Commit Graph

128 Commits

Author SHA1 Message Date
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
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 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
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 1031231b29 Fixed duplicating a device between XInput and HIDAPI 2020-12-03 18:17:03 -08:00
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 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
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 9ec2cf5629 Fixed building with Windows.Gaming.Input enabled 2020-11-25 10:31:59 -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 268aa45645 Fixed compiling with SDL_JOYSTICK_RAWINPUT disabled 2020-11-23 20:26:28 -08:00
Sam Lantinga 5b3616c325 Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices
This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
2020-11-23 18:24:05 -08:00
Sam Lantinga fcb21aa883 Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers

Also fixed an issue with the accelerometer on iOS having inverted axes
2020-11-17 10:30:20 -08:00
Sam Lantinga 8e312a6a59 Fixed detecting Bluetooth XInput controllers on Windows 2020-11-12 15:56:33 -08:00
Sam Lantinga e0018d0869 Fixed Windows build 2020-11-12 14:23:56 -08:00
Sam Lantinga 3160c7d66f Fixed bug 5327 - When direct input fails to load, but a controlller is plugged in through another api, an access violation happens.
Bart van der Werf

When directinput fails to load, but a controlller is plugged in, an access violation happens.
This is due to IEventHandler_CRawGameControllerVtbl_InvokeAdded calling SDL_DINPUT_JoystickPresent which does not check if dinput is assigned signalling initialization of directinput.
2020-11-11 19:43:02 -08:00
Sam Lantinga 502cfe314a Fixed bug 5332 - WGI: Fix wrong level of indirection and implicit truncating cast.
Joel Linn

This fixes two types of MSVC compiler warnings.

- One parameter in the function signatures of two WGI event handlers had one level of indirection too much (and did not match Windows SDK headers). The indirection was cast away so it still worked.
- size_t was implicitly cast to UINT32 for a number of (constant) string lengths.
2020-11-11 19:39:46 -08:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
Sam Lantinga b6238c87e4 Don't try to build the RAWINPUT driver if HIDAPI is disabled 2020-11-11 14:48:23 -08:00
Sam Lantinga 4ea1a10bd2 Added stub controller LED functions for WGI and RAWINPUT (thanks meyraud!) 2020-11-07 02:49:22 -08:00
Sam Lantinga e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
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 ddc0727bba Fixed implicit memcpy() when building for ARM64 on Windows (thanks Seigo!) 2020-10-27 09:00:42 -07:00
stfx b162629546 cmake: Fix building with -DSDL_HAPTIC=Off 2020-07-08 17:28:34 +02:00
stfx efe0935904 Fix compile without DIRECTX 2020-06-15 10:31:16 +02:00
Sam Lantinga eea0b0e088 Fixed bug 5168 - Memory leak in RAWINPUT_JoystickOpen
meyraud705

Variable 'hwdata' is not freed in RAWINPUT_JoystickOpen if device->driver->OpenJoystick() fails.
2020-06-02 17:08:31 -07:00
Sam Lantinga ac1f174ad5 Fixed bug 5167 - Memory leak in GuessXInputDevice
meyraud705

Variable 'devices' is not freed if function GuessXInputDevice, in SDL_xinputjoystick.c, return early.
2020-06-02 17:02:37 -07:00
Sam Lantinga 2db049473b Fixed variable names to be consistent across functions 2020-05-29 14:48:05 -07:00
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 68777406e5 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *. 2020-05-20 16:58:33 -04:00