Commit Graph

812 Commits

Author SHA1 Message Date
Sam Lantinga 9c88eac856 ControllerList: fix typo 2021-01-24 00:51:25 -05:00
Ozkan Sezer 11fce32162 SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git.
Fix V/A/FSlider dwOfs values in c_dfDIJoystick2
af2f419426

Add missing ASPECT flags for c_dfDIJoystick2
e2e100272f

Closes bug #5474.
2021-01-24 00:51:25 -05:00
Ozkan Sezer 4a776557af old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
2021-01-24 00:51:25 -05:00
Sam Lantinga 9e45372a2f Fixed build on Android and iOS 2021-01-24 00:51:25 -05:00
Sam Lantinga 3527b49459 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.
2021-01-24 00:51:24 -05:00
Sam Lantinga 178ae70a29 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. 2021-01-24 00:51:24 -05:00
Cameron Gutman 6e97170e96 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.
2021-01-24 00:51:24 -05:00
Ozkan Sezer 6393d14de5 SDL_virtualjoystick.c: remove wrong #endif comment. 2021-01-24 00:51:24 -05:00
Ozkan Sezer f3835702d3 fix build with --disable-directx 2021-01-24 00:51:24 -05:00
Sam Lantinga 2ea393bd83 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers 2021-01-24 00:51:23 -05:00
Ozkan Sezer bdb3e6b84f SDL_hidapi_switch.c: fix build with older compilers 2021-01-15 12:40:00 +03:00
Sam Lantinga e3dbae5010 Get the serial number for the Nintendo Switch Pro controller 2021-01-14 23:49:41 -08:00
Sam Lantinga 5fc743c4fd Phantom Nintendo Switch Pro Controller initialization problem 2021-01-14 23:49:37 -08:00
Sam Lantinga 92742306a6 Fixed rumble reset failing for Switch Pro controllers in USB mode 2021-01-14 23:49:33 -08:00
Sam Lantinga d0b87fede6 Added HIDAPI rumble debug info 2021-01-14 23:49:27 -08:00
Sam Lantinga e2f46ed8ef Always lock the HIDAPI device when closing, in case rumble is pending 2021-01-14 23:49:20 -08:00
Sam Lantinga 907b8eebc3 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete 2021-01-14 23:49:16 -08:00
Sam Lantinga b3848c5120 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:
a569b21188 (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.
2021-01-14 15:15:57 -08:00
Sam Lantinga bdc6e4ffc5 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;
2021-01-14 15:03:11 -08:00
Sam Lantinga fbd7c718b6 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver 2021-01-13 11:02:07 -08:00
Sam Lantinga d757ec7f5c Only select the gamepad interfaces on the Xbox 360 wireless adapter 2021-01-13 11:02:01 -08:00
JibbSmart e9887045a2 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.
2021-01-11 15:36:40 +08:00
Sam Lantinga a5dba7d3ab Fixed Xbox One Series X share button incorrectly triggering on newer firmware 2021-01-08 09:54:52 -08:00
Sam Lantinga d72dbd9883 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller 2021-01-04 17:30:28 -08:00
Sam Lantinga b2a0c712cb Allow setting the player index to -1, which turns off the player LED for PS5 controllers 2021-01-04 12:24:44 -08:00
Sam Lantinga bf754b52bf Valve contributed code is under the Zlib license 2021-01-04 12:17:24 -08:00
Ozkan Sezer a594b85031 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..
2021-01-04 10:00:30 +03:00
Ozkan Sezer f2bd861cd7 move SDL_tcsstr definition to core/windows/SDL_windows.h 2021-01-04 08:50:00 +03:00
Ozkan Sezer ae18109a92 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 398d2764c7 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer f09e0af7aa SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 480c1f9fef Make sure we're not starving report reads when there's lots of rumble 2021-01-01 11:12:36 -08:00
Sam Lantinga 0684572ccc Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. 2020-12-29 12:13:10 -08:00
Sam Lantinga 0ed4d92938 Fixed setting player LEDs for PS5 controllers over Bluetooth 2020-12-23 04:53:23 -08:00
Sam Lantinga 6341bb35a5 Fixed controller disconnect detection for PS4 and PS5 controllers over Bluetooth 2020-12-22 21:51:59 -08:00
Sam Lantinga a30adae567 Make it possible to turn on PS4 rumble effects at runtime using the hint 2020-12-22 20:58:32 -08:00
Sam Lantinga c93947a2cb Make it possible to turn on PS5 rumble effects at runtime using the hint 2020-12-22 20:12:03 -08:00
Sam Lantinga 058a0ab47f 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
2020-12-22 14:38:32 -08:00
Sam Lantinga 6a57072eef Only add the touchpad and sensors to the PS5 controller if effects are enabled 2020-12-22 14:10:08 -08:00
Sam Lantinga 4ec776c334 Don't switch the PS5 controller out of DirectInput mode by default 2020-12-22 13:29:23 -08:00
Sam Lantinga ee180efda7 Fixed bug 5406 - Upstreaming DragonFlyBSD changes from DeltaPorts (patch from David Carlier) 2020-12-20 12:08:49 -08:00
Sam Lantinga cbe13d232d Fixed controller hotplug detection when joystick thread is not enabled 2020-12-18 13:10:36 -08:00
Sam Lantinga f0577bc9ea ControllerList: setup the ps5 default deadzone to match PS4 instead of defaulting to same a XboxOne/Switch 2020-12-18 10:09:06 -08:00
Ozkan Sezer 90456670b5 more "'for' loop initial declarations are only allowed in C99 mode" fixes 2020-12-17 14:11:00 +03:00
Sam Lantinga f484abbdc8 Added Android mapping for the Xbox One Series X controller over Bluetooth 2020-12-15 14:57:51 -08:00
Ozkan Sezer 637d425e3e whitespace. 2020-12-15 00:11:10 +03:00
Sam Lantinga e65e4fd3ef Fixed detecting the guide button on Xbox One S controllers over Bluetooth on Linux 2020-12-14 09:48:51 -08:00
Sam Lantinga 8795ca7067 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.
2020-12-14 09:15:47 -08:00
Ozkan Sezer b6e63625c8 fix bug #5395: handle old systems where inotify_init1 is not available 2020-12-13 15:32:24 +03:00