felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
x414e54
It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.
So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.
There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.
Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.
For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
Ryochan7
I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.
When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
ny00
On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c.
The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48.
Side-note: Maybe some log should be emitted in case of going over any such bound?
Author: James Zipperer <james.zipperer@synapse.com>
Date: Sun Aug 21 01:19:19 2016 -0700
bugfix for controller / joystick add / remove being in the event queue at the same time
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().