David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
Ethan Lee
Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
ciremo6483
In `SDL_iconv_string` the `while (inbytesleft > 0)` loop can end up in a state where it never terminates because the library `iconv` function called from `SDL_iconv` doesn't consume any bytes.
This happened when a `WCHAR_T` input string was being converted to `UTF-8` but contained invalid characters. It would first It would first skip a few bytes due to `case SDL_ICONV_EILSEQ` but when there were 3 bytes remaining of `inbytesleft` `iconv` just didn't consume anything more (but didn't throw an error either).
It just so happens that the Microsoft Classic IntelliMouse `product_string` contains such invalid characters (`"Microsoft? Classic IntelliMouse?"`), meaning the function would get stuck with said mouse plugged in.
A fix for this would be to check if `inbytesleft` was unchanged after an iteration and in that case either decrement the counter like when `SDL_ICONV_EILSEQ` is returned or simply break the loop.
cmediaplayer
Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps:
*Open a media file
*When playing the file change the scale quality under the video menu.
*You will see the problem.
Prior to this fix, we would hit the existing_instance >= 0 case and move the joystick
again to a different index than the one requested by the caller. It also breaks the assumption
that a SDL_JoystickID is only present in SDL_joystick_players at one location.
Anthony Pesch
I was just communicating with one of the Retropie developers regarding this.
This change removed the forced window focus change on creation (3534cb3793) as part of the change no longer assumes there's only a single window being created. This was perhaps an over-aggressive removal.
Due to that change, joystick events are only received if SDL_SetKeyboardFocus is called explicitly, or if the app has specified SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS.
I think that part of my change should be reverted to continue setting mouse / keyboard focus to the window being created. If SDL_WINDOW_INPUT_FOCUS is to be used as an input flag the code could be conditional, but that would still leave existing software broken.
The 8BitDo SF30 Pro Gamepad will generate a single motor pulse for each rumble message, so we need to do this frequently to have continous rumble on this device.
pelya
KaiOS is an OS for feature phones, with numeric keypad and non-touch screen, and typically 512 Mb RAM and 4 Gb flash.
It is based on Firefox OS, all apps are made with HTML5 and Javascript. SDL can be cross-compiled using emscripten and packaged as native app.
This patch adds support for star '*' and pound '#' keys on such phones to generate SDL events.
It appears that with some (presumably) flaky drivers or hardware that the WriteFile in hid_write never completes leading to GetOverlappedResult to block forever waiting for it.
Jake Breen
When I run SDL_INIT with SDL_INIT_JOYSTICK it stalls for about 10 seconds (last report was 10,615ms), but only if I'm currently playing audio. (Like in Spotify for example.)
querying something related to device access (last dll loaded)
'BabbysFirst64.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceaccess.dll'.
I use a USB DAC because my mobo's audio out is pretty not great. And I've noticed unplugging it seems to solve the issue. I haven't noticed any other issues that are caused by my DAC.
My DAC is the Sound BlasterX G1 https://us.creative.com/p/gaming-headsets/sound-blasterx-g1
Vid = 041E
PID = 3249
My system specs:
- Windows 10 Pro
- Ryzen 2700x
- 16GB Ram
- Nvidia 2070 RTX
Additional USB devices plugged in:
- Valve Index
- Xbox One Elite Controller
Charles Huber
This patch fixes the segfault on my Pi, though the valid display index range reported by the CHECK_DISPLAY_INDEX() macro in src/video/SDL_video.c is a little weird:
$ SDL_VIDEO_EGL_DRIVER=libEGL.so SDL_VIDEO_GL_DRIVER=libGLESv2.so ./a.out
SDL_Init(): displayIndex must be in the range 0 - -1
rofferom
I have an annoying issue on MacOS about XBoxOne Bluetooth rumble (Vendor: 0x045e, Product: 0x02fd).
When 360controller is installed, rumble is working correctly. However, Bluetooth rumble isn't working at all, with or without 360controller installed (although it is working with Chrome + https://html5gamepad.com).
I looked at the code, and it seems that XBox controllers are managed in MacOS in this file: SDL_hidapi_xbox360.c. The XBoxOne file is disabled for MacOS in SDL_hidjoystick_c.h.
The function HIDAPI_DriverXbox360_Rumble() is called correctly, and hid_write() returns no error.
I have tried a stupid test. I took the rumble packet from 360controller: ec4e88eb2d/XBOBTFF/FFDriver.cpp (L620). With the patch I have attached, I manage to have rumble working on Bluetooth (with some stupid vibration level, but it proves it can if the packet is changed).
But it breaks the USB rumble with 360controller. A comment in the function makes an explicit reference to 360controller, I think that's why I have broken this specific usecase.
I don't know what is the correct way to fix this, but it seems that the current implementation has a missing case for Bluetooth support.
Note that I also tested master this morning, and I have another issue:
if (!device->ffservice) {
return SDL_Unsupported();
}
test fails in DARWIN_JoystickRumble(). This test has been done quickly, I'm not totaly confident about its accuracy.