Commit Graph

5399 Commits (4e682461cc6668c860405560446ae33de3490f27)

Author SHA1 Message Date
Sam Lantinga 82d2c357c3 Fixed rumble after Xbox controller initialization
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
2019-12-09 16:52:11 -08:00
Sam Lantinga 3d34750ced The PowerA Mini controller blocks while writing feature reports, so don't try to use the HIDAPI driver for it on Linux 2019-12-09 13:54:05 -08:00
Sam Lantinga 3626506369 Added some missing Xbox controller names 2019-12-09 13:54:03 -08:00
Sam Lantinga 140918bb6f Fixed bug 4883 - Add approximation for display DPI on iOS
Aaron Barany

There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)

I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
2019-12-08 11:36:40 -08:00
Sam Lantinga 54748a39be Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Sam Lantinga 135a90539b Fixed the Apple TV remote menu button on tvOS 13.2 (thanks Romain Tisserand) 2019-12-06 13:48:13 -08:00
Sam Lantinga 7a51ad6a50 Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand) 2019-12-06 13:48:10 -08:00
Ryan C. Gordon 597f11e563 cocoa: Patched to compile on older compilers. 2019-12-05 17:27:06 -05:00
Sam Lantinga 8342fa7c7e Fixed controller mapping issues caused by PS3 gyro jitter 2019-12-05 13:48:08 -08:00
Sam Lantinga 8ce894a316 Ignore axis jitter when mapping controllers 2019-12-05 13:18:56 -08:00
Sam Lantinga 6d00166813 Get full axis range for PS3 controller triggers on Linux 2019-12-05 13:18:53 -08:00
Ryan C. Gordon ca2c8609e1 cocoa: SDL_GetDisplayDPI() should account for Retina displays.
Fixes Bugzilla #4856.
2019-12-04 12:20:24 -05:00
Sam Lantinga b7576025e3 Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany

Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
2019-12-03 22:07:58 -08:00
Alex Smith e5af951eae Fix sending SDL_WINDOWEVENT_RESTORED after unminimizing windows on X11
SDL_SendWindowEvent will only send a RESTORED event if the window has
the minimized or maximized flag set. However, for a SHOWN event, it
will clear the minimized flag. Since the SHOWN event was being sent
first for a MapNotify event, the RESTORED event would never be sent.
Swapping the SendWindowEvent calls around fixes this.

https://bugzilla.libsdl.org/show_bug.cgi?id=4821
2019-12-02 15:41:25 +00:00
Cameron Gutman 55eb76218d Use stat() to minimize input device opens when not using udev
Calling open() on input devices can generate device I/O which blocks
the main thread and causes dropped frames. Using stat() we can avoid
opening anything unless /dev/input has changed since we last polled.

We could have used something fancy like inotify, but it didn't seem
worth the added complexity for this uncommon non-udev case.
2019-11-20 20:27:45 -08:00
Sam Lantinga 7a3ae59037 Fixed bug 4877 - Add support for loading menus from a nib/xib instead of building a hardcoded minimum set
Eric Shepherd

Currently, SDL on Cocoa macOS creates a rudimentary menu bar programmatically if none is already present when the app is registered during setup.

SDL could be much more easily and flexibly used on macOS if upon finding that no menus are currently in place, it first looked for the application's main menu nib or xib file and, if found, loaded that instead of programmatically building the menus.

This would then let developers simply drop in a nib file with a menu bar defined in it and it would be installed and used automatically.

Attached is a patch that does just this. It changes the SDL_cocoaevents.m file to:

* In Cocoa_RegisterApp(), before calling CreateApplicationMenus(), it calls a new function, LoadMainMenuNibIfAvailable(), which attempts to load and install the main menu nib file, using the nib name fetched from the Info.plist file. If that succeeds, LoadMainMenuNibIfAvailable() returns true; otherwise false.
* If LMMNIA() returns false, CreateApplicationMenus() is called to programmatically build the menus as before.
* Otherwise, we're done, and using the menus from the nib/xib file!

I made these changes to support a project I'm working on, and felt they were useful enough to be worth offering them for uplift. They should have zero impact on existing projects' behavior, but make Cocoa SDL development miles easier.
2019-12-03 07:12:55 -08:00
Ryan C. Gordon 3da6a0b20e pulseaudio: don't let FlushCapture get stuck in an infinite loop on shutdown.
Fixes Bugzilla #4645.
2019-12-03 03:53:06 -05:00
Ryan C. Gordon 7b08eb481d direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).
Fixes Bugzilla #4860.
2019-12-03 03:07:34 -05:00
Gerasim Troeglazov c8a2ef863e haiku: Disable pointer history
(note from PulkoMandy on Bugzilla #4442 about why this is a desirable patch:
"The event mask: note that the window and GL view run in their own thread
which I don't expect to be too much CPU bound, and will quickly pop these
messages and forward them to the main thread in our SDL code. Therefore the
B_NO_POINTER_HISTORY should be no problem, and is the default on Haiku
anyway (it was not in BeOS, but we changed that and added a
B_FULL_POINTER_HISTORY flag to request the old behavior explicitly). So, this
seems fine.")

Partially fixes Bugzilla #4442.
2019-12-03 02:49:01 -05:00
Ryan C. Gordon 183929bd29 cmake: ${SDL_CMAKE_DEBUG_POSTFIX} needs to be wrapped in quotes.
Otherwise, if it's an empty string, it causes problems.

Fixes Bugzilla #4117.
2019-12-03 02:42:53 -05:00
Sam Lantinga b98808f639 Updated DPAD binding for 8Bitdo Zero controller 2019-11-28 14:23:24 -08:00
Sam Lantinga 2fd3f756d2 Fixed trying to use the HIDAPI driver for the original Xbox One S Bluetooth controller 2019-11-28 11:44:17 -08:00
Sam Lantinga 8aaf945b2f Fixed mapping controllers that have axes that start at -32768 and then snap to 0 at the first input report 2019-11-28 11:44:15 -08:00
Sam Lantinga a3a8fcef77 Added support for the 8Bitdo SN30 Pro, wired connection 2019-11-28 10:04:05 -08:00
Sam Lantinga 4a77613881 Added the full Xbox One Elite Series 2 controller initialization sequence, to start input reports after switching out of Bluetooth mode. 2019-11-27 18:26:57 -08:00
Sam Lantinga d4e1c79720 Backed out changeset 36b79874a9c8, which fixed bug 4775
This change broke individual key events, so I'm reverting the change until we can investigate a better fix.
2019-11-27 17:17:03 -08:00
Sam Lantinga b8d65da459 Check for duplicates in the supported controller list 2019-11-27 15:27:21 -08:00
Sam Lantinga 0b863f8a5c Sorted controller entries by type and VID/PID to more easily find entries in the list 2019-11-27 15:27:19 -08:00
Sam Lantinga 84f8e53c85 Fixed detection of the Mad Catz FightPad Pro 2019-11-27 15:27:16 -08:00
Sam Lantinga 98cc9cf208 Added support for the Google Stadia Controller 2019-11-27 12:38:53 -08:00
Sam Lantinga 43cb7b3c51 Added support for the Hori Fighting Commander 2019-11-27 12:38:51 -08:00
Sam Lantinga a76e547477 Added support for the PowerA XB1 Fusion Fight Pad 2019-11-27 12:38:48 -08:00
Ozkan Sezer 0d0ec5fe52 CMakeLists.txt: sync DYLIB_CURRENT_VERSION to Xcode project 2019-11-26 20:41:00 +03:00
Sam Lantinga a5e6b87ce6 Added support for a variant of the PowerA FUSION Pro Controller 2019-11-26 08:35:41 -08:00
Sam Lantinga 532164366e Use the same logic to get the config descriptor in hid_open() as in hid_enumerate() 2019-11-25 16:29:12 -08:00
Sam Lantinga f3d95396d6 Added some missing controller names 2019-11-25 15:02:54 -08:00
Sam Lantinga 8243a3e801 Added support for the Hyperkin X91 2019-11-25 15:02:50 -08:00
Sam Lantinga de6397cfff Use SDL_hidapi.c instead of the platform specific hid.c implementations when libusb isn't available 2019-11-25 15:02:48 -08:00
Sam Lantinga 494af7a6e7 Backed out change to dynamically load udev - it's already happening in SDL_hidapi.c 2019-11-25 15:02:45 -08:00
Sam Lantinga 2713a1aae0 Moved the SteelSeries controllers into the "known controller" section 2019-11-25 13:27:26 -08:00
Sam Lantinga 26d53fbb83 Updated identification for the SteelSeries Stratus Duo 2019-11-25 11:12:09 -08:00
Sam Lantinga 308e7f2fec Linux hidapi code dynamically loads udev 2019-11-23 12:11:20 -08:00
Sam Lantinga 359ae75bb2 Fixed DragonRise Generic USB PCB showing up as a PS3 controller 2019-11-23 12:11:16 -08:00
Sam Lantinga 116bd7eb7a Added the Linux hidraw sources when libusb isn't available 2019-11-23 11:35:20 -08:00
Sam Lantinga 8e153922e4 This packet didn't end up being needed to initialize input for the Xbox One Elite Series 2 controller 2019-11-22 17:46:30 -08:00
Ozkan Sezer 6fc3886441 SDL_gamecontroller.h: remove comma at end of enumerator list 2019-11-23 03:28:02 +03:00
Sam Lantinga 6dce9733d9 Use SDL_zeroa() appropriately 2019-11-22 16:23:37 -08:00
Sam Lantinga 733f25252a Fixed build 2019-11-22 14:09:24 -08:00
Sam Lantinga 13006ba9e1 Added support for the PDP Versus Fighting Pad 2019-11-22 13:44:40 -08:00
Sam Lantinga b5aff9d7c3 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00