Commit Graph

49 Commits

Author SHA1 Message Date
Sam Lantinga
9da4bfc141 Added support for the Power A Nintendo Switch Enhanced Wireless Controller 2019-10-22 10:57:07 -07:00
Ozkan Sezer
4953e050f5 use SDL_zeroa at more places where the argument is an array. 2019-07-31 05:11:40 +03:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga
14329256cb Generalized the XInput user index into a player index 2018-10-25 16:53:14 -07:00
Sam Lantinga
9987ca69f3 Added SDL_JoystickGetXInputUserIndex() 2018-10-25 12:54:42 -07:00
Sam Lantinga
5febdfcece Fixed whitespace 2018-09-24 11:49:25 -07:00
Sam Lantinga
a2add1f683 Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button. 2018-08-15 23:14:45 -07:00
Sam Lantinga
63107524f6 Fixed input from the Steam Virtual Gamepad on Mac OS X 2018-08-15 19:53:34 -07:00
Sam Lantinga
99759bac82 There's no controller that's supported by both XInput and HIDAPI 2018-08-09 16:04:34 -07:00
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
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
Ryan C. Gordon
862aa4b47d windows: Fixed some Visual Studio warnings about shadowed variables.
Fixes Bugzilla #4118.
2018-07-22 19:28:27 -04:00
Sam Lantinga
a8ac588549 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 2018-03-07 13:30:40 -08:00
Ethan Lee
6e3d0a133c Use new XInput mapping for Win10+ (Bugzilla #3960) 2018-02-21 12:42:30 -05:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
0ddac338b0 keep joystick thread from waking unnecessarily, and from possibly blocking for 300ms at shutdown if a joystick was just plugged in
CR: SamL
2017-09-08 07:15:47 -07:00
Sam Lantinga
ddeaa6016c Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks
Jimb Esser

Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...).  XInput does not seem to have the problem below, only DirectInput.

I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3.  Direct Input shows them as having GUIDs G1, G2, G3.  I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2!  Not so "unique"...  I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3.  Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened!  So I end up with two instances of J3 opened, and none of J1.  "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this.  This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)).

The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks.  GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed.  This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened).  If your app only ever opens one joystick, this will do more work at startup than it did previously.
2017-08-13 20:42:41 -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
Philipp Wiesemann
871d43a839 Removed unused hint includes. 2017-06-08 22:40:09 +02:00
Philipp Wiesemann
4b47fa38c3 Removed duplicate includes. 2017-06-04 23:15:47 +02:00
Philipp Wiesemann
8eee82cd84 Windows: Fixed warning about unused variable.
Found by buildbot.
2017-02-03 23:30:43 +01:00
Sam Lantinga
710ae62a79 Remember XInput controllers that we've already seen, so when the raw device list changes we don't assign the old device to the new XInput userid.
This isn't perfect, but at least we won't report the same device twice.
2017-02-02 17:33:40 -08:00
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
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
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
Philipp Wiesemann
3e9284519a Windows: Fixed compile error. 2016-12-23 20:36:24 +01:00
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
2f6ba615ee Guess the USB VID/PID of XInput devices 2016-11-24 12:24:22 -08:00
Philipp Wiesemann
97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga
47418f2d5a Updated Windows game controller support 2016-11-11 03:35:37 -08:00
Sam Lantinga
ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Sam Lantinga
27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Sam Lantinga
24df68ea33 Fixed bug 2833 - Access Violation on SDL_PollEvent after init, delay and quit of joystick subsystem
Jan Klass

Not sure if this is limited to the joystick subsystem,
but I created a minimal program for reproducibility,
which is attached.

The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in.
On initialization, the gamepad is being recognized.
After quitting the subsystem, the poll will receive the joystick added event,
which it instantly handles itself, calling SDL_SYS_JoystickDetect again,
which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit).
This seems to lead to an access violation within said function, which I have no source for.
2016-10-07 16:32:58 -07:00
David Ludwig
3c8a26984d WinRT: build fix in joystick code 2016-10-01 18:10:50 -04:00
Sam Lantinga
7b34f47e19 Fixed windows build 2016-10-01 14:50:22 -07:00
Sam Lantinga
fa0f417631 Fixed build warnings and errors 2016-10-01 14:48:18 -07:00
Sam Lantinga
64180d2261 Fixed bug 3138 - c_dfDIJoystick2 already defined in dinput8.lib
Machiel van Hooren

In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.

I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
2016-10-01 14:05:35 -07:00
Sam Lantinga
ad1bfea5a0 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
2016-08-26 12:18:08 -07:00
Mikkel Krautz
a21e6af514 Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.

Presumably, this will be fixed in the future.

This patch works around the issue by adding the Xbox One controller series to the
well-known device list.

This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
2016-08-06 15:09:20 +02:00
Ryan C. Gordon
9b4db2b8aa Patched to compile on various platforms. 2016-04-12 18:11:36 -04:00
Ryan C. Gordon
c61675dc5d threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.

I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
2016-04-12 16:45:10 -04:00
Sam Lantinga
1c2beb2180 Allow using the game controller API with arcade sticks and other XInput devices 2016-02-16 13:47:37 -08:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
David Ludwig
dc804c0e1a WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010.  It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
2015-11-14 21:29:14 -05:00
Sam Lantinga
a0c4b56ff9 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
2015-09-30 15:39:30 -07:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
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().
2015-06-21 17:33:46 +02:00