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.
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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
45b774e3f7
Updated copyright for 2017
2017-01-01 18:33:28 -08:00
Philipp Wiesemann
c2b90f2df8
Fixed compiling of testgamecontroller program with C++.
2016-12-28 20:11:29 +01:00
Sam Lantinga
6d7da0887d
Split controller axes into positive and negative sides so each can be bound independently.
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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
70aa2a5717
Only print out the controller mappings if we're not going to test a controller
2016-12-09 04:17:10 -08:00
Sam Lantinga
dd5d85a4e7
Added an API to iterate over game controller mappings
2016-11-29 06:36:57 -08:00
Sam Lantinga
c406f649b3
Added USB VID/PID information to the SDL test programs
2016-11-10 18:53:50 -08:00
Sam Lantinga
c490b54e08
Fixed black screen on Steam Link
2016-10-13 04:01:25 -07:00
Philipp Wiesemann
929b965c62
Fixed compiling of three test programs with C++.
2016-09-21 23:06:38 +02:00
Philipp Wiesemann
6a9a8b682c
Fixed memory leak in game controller test program.
2016-05-05 22:05:21 +02:00
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.
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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