecting a joystick the remaining kept their original device index. This was not correct because the device index must be a number between 0 and SDL_NumJoysticks(). It was fixed with ideas from SDL's joystick implementation for Android. Some range checks were removed as the caller already checks them.
Philipp Wiesemann 5c43207f 2015-02-22T21:00:35 Emscripten: Fixed sending button and motion events for not opened joysticks. SDL_SYS_JoystickUpdate() was implemented incorrectly. For every call to it all attached joysticks were checked. But actually only the given SDL_Joystick should be checked then. This allowed sending broken events for attached but not opened joysticks. It also checked the opened joysticks more often than actually needed.
Philipp Wiesemann 6dda14c0 2015-02-18T21:34:07 Emscripten: Fixed receiving joystick events after failed init or subsystem quit. The callbacks used to receive the HTML events were not removed if the joystick subsystem initialization failed or if the joystick subsystem was quit. Also, the already connected joysticks were not deleted if the initialization failed later.
Philipp Wiesemann 052720f7 2015-02-15T21:47:10 Emscripten: Removed unused internal function.
Philipp Wiesemann bd2d0146 2015-02-15T21:44:36 Emscripten: Changed return type of callback implementations from int to EM_BOOL. The prototypes are declared with EM_BOOL (which is currently an int) in html5.h.
Philipp Wiesemann 2ef8b1a7 2015-02-14T15:22:04 Emscripten: Fixed sending SDL_JOYDEVICEADDED events with an index out of range. SDL_JOYDEVICEADDED events must contain the device index which is a value between 0 and the number of connected joysticks. The old implementation included a value based on the instance id instead. It worked in some cases because the values are similar initially. But after disconnecting joysticks this is no more the case and the always increasing instance id becomes larger than number of joysticks.
Philipp Wiesemann 39418488 2015-02-14T15:16:41 Emscripten: Deactivated and corrected debug log messages on joystick events.
Philipp Wiesemann c5179c6a 2015-02-14T00:13:00 Emscripten: Fixed not including SDL_internal.h.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 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
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 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.
Philipp Wiesemann f5fa9a59 2014-12-31T21:00:32 Removed unused enumeration and constant from internal header file.
Ryan C. Gordon 16f3cbfc 2014-12-26T23:16:54 Cleaned up some compiler warnings.
Philipp Wiesemann 79b3221b 2014-12-25T22:03:07 Fixed compile warnings about unused variables. Found by buildbot.
Ryan C. Gordon fe40a172 2014-12-18T00:19:52 Initial merge of Emscripten port! With this commit, you can compile SDL2 with Emscripten ( http://emscripten.org/ ), and make your SDL-based C/C++ program into a web app. This port was due to the efforts of several people, including: Charlie Birks, Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd, Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)