Commit Graph

64 Commits

Author SHA1 Message Date
Sam Lantinga
a06d8cd0d4 Merged latest changes from Steam into controller_type.h 2019-07-17 16:47:17 -07:00
Sam Lantinga
be6cda9f95 Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
2019-06-19 15:54:21 -07:00
Zack Middleton
b23cce282e Fix GameCube controller power level being reset to unknown
HIDAPI_DriverGameCube_OpenJoystick() set power level to wired and then
it was set to unknown in SDL_JoystickOpen().
2019-06-19 06:43:04 -07:00
Sam Lantinga
9261e473d6 Potential fix for a crash we're seeing on Android that should in theory never happen. 2019-06-07 09:00:24 -07:00
Sam Lantinga
9a8d5215c6 Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time. 2019-03-27 08:17:05 -07:00
Ethan Lee
c528615626 hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
2019-03-12 20:27:54 -04:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga
6ed76ae18f Fixed the ROCCAT Tyon mouse showing up as a joystick on Windows 2018-12-05 14:46:03 -08:00
Sam Lantinga
b73703b9c6 Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson

Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
2018-11-19 21:17:00 -08:00
Ryan C. Gordon
62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Sam Lantinga
14329256cb Generalized the XInput user index into a player index 2018-10-25 16:53:14 -07:00
Sam Lantinga
545febcf21 Fixed initializing XInput user index 2018-10-25 13:22:34 -07:00
Sam Lantinga
9987ca69f3 Added SDL_JoystickGetXInputUserIndex() 2018-10-25 12:54:42 -07:00
Ryan C. Gordon
b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Sam Lantinga
6b3f11e2a3 Fixed code style 2018-08-20 21:18:56 -07:00
Ryan C. Gordon
67a48ad13a haiku: Patched to compile with new joystick interfaces. 2018-08-10 15:04:08 -04:00
Ryan C. Gordon
67764070f0 bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
2018-08-10 14:42:40 -04:00
Ryan C. Gordon
b692c35237 emscripten: Patched to compile with new joystick interfaces. 2018-08-10 14:32:30 -04:00
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
f35e97ba8a Fixed Windows build 2018-08-09 16:03:29 -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
Ozkan Sezer
5454765a22 replace bool stuff in controller_type.h with SDL_bool.
remove bool<->SDL_bool dance in SDL_joystick.c:SDL_IsJoystickSteamController()
after the controller_type.h change.
2018-09-28 17:01:24 +03:00
Sam Lantinga
5febdfcece Fixed whitespace 2018-09-24 11:49:25 -07:00
Sam Lantinga
59a2d12cc3 Fixed creating an Android game controller mapping for HIDAPI devices on initialization 2018-09-17 11:35:22 -07:00
Sam Lantinga
8e062f6925 Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
2018-03-19 14:42:51 -07:00
Sam Lantinga
9e651b6915 Try to dynamically create a default Android game controller mapping based on the buttons and axes on the controller.
Include the controller USB VID/PID in the GUID where possible, as we do on other platforms.
2018-03-06 14:51:50 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
b647bd0692 The event filter and event watch functions are now thread-safe 2017-10-10 17:41:41 -07:00
Sam Lantinga
d90fce3c9e Exposed the joystick locking functions for multi-threaded access to the joystick API 2017-10-10 11:10:15 -07:00
Sam Lantinga
5ab5c9b767 Avoid duplicate joystick axis events 2017-09-22 08:56:09 -07:00
Sam Lantinga
eaab6098eb Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched. 2017-09-21 10:29:17 -07:00
Sam Lantinga
de91b1248f Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
2017-08-14 06:28:21 -07:00
Sam Lantinga
059d9e4627 Fixed bug 2950 - wrong axes values are set on joystick initialization
Edward Rudd

Device: Logitech Rumble Gamepad F510 in Xinput mode.

Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.

This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.

Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.

Here is my current workaround in the game I'm working on porting..

SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
2017-08-12 17:41:59 -07:00
Sam Lantinga
c49fa37c5b Added SDL hints to filter the set of game controllers reported by SDL 2017-08-09 11:59:29 -07:00
Sam Lantinga
1eb92f6342 Implemented Linux joystick blacklist
Based on https://raw.githubusercontent.com/denilsonsa/udev-joystick-blacklist/master/generate_rules.py

This fixes a few devices that are not actually joysticks showing up as such in SDL
2017-04-06 06:30:43 -07:00
Sam Lantinga
763e138903 Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID() 2017-03-09 16:09:16 -08:00
Sam Lantinga
be28d7c88c Added support for the Saitek Pro Flight X-56 Rhino 2017-01-31 12:30:55 -08:00
Sam Lantinga
6717a3d38d Added support for the HOTAS Warthog throttle 2017-01-31 12:23:29 -08:00
Sam Lantinga
a156b0d994 Added the HOTAS Warthog as a flight stick 2017-01-31 10:20:09 -08:00
Sam Lantinga
95ab9dc73c Added Thrustmaster Wheel FFB entry to the list of wheels 2017-01-27 06:05:50 -08:00
Sam Lantinga
3c90a52aa7 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Sam Lantinga
8fa0b0889d Added support for the 8Bitdo Zero GamePad 2017-01-20 08:13:23 -08:00
Sam Lantinga
4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga
99e10ef506 Assume D-pad or thumbstick style axes are centered at 0 2017-01-04 07:06:48 -08:00
Sam Lantinga
d2a01b6e53 Added the NEXT SNES Controller to the list of zero-centered joysticks 2017-01-04 06:19:56 -08:00
Sam Lantinga
c7780497dc Increased joystick jitter tolerance for PS3 controllers 2017-01-04 05:56:47 -08:00
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
ca019dada5 Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them. 2016-12-22 17:33:45 -08:00
Sam Lantinga
b4ea63ec2c Fixed crash if there are multiple joysticks closed during the joystick update loop 2016-12-14 06:25:09 -08:00