Commit Graph

127 Commits

Author SHA1 Message Date
Sam Lantinga
f354024266 Removed unused variable 2017-01-18 12:19:57 -08:00
Sam Lantinga
b0c5ceef7d Fixed bug 3533 - Enumeration joystick devices omitted during directinput enumeration
white.magic

The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.

This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.

Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728

Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.

Sam Lantinga

I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
2017-01-18 12:18:50 -08:00
Sam Lantinga
5cb1ca551f Fixed building with mingw32 2017-01-18 11:57:27 -08:00
Philipp Wiesemann
1e4820951f Fixed comments. 2017-01-14 21:36:06 +01:00
Sam Lantinga
267c950918 Added mappings for the 8Bitdo NES30 Pro and iBuffalo SNES Controller
Also swapped the Wii U Pro controller button mappings to position instead of label, as emulators expect from XBox controllers.
2017-01-07 13:47:34 -08:00
Ryan C. Gordon
61a3ba303c Replaced a few single-line "//" comments. 2017-01-07 17:09:14 -05:00
Sam Lantinga
e6e6613ca4 Fixed build warning on Haiku 2017-01-05 02:53:29 -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
26f84d7447 Added mappings for several GameCube and SNES controllers 2017-01-04 06:21:17 -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
Philipp Wiesemann
af26379881 Fixed crash if allocating memory for game controller failed. 2016-12-28 20:10:48 +01:00
Sam Lantinga
cb8685c022 Fixed comment style 2016-12-27 02:04:38 -08:00
Sam Lantinga
6d7da0887d Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Sam Lantinga
b4e069e7f8 Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
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.
2016-12-26 02:12:21 -08:00
Philipp Wiesemann
3e9284519a Windows: Fixed compile error. 2016-12-23 20:36:24 +01:00
Sam Lantinga
4fc0fe1f69 Removed debug print statements 2016-12-23 02:23:44 -08:00
Sam Lantinga
ad26769cd7 Fixed compile errors on various platforms 2016-12-22 18:43:00 -07:00
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
David Ludwig
d6bcec8f6a WinRT: build fixes
These fixes are lumped into two categories:

1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
   files)

2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
   Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
   APIs.  There does appear to be a replacement API, available in the
   Windows.Devices.HumanInterfaceDevice namespace.

   This fix should be sufficient to get SDL compiling again, without affecting
   Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
   almost certainly be better (for UWP/WinRT builds).

   TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
   appropriate.
2016-12-10 15:23:17 -05:00
Sam Lantinga
b936a4c360 Added support for the XiaoMi Game Controller 2016-12-09 04:57:54 -08:00
Sam Lantinga
3b18c796ed Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris

Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
2016-12-09 01:29:52 -08:00
Sam Lantinga
a525017139 Protect the game controller API the same way the joystick API is protected from multi-threaded access 2016-12-08 10:13:45 -08:00
Sam Lantinga
1b08f0c179 Added the guide button for the NVIDIA Shield Controller 2016-12-07 11:41:20 -08:00
Sam Lantinga
acabb5d5fd Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases 2016-12-06 14:22:28 -07:00
Sam Lantinga
264138cceb Added support for the Hori Fighting Commander 4 2016-12-03 08:39:21 -08:00
Sam Lantinga
e7efcfbaa4 Added Linux mapping for the DragonRise Inc. Generic USB Joystick 2016-12-03 00:40:13 -08:00
Sam Lantinga
26f05ecb4d Fixed missing prototypes on Android, patch from Sylvain 2016-12-02 02:25:12 -08:00
Sam Lantinga
a738a6fb49 Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad 2016-12-01 07:31:08 -08:00
Sam Lantinga
cb8748b719 Fixed the controller mappings for the OUYA controller 2016-11-30 12:58:03 -08:00
Sam Lantinga
5fcf2577fb Added PS4 controller entries for the new Sony HID driver
https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
2016-11-30 12:34:50 -08:00
Sam Lantinga
663afa911f Added support for the DS4 USB Wireless Adaptor 2016-11-30 12:25:19 -08:00
Philipp Wiesemann
a7655d77d1 Fixed warning about storing an unused value.
Found by buildbot.
2016-11-30 23:31:23 +01:00
Sam Lantinga
d834c08ac7 Add the controller mappings to the linked list in order 2016-11-29 22:02:37 -08:00
Sam Lantinga
dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Sam Lantinga
5220759f03 Made it safe to update joysticks from multiple threads, fixes crash in Steam 2016-11-29 05:04:42 -08:00
Sam Lantinga
2f6ba615ee Guess the USB VID/PID of XInput devices 2016-11-24 12:24:22 -08:00
Sam Lantinga
e9983c7b0f We are comparing 16-bit values 2016-11-24 11:53:23 -08:00
Sam Lantinga
5232b8e952 Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons 2016-11-23 06:54:19 -08:00
Sam Lantinga
aa03b9d7af The XBox One S controller sends keys outside the standard joystick button range 2016-11-22 22:14:28 -08:00
Sam Lantinga
6558ecdbf6 Added mapping for XBox One S controller firmware version 3.1.1221.0 2016-11-22 04:42:07 -08:00
Sam Lantinga
3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Philipp Wiesemann
eb9cc03068 Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
2016-11-19 23:27:37 +01:00
Philipp Wiesemann
97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga
57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga
23c01c1890 Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile
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.
2016-11-11 13:29:23 -08:00