Commit Graph

3692 Commits

Author SHA1 Message Date
Ozkan Sezer 4198f0e52c fix uninitialized warnings in KMSDRM_CreateCursor() 2020-12-21 01:20:30 +03:00
Manuel Alfayate Corchete a8dbcab132 [Video/KMSDRM] Don't copy the cursor bitmap to the cursor GBM BO until we're showing it. 2020-12-20 21:48:05 +01:00
Sam Lantinga ee180efda7 Fixed bug 5406 - Upstreaming DragonFlyBSD changes from DeltaPorts (patch from David Carlier) 2020-12-20 12:08:49 -08:00
Manuel Alfayate Corchete 2756b0f337 [Video/KMSDRM] Init and deinit mouse stuff at the same time that GBM stuff. 2020-12-20 14:29:58 +01:00
Ozkan Sezer e91153f278 fix non-ARM h/w on FreeBSD builds (bug #5405, patch from David Carlier.) 2020-12-20 03:03:21 +03:00
Manuel Alfayate Corchete cf71e01734 [Video/KMSDRM] Remove auxiliary AMDGPU compatibility workarounds not needed anymore. 2020-12-19 23:32:09 +01:00
Manuel Alfayate Corchete af1f91cb36 [Video/KMSDRM] Correct typo. 2020-12-19 20:21:07 +01:00
Manuel Alfayate Corchete cf48955680 [Video/KMSDRM] Honor the device index in Vulkan. Add notes about the display index. 2020-12-19 20:15:50 +01:00
Manuel Alfayate Corchete ab3a390e26 [Video/KMSDRM] Better ATOMIC caps testing: patch by Oskan Sezer. 2020-12-19 17:35:04 +01:00
Manuel Alfayate Corchete 436499f3ec [Video/KMSDRM] Comment out some debug info, adjust comments for future work. 2020-12-19 02:08:59 +01:00
Ozkan Sezer 6b81cac420 remove duplicated SDL_SetError after calling check_atomic_modesetting() 2020-12-19 01:25:50 +03:00
Manuel Alfayate Corchete 8952a61324 [Video/KMSDRM] Re-arrange display members setup. 2020-12-18 23:17:42 +01:00
Manuel Alfayate Corchete f60f8d5d84 [Video/KMSDRM]: Add Vulkan support to the KMSDRM backend. 2020-12-18 22:53:51 +01:00
Sam Lantinga cbe13d232d Fixed controller hotplug detection when joystick thread is not enabled 2020-12-18 13:10:36 -08:00
Ozkan Sezer 6ac0b23d3a SDL_DirectFB_video.c: DSPF_ABGR requires directfb >= 1.5.0 -- add guard. 2020-12-18 21:37:20 +03:00
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
Sam Lantinga 5f7cd1fa88 Added hints to control whether SDL updates joystick and sensor state in the main event loop 2020-12-18 10:08:59 -08:00
Ozkan Sezer 6c4ab48471 SDL_kmsdrmvideo.c: check atomic modesetting in check_modesetting()
.. so that KMSDRM_CreateDevice() can fail and SDL_VideoInit() would
move on to next bootstrap member which is kmsdrm_legacy.  hopefully
fixes bug #5393.
2020-12-18 17:50:02 +03:00
Sam Lantinga 6bd4c717a1 Fixed bug 5402 - ARM support little update proposal
David Carlier

No fix but mostly an update for ARM architecture.
2020-12-17 21:41:23 -08:00
Ozkan Sezer 10625f9d89 SDL_windowsmessagebox.c: go back to hg rev 14458 state.
encountering a NULL caption in AddDialogString() is intended, i.e.
AddDialogStaticIcon() sends it as NULL on purpose.
2020-12-17 23:50:00 +03:00
Ozkan Sezer 4d6eb30523 SDL_windowsmessagebox.c (AddDialogControl): add back NULL caption check.
because AddDialogStaticIcon() sends a NULL caption -- fixes bug #5401.
2020-12-17 23:28:20 +03:00
Ozkan Sezer 90456670b5 more "'for' loop initial declarations are only allowed in C99 mode" fixes 2020-12-17 14:11:00 +03:00
Ozkan Sezer ed4fcb2cfc kmsdrm_legacy build fixes:
- add missing '_LEGACY' to symbol names
- perform missing 2.0.14 portage
- fix 'for' loop initial declarations are only allowed in C99 mode errors
2020-12-16 03:24:10 +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
Sam Lantinga 14f977348d Fixed whitespace 2020-12-15 14:57:47 -08:00
Ozkan Sezer 9940e71088 Import two post-2.0.12 fixes to kmsdrm_legacy:
Fix build breakage without EGL:
https://hg.libsdl.org/SDL/rev/f2606fe53654e305ab9badb821d9d3afb7f92f49

Fix KMSDRM_CreateWindow segfault when starting L?VE2D engine (bug 5199)
https://hg.libsdl.org/SDL/rev/d2e69a78939463d9ff9448a5f4efd1e208bb97b0
2020-12-16 00:10:30 +03:00
Sam Lantinga f8839289b0 Potential fix for bug 5393 - KMSDRM: using atomic mode setting breaks GPU compatibility
Substring

I was trying the KMSDRM video backend with some very simple programs that were working ok on 2.0.12. The same code won?t work on the current dev branch and I get:

DEBUG: check_modesetting: probing ?/dev/dri/card0?
DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6
DEBUG: check_modesetting: probing ?/dev/dri/card0?
DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6
DEBUG: KMSDRM_VideoInit()
DEBUG: Opening device /dev/dri/card0
DEBUG: Opened DRM FD (3)
DEBUG: no atomic modesetting support.
DEBUG: Video subsystem has not been initialized
INFO: Using SDL video driver: (null)
DEBUG: Video subsystem has not been initialized

After carefully checking, the radeon driver doesn?t support atomic modesetting. That?s not the only problem : the same happens with the amdgpu driver if we disable Display Core (kernel parameter amdgpu.dc=0, which is required to get analogue outputs working).

This is a major regression in the KMSDRM driver.

Using atomic mode setting is great, but having no fallback to the "standard KMS" is bad.
2020-12-15 12:22:48 -08:00
Ozkan Sezer 637d425e3e whitespace. 2020-12-15 00:11:10 +03:00
Ethan Lee f1c7cc710b winrt: Buildfix for older UWP SDKs 2020-12-14 12:36:04 -05:00
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
Ethan Lee 169cfe5a7c winrt: EffectiveLocation still needs an ifdef, IsApiContractPresent is for runtime 2020-12-14 11:52:09 -05:00
Sam Lantinga bfffa275ef Fixed bug 5397 - Fcitx input is truncated
sowfelicity

Split the long text input event into multiple shorten text input event.
2020-12-14 09:23:53 -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 3c2757ff89 windows SDL_LoadObject: fix warning after commit 2ff650230d96 2020-12-13 18:25:02 +03:00
Ozkan Sezer 15cbddf497 linux/SDL_threadprio.c: fix build on older systems:
SCHED_RESET_ON_FORK is in kernel >= 2.6.32.
2020-12-13 18:00:20 +03:00
Ozkan Sezer 3b92933ac6 SDL_LoadObject (windows, os/2): prevent crash if dll name is NULL. 2020-12-13 17:37:50 +03:00
Ozkan Sezer b6e63625c8 fix bug #5395: handle old systems where inotify_init1 is not available 2020-12-13 15:32:24 +03:00
Sam Lantinga ee85a41a32 Fixed compile warning 2020-12-13 02:10:46 -08:00
Sam Lantinga 706f63759c Fixed build for platforms with only libusb hidapi implementations 2020-12-13 01:58:05 -08:00
Sam Lantinga 80e5c689eb Fixed the PS5 controller not disconnecting when powered off 2020-12-13 01:20:38 -08:00
Sam Lantinga db0a2025c3 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off
pj5085

It occurred to me that my simple patch that comments out a few lines of code does not correctly remove the dead zone since the calculation presumably assumes the dead zone has been cut out of the range.  Then, while looking into how to make it output the correct range of values, I realized SDL wasn't returning the correct range of values to begin with.

This line of code was already present:

printf("Values = { %d, %d, %d, %d, %d }\n", absinfo.value, absinfo.minimum, absinfo.maximum, absinfo.fuzz, absinfo.flat);

For my joystick this yeilds:

Values = { 0, -127, 127, 0, 15 }

Then this code calculates the coefficients:

In SDL1:
joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) / 2 - absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) / 2 + absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) / 2 - 2 * absinfo.flat);
if ( t != 0 ) {
  joystick->hwdata->abs_correct[i].coef[2] = (1 << 29) / t;
} else {
  joystick->hwdata->abs_correct[i].coef[2] = 0;
}

In SDL2:
joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) - 2 * absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) + 2 * absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) - 4 * absinfo.flat);
if (t != 0) {
  joystick->hwdata->abs_correct[i].coef[2] = (1 << 28) / t;
} else {
  joystick->hwdata->abs_correct[i].coef[2] = 0;
}

Neither calculates the correct coefficients for the code in the AxisCorrect function.

In SDL1:
if ( value > correct->coef[0] ) {
  if ( value < correct->coef[1] ) {
    return 0;
  }
  value -= correct->coef[1];
} else {
  value -= correct->coef[0];
}
value *= correct->coef[2];
value >>= 14;

In SDL2:
value *= 2;
if (value > correct->coef[0]) {
  if (value < correct->coef[1]) {
    return 0;
  }
  value -= correct->coef[1];
} else {
  value -= correct->coef[0];
}

In SDL1, the calculated coefficients are coef[0]=15, coef[1]=-15 and coef[2]=5534751.  So with a full-scale input of 127, it calculates an output value of 37835, which is considerably out of range.

In SDL2, the calculated coefficients are coef[0]=30, coef[1]=-30, and coef[2]=1383687.  So with a full-scale input of 127, it calculates the same output value of 37835.

I tested it with the 3 joysticks I have, and it produces out-of-range values for all of them.

Anyway, since dead zones are garbage, I just deleted all of that junk and wrote some code that takes the absinfo.minimum and absinfo.maximum values and uses them to scale the axis range to -32767 through +32767.

I also made it detect when a range doesn't have an integer center point, e.g. the center of -128 to + 127 is -0.5.  In such cases, if either value to the side of the center is provided, it zeros it, but it otherwise doesn't implement any kind of dead zone.  This seemed important with my gamepad which provides only the values of 0, 127, and 255, since without this hack it would never be centered.

Also, the previous minimum output value was -32768, but as that creates an output range that has no true center, I changed the minimum value to -32767.

I tested it with the 3 joystick devices I have and it seems to create correct values for all of them.
2020-12-12 23:48:02 -08:00
Sam Lantinga 0ccb3afd37 Fixed polling values after SYN_DROPPED event 2020-12-12 22:33:11 -08:00
Sam Lantinga 9ee0e8886c Whoops, make the hint actually default to false 2020-12-12 22:11:00 -08:00
Sam Lantinga 13a4caf1d7 Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
2020-12-12 22:08:02 -08:00
Ozkan Sezer 5c212cb0c5 remove a few stale NULL message/title checks after commit e2b729b1756a
top-level guarantees non-NULL message / title passed in messageboxdata
2020-12-10 12:24:24 +03:00
Ozkan Sezer f1cab8aea6 fix bug #5253: handle NULL title or message fields in SDL_MessageBoxData
- SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title
  or message field to "" if either of them is NULL.
- SDL_video.c (SDL_ShowSimpleMessageBox):  set title or message to ""
  if either of them is NULL for EMSCRIPTEN builds.
- SDL_bmessagebox.cc: add empty string check along with NULL check for
  title and message fields.
- SDL_windowsmessagebox.c (AddDialogString): remove NULL string check
- SDL_windowsmessagebox.c (AddDialogControl):  add empty string check
  along with the NULL check.
- SDL_x11messagebox.c: revert commit 677c4cd68069
- SDL_os2messagebox.c: revert commit 2c2a489d76e7
- test/testmessage.c: Add NULL title and NULL message tests.
2020-12-10 11:20:56 +03:00
Sam Lantinga 797a6910fd Fixed bug 5375 - WGI: Fix HSTRING memory leak.
Joel Linn

TLDR; https://godbolt.org/z/43fd8G

Let's deduce this from C++ reference code:

https://docs.microsoft.com/en-us/cpp/cppcx/wrl/how-to-activate-and-use-a-windows-runtime-component-using-wrl?view=msvc-160
At the bottom of the page there is this snippet:
```
int wmain()
{
    /* ... more code ... */

    // Get the domain part of the URI.
    HString domainName;
    hr = uri->get_Domain(domainName.GetAddressOf());
    if (FAILED(hr))
    {
        return PrintError(__LINE__, hr);
    }

    // Print the domain name and return.
    wprintf_s(L"Domain name: %s\n", domainName.GetRawBuffer(nullptr));

    // All smart pointers and RAII objects go out of scope here.
}
```

`HString` is defined in `corewrappers.h` and the call chain for the destructor is:
`~HString() -> Release() -> ::WindowsDeleteString()`

QED
2020-12-09 20:28:51 -08:00
Sam Lantinga a77a07152a Disabled raw input debug output 2020-12-09 07:50:15 -08:00
Sam Lantinga d46dd103d9 Fixed typo in Vulkan load logic 2020-12-09 07:49:07 -08:00
Sam Lantinga 7fa5e95b62 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm

Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
2020-12-09 07:23:47 -08:00
Sam Lantinga cb36189692 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.
2020-12-09 07:16:22 -08:00
Alistair Leslie-Hughes a69c61fbfd Only assign context and mainloop once we have connected successfully
If we fail to connect to the the pa server, we have an assigned context
and mainloop that isn't connected. So, when PULSEAUDIO_pa_context_disconnect
is called, pa asserts and crashes the application.

Assertion 'pa_atomic_load(&(c)->_ref) >= 1' failed at pulse/context.c:1055, function pa_context_disconnect(). Aborting.
2020-08-14 12:08:58 +10:00
Sam Lantinga 88cb4962cd Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture 2020-12-09 06:42:31 -08:00
Sam Lantinga f2fff21762 Fixed bug 5374 - WGI: Use fast-pass strings.
Joel Linn

Eliminate additional heap allocation for short-lived HSTRINGs.
Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
2020-12-09 06:24:40 -08:00
Sam Lantinga 50203d58b3 Fixed bug 5329 - SDL_SetWindowGrab(SDL_FALSE) fails to unlock cursor if window is partially offscreen
Ivan Mogilko

With SDL 2.0.12 under MS Windows, if the window is partially offscreen calling SDL_SetWindowGrab(w, SDL_TRUE) works, but subsequent call to SDL_SetWindowGrab(w, SDL_FALSE) does not work.

I tested this in both real program, and a small test app, where unlocking cursor worked perfectly while window is fully in desktop bounds, but did not work if it was at least few pixels outside.

For the reference, following code is enough to reproduce the issue:

#include <windows.h>
#include <SDL.h>

int WinMain(
    HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
    LPSTR     lpCmdLine,
    int       nShowCmd)
{
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* w = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 400, 0);

    bool grabbed = false;
    bool want_quit = false;
    while (!want_quit)
    {
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            switch (event.type)
            {
            case SDL_QUIT: want_quit = true; break;
            case SDL_KEYDOWN:
                if (event.key.keysym.scancode == SDL_SCANCODE_SPACE)
                {
                    SDL_SetWindowGrab(w, static_cast<SDL_bool>(!grabbed));
                    grabbed = !grabbed;
                }
            }
        }
    }

    SDL_DestroyWindow(w);
    SDL_Quit();
    return 0;
}
2020-12-08 22:00:06 -08:00
Alice Rowan 3835f2008d Fix Nyko Airflo Ex Windows mapping, add Linux/Mac mappings 2019-03-03 12:38:23 -07:00
Sam Lantinga 43aad96681 Fixed bug 5222 - Crash when running with -DHIDAPI=ON
Mathieu Eyraud

SDL dynamically loads libusb but does not check the return value of 'SDL_LoadFunction'.

Also libusb is loaded and initialized several time because 'SDL_hidapi_wasinit' is never set to true.

I made a patch if you want to test:
  - check that 'hid_init' is called once and only once,
  - check return value of 'hid_init',
  - check return value of 'SDL_LoadFunction',
  - check return value of 'SDL_malloc',
  - add some debug logging.
2020-12-08 19:03:50 -08:00
Sam Lantinga a2098a47b6 Updated SDL to 2.0.14 in preparation for release candidate 2020-12-08 18:56:06 -08:00
Sam Lantinga c9723c407f Fixed potential hang in joystick close if the rumble thread is blocked for some reason
It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
2020-12-07 09:38:21 -08:00
Sam Lantinga 09909d029d Fixed handling of BACK button on newer Xbox One S controllers 2020-12-03 19:44:47 -08:00
Sam Lantinga 54e5136b50 Refactored Xbox One Bluetooth protocol and verified Xbox One S, Xbox Series X, and Xbox One Elite Series 2 controllers 2020-12-03 18:17:04 -08:00
Sam Lantinga 1031231b29 Fixed duplicating a device between XInput and HIDAPI 2020-12-03 18:17:03 -08:00
Sam Lantinga 59f28b7f4b Fixed whitespace 2020-12-03 18:17:01 -08:00
Sam Lantinga f487d63a6b Fixed crash when printing NULL wide character string 2020-12-03 18:16:56 -08:00
Sylvain Becker 754286c61c SDL Renderer: specify the correct flag when recreating the window 2020-12-02 13:45:24 +01:00
Sylvain Becker 035f8f2391 SDL_RecreateWindow: allow clearing VULKAN when recreating the window 2020-12-02 13:37:59 +01:00
Sylvain Becker 93fbab0fac SDL_ReCreateWindow: allow to unload METAL window and switch back to OpenGL.
On older mac, where METAL Renderer METAL fails to create, it allows to switch back to OpenGL SDL_Renderer
by re-creating the window (METAL flags was previously persistent).
2020-12-02 11:04:53 +01:00
Cameron Gutman 9d40a0f317 Fix joystick device add events containing invalid device indexes
This can happen if the application has not yet processed SDL_JOYDEVICEADD when
the same joystick is removed. It may also happen if two joysticks are added
and the second joystick is removed before the first joystick's SDL_JOYDEVICEADD
has been processed by the application.
2020-08-29 16:50:26 -07:00
Sam Lantinga c78ca2d170 Fixed bug 5371 - Rawinput: Fix truncating cast of string length.
Joel Linn

Fixes an implicit truncation of a string length on 64bit systems.
2020-12-01 13:38:42 -08:00
Sam Lantinga a3ccf9adca Fixed bug 5373 - [PATCH] Rawinput: Get correlated XInput battery info
Joel Linn

Currently the rawinput driver always reports a device as "wired". This changes that to "unknown" and updates it once the device is correlated with xinput.
2020-12-01 13:36:41 -08:00
Sam Lantinga e3966e25ca Use the correct internal API for updating the battery level for PS5 controllers 2020-11-30 13:04:30 -08:00
Sam Lantinga f4ed07de06 We don't know whether the PS5 controller is Bluetooth or not when we open it 2020-11-30 13:02:34 -08:00
Sam Lantinga 1f2f536bd2 Fixed XInput correlation for raw input controllers after hotplug events 2020-11-27 18:57:40 -08:00
Sam Lantinga 1c865c460b Load the raw input device list at init time so it's available when DirectInput is doing device detection 2020-11-27 18:57:36 -08:00
Sam Lantinga a0c5bfa3bd Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
2020-11-27 13:08:40 -08:00
Sam Lantinga 4fbefbe20d Sort the raw input axes by usage, so X comes before Y, etc. 2020-11-27 11:33:53 -08:00
Sam Lantinga 4ddac485db Backed out minor optimization that prevented correlation_id from being set 2020-11-27 11:33:51 -08:00
Sam Lantinga 8973a25849 Enable dispatching of WM_INPUT_DEVICE_CHANGE events directly, in case the application hasn't created a window with the normal message loop 2020-11-27 10:44:56 -08:00
Sam Lantinga e8adc64810 Enable dispatching of WM_INPUT events directly, in case the application hasn't created a window with the normal message loop 2020-11-27 10:44:55 -08:00
Sam Lantinga 0252235e82 Recheck devices if another API queries raw input for a new device 2020-11-27 10:44:53 -08:00
Sam Lantinga a7dede7e36 Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons 2020-11-27 10:44:51 -08:00
Sam Lantinga ce77966da8 Fixed RAWINPUT_IsDevicePresent() not returning TRUE for Xbox One controllers 2020-11-27 10:44:49 -08:00
Sam Lantinga 8a449de20d Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT 2020-11-27 10:44:47 -08:00
Sam Lantinga 37c9e4afa3 Fixed processing WM_INPUT_DEVICE_CHANGE at startup 2020-11-27 06:03:15 -08:00
Sam Lantinga 248fc75bd2 Correlate just based on buttons, joystick axes are not as precise and could potentially cause incorrect uncorrelation.
It's okay if the triggers aren't precise until someone presses a button on their controller.
2020-11-27 05:53:56 -08:00
Sam Lantinga e7e615de26 Removed extraneous windows message pumping
Most of the raw input events are dispatched in the main windows message loop. We only dispatch device change messages separately when we need them to be completely up to date.
2020-11-27 05:53:54 -08:00
Sam Lantinga 2931eccd84 Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters 2020-11-27 05:53:52 -08:00
Sam Lantinga 849ce80376 Renamed SDL_JOYSTICK_RAWINPUT_GAMING_INPUT to SDL_JOYSTICK_RAWINPUT_WGI 2020-11-27 05:53:50 -08:00
Sam Lantinga 219a28dd8a Fixed D-pad uncorrelating raw input controllers (thanks Jimbly!) 2020-11-27 03:45:05 -08:00
Sylvain Becker 2c079a2f6c SDL_FillRects: prevent empty SDL_surface from raising an error message
It's legitimate to have a surface with 0 width or height (null 'pixels' pointer).
But calling SDL_FillRects would wrongly set the error "You must lock the surface".
2020-11-27 09:42:14 +01:00
Ozkan Sezer 3fbff2a45b SDL_rawinputjoystick.c: fix ambiguous 'else' warning
src/joystick/windows/SDL_rawinputjoystick.c: In function 'RAWINPUT_HandleStatePacket':
src/joystick/windows/SDL_rawinputjoystick.c:1343:9: warning: suggest explicit braces to avoid ambiguous 'else'
2020-11-26 10:47:33 +03:00
Sam Lantinga 845b903324 Implemented trigger rumble for raw input controllers 2020-11-25 16:46:42 -08:00
Sam Lantinga 517be80822 Implemented battery status for Bluetooth Xbox One controllers
Also switched the rumble loop count to 0xEB (one hour) to match Windows driver
2020-11-25 16:05:19 -08:00
Sam Lantinga 6a7f29cdbb Fixed compiling on tvOS 2020-11-25 11:31:17 -08:00
Sam Lantinga 9ec2cf5629 Fixed building with Windows.Gaming.Input enabled 2020-11-25 10:31:59 -08:00
Sam Lantinga 3c07dd12f0 Strip an extra '.' off of the HORI manufacturer name 2020-11-25 10:28:48 -08:00
Sam Lantinga 159d1b3df5 Don't set the serial number after the controller is opened
We'll use the USB value instead so it's available as soon as it's opened.
2020-11-25 01:35:45 -08:00
Sam Lantinga 7d92b14f46 Simplified Xbox One controller initialization state, and don't query for the serial number. 2020-11-25 01:18:18 -08:00
Sam Lantinga 9fc4a4c92c Revamped Xbox One HIDAPI init sequence
Added support for querying the controller serial number on newer firmware
2020-11-24 22:25:26 -08:00
Sam Lantinga 46a844786b Added SDL_wcscasecmp() and SDL_wcsncasecmp() 2020-11-24 12:43:01 -08:00