Commit Graph

16 Commits

Author SHA1 Message Date
Sam Lantinga
aba2792896 Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick

Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
2020-04-18 21:41:37 -07:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Ozkan Sezer
32bb8b4b40 test: replace some exit()s with returns. 2019-09-10 10:03:20 +03:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
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
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -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
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Philipp Wiesemann
b515b34dbb Fixed hotplug with more than one device in testjoystick program. 2016-12-16 22:58:32 +01:00
Sam Lantinga
c406f649b3 Added USB VID/PID information to the SDL test programs 2016-11-10 18:53:50 -08:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
11d98995da Replaced tabs with spaces in test programs. 2015-11-25 21:39:28 +01:00
Ryan C. Gordon
e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Alex Szpakowski
2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
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