Sam Lantinga
6d7da0887d
Split controller axes into positive and negative sides so each can be bound independently.
...
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Sam Lantinga
70aa2a5717
Only print out the controller mappings if we're not going to test a controller
2016-12-09 04:17:10 -08:00
Sam Lantinga
dd5d85a4e7
Added an API to iterate over game controller mappings
2016-11-29 06:36:57 -08:00
Sam Lantinga
c406f649b3
Added USB VID/PID information to the SDL test programs
2016-11-10 18:53:50 -08:00
Sam Lantinga
c490b54e08
Fixed black screen on Steam Link
2016-10-13 04:01:25 -07:00
Philipp Wiesemann
929b965c62
Fixed compiling of three test programs with C++.
2016-09-21 23:06:38 +02:00
Philipp Wiesemann
6a9a8b682c
Fixed memory leak in game controller test program.
2016-05-05 22:05:21 +02:00
Sam Lantinga
42065e785d
Updated copyright to 2016
2016-01-02 10:10:34 -08:00
Philipp Wiesemann
11d98995da
Replaced tabs with spaces in test programs.
2015-11-25 21:39:28 +01:00
Ryan C. Gordon
e6ad29aec8
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
2015-11-14 12:35:45 -05:00
Alex Szpakowski
2bf6f1bcb7
Added initial support for MFi game controllers on iOS.
2015-09-20 23:08:36 -03:00
Philipp Wiesemann
0e45984fa0
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().
2015-06-21 17:33:46 +02:00