Commit Graph

46 Commits

Author SHA1 Message Date
Ethan Lee 83cddd2ebc Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
2020-04-30 11:57:29 -04:00
Sam Lantinga 345b4d7e14 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.
2020-05-29 13:37:21 -07:00
Ryan C. Gordon 8c165adde7 joystick: Remove force_centering flag; we handle this on disconnect now. 2020-04-07 23:17:27 -04:00
David Ludwig 7e5340c5ac Fix for Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034.  Here
are the problems being addressed:

1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
   without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
   lead to a crash.  A per-device flag has been added to make sure that these
   calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
   (via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
   checking for a NULL hwdata.  FreeDevice will now set hwdata to NULL and
   DARWIN_JoystickRumble will check for a NULL hwdata.
2020-03-17 17:34:24 -04:00
David Ludwig 36d5845152 Backout prior fix for Bug 5034, which needs more research
This backs-out the change, https://hg.libsdl.org/SDL/rev/14c961903135
2020-03-17 02:31:47 -04:00
David Ludwig 197b14de4a Fixed Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
The Darwin/macOS joystick driver was freeing its joystick's hwdata field
without zeroing it out in any live instance of SDL_Joystick.
2020-03-16 19:24:25 -04:00
Sam Lantinga 5722e88481 Fixed build warnings 2020-03-12 19:49:33 -07:00
Sam Lantinga c44473ba73 Unified code to standardize joystick names 2020-03-12 19:47:30 -07:00
David Ludwig d88f3f5226 macOS: fix crash if and when joystick-init-on-add fails 2020-02-05 13:16:17 -05:00
David Ludwig 65fd633694 FIX for SDL-4927: CFRetain+CFRelease a game controller's IOKit object
This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a
USB game controller gets unplugged.  SDL was not retaining a reference
to the controller's OS/IOKit-provided 'device object', and was capable
of trying to use it, after a device was hot-unplugged.
2020-01-30 18:03:34 -05:00
Sam Lantinga 6efebf1768 Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests. 2020-02-04 12:48:53 -08:00
Ryan C. Gordon 059de38c2c darwin: Don't pass NULL device refs to IOHIDDeviceGetValue().
Possibly fixes Bugzilla #4961.
2020-01-27 15:44:48 -05:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga 46e1377d49 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()
2019-12-20 20:12:03 -08:00
Sam Lantinga 20daf54fd8 Added new HIDAPI driver files to the Xcode projects 2019-12-19 15:18:50 -08:00
Sam Lantinga 55f8eabfae Identified the BDA XB1 Classic Controller 2019-12-13 16:12:33 -08:00
Sam Lantinga 23c39a2e44 Strip trailing whitespace on controller manufacturer identification 2019-12-12 19:14:37 -08:00
Sam Lantinga 0f52916027 Added custom names for some controllers 2019-12-11 17:47:01 -08:00
Sam Lantinga a21f6b7a91 Add the manufacturer to the joystick name on Mac OS X, for consistency with other drivers 2019-12-10 11:46:22 -08:00
Sam Lantinga 9da4bfc141 Added support for the Power A Nintendo Switch Enhanced Wireless Controller 2019-10-22 10:57:07 -07:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga 14329256cb Generalized the XInput user index into a player index 2018-10-25 16:53:14 -07:00
Sam Lantinga 63107524f6 Fixed input from the Steam Virtual Gamepad on Mac OS X 2018-08-15 19:53:34 -07:00
Sam Lantinga 888bf1af69 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
2018-08-09 16:03:50 -07:00
Sam Lantinga d2042e1ed4 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
2018-08-09 16:00:17 -07:00
Sam Lantinga 2b441ec6c4 SDL Changes to support clean reads
CR: saml
2018-02-05 11:40:39 -08:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga c49fa37c5b Added SDL hints to filter the set of game controllers reported by SDL 2017-08-09 11:59:29 -07:00
Misty De Meo ca89d9b593 Darwin: fix detection of Xbox One S controller
Firmware revision 3.1.1221.0 changes the mapping of the Xbox One S
controller in Bluetooth mode. Aside from changing the layout of
other buttons, this revision also changes the triggers to act as
Accelerator and Brake axes from the simulation controls page.

The Darwin sysjoystick code didn't previously map anything at these
axes, making it impossible to detect input on these two buttons.
2017-01-25 22:22:05 -08:00
Ryan C. Gordon 61a3ba303c Replaced a few single-line "//" comments. 2017-01-07 17:09:14 -05:00
Sam Lantinga 082132a70c 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.
2017-01-03 23:39:28 -08:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga 4fc0fe1f69 Removed debug print statements 2016-12-23 02:23:44 -08:00
Sam Lantinga ad26769cd7 Fixed compile errors on various platforms 2016-12-22 18:43:00 -07:00
Philipp Wiesemann 97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga 801a9eaf64 Updated Mac OS X game controller support 2016-11-11 04:06:00 -07:00
Sam Lantinga ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Sam Lantinga ad1bfea5a0 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
2016-08-26 12:18:08 -07:00
Sam Lantinga 8097f272e2 [ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed. 2016-08-08 12:17:53 -07:00
Alex Szpakowski 4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Alex Szpakowski 4ae69e3222 Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
2015-12-28 15:44:09 -04:00
Alex Szpakowski 9c51c4a639 Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.) 2015-11-12 22:44:32 -04:00
Alex Szpakowski 76fc378837 Fixed the header guard in the darwin SDL_sysjoystick_c.h file. 2015-09-14 22:44:20 -03:00
Ryan C. Gordon 4295a6fe47 Mac: Fixed off-by-one bug when plugging in a joystick (thanks, Konstantin!). 2015-09-13 11:29:45 -04:00
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