Commit Graph

3074 Commits

Author SHA1 Message Date
Sam Lantinga
106ffd57d8 Fixed bug 5049 - HORI Wireless Switch Pad does not connect properly via Bluetooth
bluenaxela+sdl

The HORI Wireless Switch Pad does not properly connect via bluetooth. I did some debugging and found that the code that tries to control the Home LED causes this controller to disconnect.
2020-03-20 20:45:30 -07:00
Jimb Esser
417713a75c Probable fix for compile errors on Mac OS and (non-VS) Win32 2020-03-20 19:49:19 -07:00
Sam Lantinga
dc36f133b4 Backed out changeset c29d04c3fa49 2020-03-20 19:49:15 -07:00
Sam Lantinga
2db65a7fe7 Fixed compile warnings 2020-03-20 19:47:46 -07:00
Ryan C. Gordon
90f9e8f8b6 egl: Don't use SDL_LoadFunction to get GL entry points on Emscripten.
This results in a dlsym() call, which causes Emscripten to panic if the game
wasn't explicitly built dlopen support. eglGetProcAddress works just fine on
this platform, so just let that codepath handle it.
2020-03-20 15:13:09 -04:00
Emir Marincic
5b3b55a181 [NSOpenGLContext update[ is prohibited outside the main thread 2020-03-20 11:52:18 +03:00
David Ludwig
7e5340c5ac Fix for Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034.  Here
are the problems being addressed:

1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
   without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
   lead to a crash.  A per-device flag has been added to make sure that these
   calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
   (via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
   checking for a NULL hwdata.  FreeDevice will now set hwdata to NULL and
   DARWIN_JoystickRumble will check for a NULL hwdata.
2020-03-17 17:34:24 -04:00
Sam Lantinga
4c22a21e06 Fixed bug 3446 - The haptic API does not allow to select the direction axes
meyraud705

Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
2020-03-17 14:18:05 -07:00
Sylvain Becker
e6189f4046 Fix warnining implicit declaration of SDL_DetectPalette (Thanks meyraud705) 2020-03-17 15:47:30 +01:00
Sylvain Becker
838bbf1f7a Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
2020-03-17 09:35:42 +01:00
David Ludwig
36d5845152 Backout prior fix for Bug 5034, which needs more research
This backs-out the change, https://hg.libsdl.org/SDL/rev/14c961903135
2020-03-17 02:31:47 -04:00
Sam Lantinga
55a2a12ddf Fixed compile warning 2020-03-16 22:34:33 -07:00
Sam Lantinga
9b879a08aa Fixed compiler warning 2020-03-16 19:15:28 -07:00
Jimb Esser
c2c5d0b392 Fix compile error 2020-03-16 16:52:49 -07:00
David Ludwig
197b14de4a Fixed Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
The Darwin/macOS joystick driver was freeing its joystick's hwdata field
without zeroing it out in any live instance of SDL_Joystick.
2020-03-16 19:24:25 -04:00
Jimb Esser
47da53b91d Fix compiler warnings 2020-03-16 14:49:20 -07:00
David Ludwig
8cd08646bb virtual joysticks: move variable decls to top of function (for C90 compat; Bug 5038) 2020-03-16 17:19:18 -04:00
Sam Lantinga
7379991778 Fixed bug 3446 - The haptic API does not allow to select the direction axes
Mathieu Laurendeau

Consider a device supporting effects on multiple axes.
There's currently no way to play effects against a single-axis direction.


A device supporting effects against X and Y may not allow to play effects with a two-axis direction coordinate, even if one of the coordinates is null.

My current (ugly) work around for this is to add a direction type SDL_HAPTIC_X_FORCE to play effects against a X-axis only direction (patch attached).

This issue impacted two GIMX users using the following wheels:
- Leo Bodnar SimSteering force feedback wheel
- Accuforce direct drive wheel

Playing constant/spring/damper effects against a X-axis direction worked well for the first wheel, but not for the second one.

A better strategy seems to play the effects against the first axis reported by the DirectInput enumeration.

This strategy also works with Logitech wheels (at least the DFGT).

It's been more than a year that I have the latest patch (playing effects against the first axis only) in the GIMX software. It's being used by thousands of people, mostly for adapting their FFB wheel to the PS4. I had no report that proves this strategy to be wrong.
2020-03-16 13:28:38 -07:00
Sam Lantinga
543994b193 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser

Add new RawInput controller API, and improved correlation with XInput/WGI

Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices

Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
2020-03-16 12:25:02 -07:00
Sam Lantinga
4dea340ca7 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser

Add new RawInput controller API, and improved correlation with XInput/WGI

Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices

Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
2020-03-16 12:23:38 -07:00
David Ludwig
b2296506bc virtual joysticks: MSVC support part 1/2, make driver's .c file be uniquely named 2020-03-15 15:05:36 -04:00
David Ludwig
cc90875647 virtual joysticks: removed ball support (Bug 5028) 2020-03-15 13:25:49 -04:00
Sam Lantinga
151c8fbf19 Fixed build error
Malte Kie?ling

I get a build error in SDL_sysjoystick.c:74 for the merged patch, but its nothing to sweat about, just -Werror=declaration-after-statement doing its usual stuff.
2020-03-14 17:45:00 -07:00
Sam Lantinga
1ff483d1f3 Added SDL_GetErrorMsg() to get the error message in a thread-safe way 2020-03-13 21:28:09 -07:00
Sam Lantinga
19c3484469 Fixed slow enumeration when Apple Cinema HD display 30" is plugged in 2020-03-13 19:19:29 -07:00
Ethan Lee
133b475586 Use LIBUSB_CALL for hidapi's read_callback function 2020-03-11 14:17:19 -04:00
Sam Lantinga
2be75c6a61 Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig

I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver.  This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically.  A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.

The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.

Use of virtual joysticks goes as such:

1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual.  If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes.  Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).


Here is a listing of the new, public APIs, at present and subject to change:

------------------------------------------------------------

/**
 * Attaches a new virtual joystick.
 * Returns the joystick's device index, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);

/**
 * Detaches a virtual joystick
 * Returns 0 on success, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);

/**
 * Indicates whether or not a virtual-joystick is at a given device index.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);

/**
 * Set values on an opened, virtual-joystick's controls.
 * Returns 0 on success, -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);

------------------------------------------------------------

Miscellaneous notes on the initial patch, which are also subject to change:

1. no test code is present in SDL, yet.  This should, perhaps, change.  Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official.  If tests are to be added, what kind of tests?  Automated?  Graphical?

2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX.  When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).

3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.

4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER.  This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).

5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.

6. the initial patch is based off of SDL 2.0.12

7. the virtual joystick subsystem is disabled by default.  It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1



Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 19:08:45 -07:00
Sam Lantinga
879f137aec Added support for the older Xbox One S Bluetooth controller report format 2020-03-13 19:00:24 -07:00
Sam Lantinga
d662a65964 Fixed crash if manufacturer or product string is NULL 2020-03-13 19:00:22 -07:00
Sam Lantinga
255c9c23d4 Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
The binding for the Mayflash GameCube controller adapter now respects the SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS hint
2020-03-13 13:28:33 -07:00
Sam Lantinga
6318765d54 Handle entirely duplicated joystick product names, as well as vendor and product names that start with the name of the vendor, but with different case (e.g. 8bitdo 8BitDo) 2020-03-13 13:05:43 -07:00
Sam Lantinga
de2001eeee Fixed binding the D-PAD on the 8BitDo M30 controller 2020-03-13 13:05:40 -07:00
Sam Lantinga
cb2f78b12d Updated 8BitDo SF30 Pro mapping with hint support, added Android binding for the 8BitDo M30 Gamepad 2020-03-13 13:05:38 -07:00
Sam Lantinga
cb986aff9f Fixed exception at shutdown if the controllers are closed after the HIDDeviceManager is shutdown 2020-03-13 13:05:32 -07:00
Sam Lantinga
80d075a01a Fixed compiler warnings 2020-03-13 09:43:48 -07:00
Sam Lantinga
5722e88481 Fixed build warnings 2020-03-12 19:49:33 -07:00
Sam Lantinga
c44473ba73 Unified code to standardize joystick names 2020-03-12 19:47:30 -07:00
Sam Lantinga
db3b3a1d84 Added support for SDL hints in the game controller mapping database 2020-03-12 19:47:28 -07:00
Sam Lantinga
93ed3c8baf Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga
983bbf9ef3 Backed out changeset 51622f74dc85 2020-03-10 18:35:31 -07:00
Sam Lantinga
9fdc6cf307 Removed Xbox HIDAPI debug code 2020-03-10 18:34:33 -07:00
Sam Lantinga
4fb06a2a38 Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga
fe97992185 Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead. 2020-03-10 17:35:14 -07:00
Sam Lantinga
4caa6a0688 Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
Ethan Lee

Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
2020-03-10 16:41:42 -07:00
Sam Lantinga
342f62ca69 Fixed bug 5022 - SDL_iconv_string can get stuck in an infinite loop when encountering invalid characters
ciremo6483

In `SDL_iconv_string` the `while (inbytesleft > 0)` loop can end up in a state where it never terminates because the library `iconv` function called from `SDL_iconv` doesn't consume any bytes.

This happened when a `WCHAR_T` input string was being converted to `UTF-8` but contained invalid characters. It would first It would first skip a few bytes due to `case SDL_ICONV_EILSEQ` but when there were 3 bytes remaining of `inbytesleft` `iconv` just didn't consume anything more (but didn't throw an error either).

It just so happens that the Microsoft Classic IntelliMouse `product_string` contains such invalid characters (`"Microsoft? Classic IntelliMouse?"`), meaning the function would get stuck with said mouse plugged in.

A fix for this would be to check if `inbytesleft` was unchanged after an iteration and in that case either decrement the counter like when `SDL_ICONV_EILSEQ` is returned or simply break the loop.
2020-03-10 16:29:28 -07:00
Sam Lantinga
1f4965c8c4 Fixed warnings building with mingw64 2020-03-08 21:24:06 -07:00
Sam Lantinga
c8c05a9fc3 Fixed bug 4991 - Pixel shader problem when recreating a texture for direct3d renderer
cmediaplayer

Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps:

*Open a media file
*When playing the file change the scale quality under the video menu.
*You will see the problem.
2020-03-08 19:23:21 -07:00
Sam Lantinga
367a356132 Don't release the backbuffer on error, we didn't acquire it. 2020-03-08 18:56:07 -07:00
Cameron Gutman
4e0fb110c8 Clear the old player index slot when moving to a new one 2020-03-07 19:21:21 -08:00
Cameron Gutman
165ccaa85b Fix incorrect player index when assigning a joystick the same index twice
Prior to this fix, we would hit the existing_instance >= 0 case and move the joystick
again to a different index than the one requested by the caller. It also breaks the assumption
that a SDL_JoystickID is only present in SDL_joystick_players at one location.
2020-03-07 17:20:04 -08:00
Cameron Gutman
e152a3cedb direct3d: Don't attempt to create zero sized vertex buffer 2020-03-07 13:59:42 -08:00
Cameron Gutman
467434b92d Added support for indicating player index on DS4 controllers 2020-03-07 13:17:28 -08:00
Sam Lantinga
82be6dd7c9 Fixed regression in bug 4966 - KMSDRM: Add dynamic modeset support
Anthony Pesch

I was just communicating with one of the Retropie developers regarding this.

This change removed the forced window focus change on creation (3534cb3793) as part of the change no longer assumes there's only a single window being created. This was perhaps an over-aggressive removal.

Due to that change, joystick events are only received if SDL_SetKeyboardFocus is called explicitly, or if the app has specified SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS.

I think that part of my change should be reverted to continue setting mouse / keyboard focus to the window being created. If SDL_WINDOW_INPUT_FOCUS is to be used as an input flag the code could be conditional, but that would still leave existing software broken.
2020-03-07 08:48:04 -08:00
Ethan Lee
27889d0261 winrt: Wait for EnumerationCompleted before leaving WASAPI_EnumerateEndpoints 2020-03-03 12:31:41 -05:00
Sam Lantinga
e9bc21fba5 Fixed rumble for third-party Nintento Switch Pro controllers
The 8BitDo SF30 Pro Gamepad will generate a single motor pulse for each rumble message, so we need to do this frequently to have continous rumble on this device.
2020-03-04 17:10:37 -08:00
Sam Lantinga
428cfddb4c Fixed crash when a controller is disconnected while rumble is pending 2020-03-04 14:59:44 -08:00
Sam Lantinga
281d05a6d1 Fixed handling the guide button with both V1 and V2 of the Xbox One Bluetooth wireless protocols 2020-03-04 09:42:10 -08:00
Sam Lantinga
69a8c8468c Fixed using more than one Xbox Bluetooth controller
Don't prevent duplicate devices using hidraw, instead libusb takes precedence and all hidraw devices that aren't handled by libusb are available
2020-03-04 09:42:08 -08:00
Sam Lantinga
2a91f682b5 Fixed bug 5012 - KaiOS keycodes support
pelya

KaiOS is an OS for feature phones, with numeric keypad and non-touch screen, and typically 512 Mb RAM and 4 Gb flash.
It is based on Firefox OS, all apps are made with HTML5 and Javascript. SDL can be cross-compiled using emscripten and packaged as native app.
This patch adds support for star '*' and pound '#' keys on such phones to generate SDL events.
2020-03-03 17:56:33 -08:00
Sam Lantinga
96836ec643 Add 500ms max wait time for hid_write to complete on Windows
It appears that with some (presumably) flaky drivers or hardware that the WriteFile in hid_write never completes leading to GetOverlappedResult to block forever waiting for it.
2020-03-03 09:22:43 -08:00
Sam Lantinga
07000bfc33 Fixed bug 5010 - SDL_Init with SDL_INIT_JOYSTICK hangs for 10 seconds when playing audio from another application
Jake Breen

I have tracked it down to a call on
hid_device_info() -> HidD_GetManufacturerString (Line 499 in src\hidapi\windows\hid.c)
2020-03-02 17:31:58 -08:00
Sam Lantinga
aa384ad02b Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower 2020-03-02 15:21:07 -08:00
Sam Lantinga
3b3ae4d14d Possible fix for bug 5010 - SDL_Init with SDL_INIT_JOYSTICK hangs for 10 seconds when playing audio from another application
Jake Breen

When I run SDL_INIT with SDL_INIT_JOYSTICK it stalls for about 10 seconds (last report was 10,615ms), but only if I'm currently playing audio. (Like in Spotify for example.)

querying something related to device access (last dll loaded)
'BabbysFirst64.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceaccess.dll'.

I use a USB DAC because my mobo's audio out is pretty not great. And I've noticed unplugging it seems to solve the issue. I haven't noticed any other issues that are caused by my DAC.

My DAC is the Sound BlasterX G1 https://us.creative.com/p/gaming-headsets/sound-blasterx-g1
Vid = 041E
PID = 3249

My system specs:
- Windows 10 Pro
- Ryzen 2700x
- 16GB Ram
- Nvidia 2070 RTX

Additional USB devices plugged in:
- Valve Index
- Xbox One Elite Controller
2020-03-02 15:06:47 -08:00
Sam Lantinga
a19757ac8d Fixed bug 5007 - Segfault in KMSDRM_VideoQuit() on Raspberry Pi Zero with no display attached
Charles Huber

This patch fixes the segfault on my Pi, though the valid display index range reported by the CHECK_DISPLAY_INDEX() macro in src/video/SDL_video.c is a little weird:

$ SDL_VIDEO_EGL_DRIVER=libEGL.so SDL_VIDEO_GL_DRIVER=libGLESv2.so ./a.out
SDL_Init(): displayIndex must be in the range 0 - -1
2020-03-02 14:55:40 -08:00
Sam Lantinga
eb19631a1e This controller firmware is supported on Windows, and is covered by the Bluetooth check on Mac OSX 2020-03-02 10:57:57 -08:00
Sam Lantinga
49564c8b8d Added support for the PDP Victrix Pro FS with Touch Pad for PS4 2020-03-02 10:47:48 -08:00
Sam Lantinga
4572dd2ae6 Fixed bug 4854 - Add a way to extend the values in controller_type.h
Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
2020-03-02 10:37:28 -08:00
Sam Lantinga
27f346a058 Fixed compile warning 2020-03-02 09:46:37 -08:00
Sam Lantinga
339612d5af ControllerList: add support for Victrix Pro FS w/ Touchpad for PS4 2020-03-02 09:35:12 -08:00
Sam Lantinga
52be663380 Use SDL math functions in Steam Controller support 2020-03-02 09:35:09 -08:00
Sam Lantinga
756d2073fe Updated the HIDAPI Xbox One driver with support for Bluetooth Xbox One controllers 2020-03-02 09:26:12 -08:00
Sam Lantinga
997f3e9e82 Fixed build warnings 2020-03-02 09:03:55 -08:00
Sam Lantinga
bebc486774 We already have a hidapi implementation for Windows, we don't need libusb 2020-03-01 17:53:30 -08:00
Sam Lantinga
74ed215618 Updated version to 2.0.12 for release candidate build 2020-03-01 14:58:16 -08:00
Sam Lantinga
6590d078d7 Fixed bug 4996 - Mac: XBoxOne Bluetooth rumble isn't working
rofferom

I have an annoying issue on MacOS about XBoxOne Bluetooth rumble (Vendor: 0x045e, Product: 0x02fd).

When 360controller is installed, rumble is working correctly. However, Bluetooth rumble isn't working at all, with or without 360controller installed (although it is working with Chrome + https://html5gamepad.com).

I looked at the code, and it seems that XBox controllers are managed in MacOS in this file: SDL_hidapi_xbox360.c. The XBoxOne file is disabled for MacOS in SDL_hidjoystick_c.h.

The function HIDAPI_DriverXbox360_Rumble() is called correctly, and hid_write() returns no error.

I have tried a stupid test. I took the rumble packet from 360controller: ec4e88eb2d/XBOBTFF/FFDriver.cpp (L620). With the patch I have attached, I manage to have rumble working on Bluetooth (with some stupid vibration level, but it proves it can if the packet is changed).

But it breaks the USB rumble with 360controller. A comment in the function makes an explicit reference to 360controller, I think that's why I have broken this specific usecase.

I don't know what is the correct way to fix this, but it seems that the current implementation has a missing case for Bluetooth support.


Note that I also tested master this morning, and I have another issue:
    if (!device->ffservice) {
        return SDL_Unsupported();
    }

test fails in DARWIN_JoystickRumble(). This test has been done quickly, I'm not totaly confident about its accuracy.
2020-03-01 14:52:49 -08:00
Romain Roff?
5346216368 mac: Fix gamepad detection 2020-03-01 13:01:53 -08:00
Sam Lantinga
51e9e98451 Fixed whitespace 2020-03-01 13:00:50 -08:00
Sam Lantinga
8a6f1aa5f5 Fixed bug 4369 - Going fullscreen with green knob in MacOS freezes app for 15 seconds.
Elmar

creating a fullscreen window with SDL_CreateWindow(..SDL_WINDOW_FULLSCREEN_DESKTOP..) in MacOS works fine, except if it was triggered by the user with the green knob in the top left window title bar.

Then "something" is different, and SDL_CreateWindow hangs for 15-20 seconds (tested in MacOS 10.13 and 10.14).

Responsible for the hang is this code in SDL_cocoawindow.m - Cocoa_SetWindowFullscreenSpace:

        const int maxattempts = 3;
        int attempt = 0;
        while (++attempt <= maxattempts) {
            /* Wait for the transition to complete, so application changes
             take effect properly (e.g. setting the window size, etc.)
             */
            const int limit = 10000;
            int count = 0;
            while ([data->listener isInFullscreenSpaceTransition]) {
                if ( ++count == limit ) {
                    /* Uh oh, transition isn't completing. Should we assert? */
                    break;
                }
                SDL_Delay(1);
                SDL_PumpEvents();
            }
            if ([data->listener isInFullscreenSpace] == (state ? YES : NO))
                break;
            /* Try again, the last attempt was interrupted by user gestures */
            if (![data->listener setFullscreenSpace:(state ? YES : NO)])
                break; /* ??? */
        }

One trivial workaround is to change 'const int limit = 10000' to 500. Then the freeze is so short that it doesn't look like a freeze to the user.

Looking further into the problem, I observed that the function Cocoa_SetWindowFullscreenSpace recursively calls itself via some ObjectiveC messages. I managed to extract a callstack for this (copied below): Note how Cocoa_SetWindowFullscreenSpace in stack line 22 calls SDL_PumpEvents, which eventually arrives at  SDL_SendWindowEvent, which calls SDL_UpdateFullscreenMode (stack line 0), which then calls Cocoa_SetWindowFullscreenSpace again (not shown). This recursive second call is the one that hangs.

Another "solution" that worked for me was to add a flag to SDL_Window that is set in Cocoa_SetWindowFullscreenSpace and causes this function to return immediately if called from itself.

Obviously, this is also an ugly hack, but I don't have enough time to dive into this crazy Cocoa/ObjectiveC business deep enough to find a proper solution. But hopefully it's easy for one of the experts around.

Note that there is a "failure to go fullscreen"-message involved, maybe using the green knob causes this failure at first.

I can unfortunately not provide a minimum example.

Best regards,
Elmar

0   com.yasara.View               	0x00000001007495af SDL_UpdateFullscreenMode + 207
1   com.yasara.View               	0x00000001006e2591 SDL_SendWindowEvent + 401
2   com.yasara.View               	0x0000000100775a72 -[Cocoa_WindowListener windowDidResize:] + 370
3   com.yasara.View               	0x0000000100776550 -[Cocoa_WindowListener windowDidExitFullScreen:] + 512
4   com.apple.AppKit              	0x00007fff3180a2a4 -[_NSWindowEnterFullScreenTransitionController failedToEnterFullScreen] + 692
5   com.apple.AppKit              	0x00007fff31c59737 -[_NSEnterFullScreenTransitionController _doFailedToEnterFullScreen] + 349
6   com.apple.AppKit              	0x00007fff3172aa53 __NSFullScreenDockConnectionSendEnterForSpace_block_invoke + 135
7   libxpc.dylib                  	0x00007fff6114b9b1 _xpc_connection_reply_callout + 36
8   libxpc.dylib                  	0x00007fff6114b938 _xpc_connection_call_reply_async + 82
9   libdispatch.dylib             	0x00007fff60ec7e39 _dispatch_client_callout3 + 8
10  libdispatch.dylib             	0x00007fff60ede3b0 _dispatch_mach_msg_async_reply_invoke + 322
11  libdispatch.dylib             	0x00007fff60ed2e25 _dispatch_main_queue_callback_4CF + 807
12  com.apple.CoreFoundation      	0x00007fff33d39e8b __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 9
13  com.apple.CoreFoundation      	0x00007fff33d3959a __CFRunLoopRun + 2335
14  com.apple.CoreFoundation      	0x00007fff33d38a28 CFRunLoopRunSpecific + 463
15  com.apple.HIToolbox           	0x00007fff32fd1b35 RunCurrentEventLoopInMode + 293
16  com.apple.HIToolbox           	0x00007fff32fd1774 ReceiveNextEventCommon + 371
17  com.apple.HIToolbox           	0x00007fff32fd15e8 _BlockUntilNextEventMatchingListInModeWithFilter + 64
18  com.apple.AppKit              	0x00007fff3128deb7 _DPSNextEvent + 997
19  com.apple.AppKit              	0x00007fff3128cc56 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1362
20  com.yasara.View               	0x000000010076fab2 Cocoa_PumpEvents + 290
21  com.yasara.View               	0x00000001006dd1c7 SDL_PumpEvents_REAL + 23
22  com.yasara.View               	0x00000001007795cf Cocoa_SetWindowFullscreenSpace + 223
23  com.yasara.View               	0x000000010074970b SDL_UpdateFullscreenMode + 555
24  com.yasara.View               	0x00000001006e2476 SDL_SendWindowEvent + 118
25  com.yasara.View               	0x0000000100774ff7 -[Cocoa_WindowListener resumeVisibleObservation] + 135
26  com.yasara.View               	0x000000010077664c Cocoa_ShowWindow + 188
27  com.yasara.View               	0x0000000100749492 SDL_FinishWindowCreation + 546
28  com.yasara.View               	0x0000000100748da5 SDL_CreateWindow_REAL + 1573
29  com.yasara.View               	0x000000010010d9b1 vga_setvideomode + 1347
30  com.yasara.View               	0x00000001003f0d46 mod_initscreen + 2614
31  com.yasara.View               	0x00000001003f344b mod_reinitscreen + 460
32  com.yasara.View               	0x00000001003f370d mod_resizescreen + 383
33  com.yasara.View               	0x0000000100418e39 mod_main + 815
34  com.yasara.View               	0x000000010029ca5d main2 + 5766
35  com.yasara.View               	0x000000010011d1b7 main.main_cpuok + 19
2020-03-01 12:58:50 -08:00
Sam Lantinga
bd5da73afd Fixed bug 4992 - UWP/WinRT does not set thread priority when using SDL_SetThreadPriority
Ethan Lee

Attached is a diff that I used to get SetThreadPriority working locally. I still have no idea what the minimum SDK version is since Microsoft never documented it, but it's worth pointing out that they're much more aggressive about using the latest VS and UWP SDK anyway (for example, an updated Xbox is no longer compatible with VS2017, and updates are required to have a network connection of any kind).
2020-03-01 12:50:42 -08:00
Sam Lantinga
1af31a26d1 Fixed trying to handle the HORI Wireless Switch Pad when connected via USB 2020-02-27 13:53:32 -08:00
Sam Lantinga
20d67446e0 Xbox One controller rumble doesn't need synchronization if you use a packet counter of 0 2020-02-27 09:33:32 -08:00
Sam Lantinga
9013c9169c Fixed bug 5005 - warnings in kmsdrm
Malte Kie?ling

At the moment i get following warnings from kmsdrm:

 * in SDL_kmsdrmvideo.c KMSDRM_DestroySurfaces is return type int, but thats never returned or checked against
 * in SDL_kmsdrmvideo.c KMSDRM_DestroySurfaces the variable viddata is not used
 * in SDL_kmsdrmopengles.c KMSDRM_GLES_LoadLibrary a cast to NativeDisplayType is missing

I attached a patch for them :)
2020-02-27 08:20:34 -08:00
Sam Lantinga
7f26ff237d Fixed bug 4987 - Can't build on MinGW a recent state (15'th February, 2020): conflicting types 2020-02-27 08:18:20 -08:00
Sylvain Becker
21a2e0c787 Fix compilation C90 mixed declarations and code (Thanks Cameron Gutman !) 2020-02-25 06:53:51 +01:00
Sylvain Becker
e2b132ca74 Better fix to set the palette opaque, when there is also a colorkey
(see bug 3827)
2020-02-24 21:57:03 +01:00
Sam Lantinga
e3b0713e40 Don't call setPreferredOutputNumberOfChannels on iOS, it breaks audio output 2020-02-24 12:07:18 -08:00
Sam Lantinga
2c9871a4a8 Fixed surround sound support on Apple TV 2020-02-24 10:25:57 -08:00
Sylvain Becker
f485766005 Fix: set to opaque when a palette surface is converted to an alpha format. 2020-02-23 23:07:15 +01:00
Sylvain Becker
bf8aa1edae Fix regression: when a palette + colorkey is converted, it needs a blend mode.
- Regression of test_1.c of bug 3827, after fix from bug 4798.
- Blending is also needed when the palette contains alpha value, but not necessarily colorkey.
- Clean up SDL_ConvertColorkeyToAlpha which doesn't seem to need 'ignore_alpha' parameter any-more.

(see bug 3827)
2020-02-23 22:38:08 +01:00
Ryan C. Gordon
094655cff9 cocoa: Make sure wait for button enable can't be infinite. 2020-02-23 14:49:03 -05:00
Ryan C. Gordon
723165187f cocoa: Removed a debug printf that was accidentally committed. 2020-02-23 14:48:48 -05:00
Sylvain Becker
9a7c2b2246 Fixed bug 4999 - Palette surface always promoted to alpha (Thanks Cameron Gutman!)
MSVC Static analysis: Incorrect alpha_value check in SDL_render.c
(see also bug 4425)
2020-02-23 09:59:52 +01:00
Ryan C. Gordon
4d9e6e5f70 cocoa: When exiting a fullscreen space, wait for window state to normalize.
A good metric of this is when the titlebar's "minimize" button is reenabled,
which doesn't happen by the time windowDidExitFullscreen triggers.

This fixes minimizing a fullscreen window on macOS.

Fixes Bugzilla #4177.
2020-02-21 14:50:09 -05:00
Sam Lantinga
8d14636326 Fixed support for third party Xbox 360 wireless controller dongle 2020-02-19 08:26:00 -08:00
Ryan C. Gordon
44698c4970 dynapi: Fixed build on non-Android platforms. 2020-02-18 01:44:07 -05:00
Sam Lantinga
ad225047b6 Added Android SDK conditionals to game controller mappings
The Nintendo Switch Pro controller has a different mapping on Android 10 and newer
2020-02-17 14:15:47 -08:00
Sam Lantinga
d7ece7ee6f Made SDL_GetAndroidSDKVersion() available for applications 2020-02-17 13:54:45 -08:00
Ryan C. Gordon
93b26f172c opengl: Backed out hg changeset 94f9f40a957f
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
2020-02-17 16:15:04 -05:00
Ryan C. Gordon
1b82606e1d x11: Wait a bit in SDL_SetWindowSize() to see if window manager vetoed change.
Same idea as the fix for Bugzilla #4646.

Fixes Bugzilla #4727.
2020-02-17 16:11:18 -05:00
Ryan C. Gordon
e731522578 x11: Don't delay an extra 10ms if we were just going to break out of the loop. 2020-02-17 15:02:37 -05:00