Commit Graph

30 Commits (ee56090d3d57f25d8d7cbd68282ce3fbb9184492)

Author SHA1 Message Date
Ryan C. Gordon fa23e3d00b locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.

Fixes Bugzilla #2131.
2020-05-04 02:27:29 -04:00
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 3180ba81af First pass at Windows sensor implementation 2020-04-08 08:34:27 -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 40625c4e79 virtual joysticks: MSVC support part 2/2, add file refs to MSVC projects (bug 5028) 2020-03-15 16:01:19 -04:00
Sam Lantinga 7c7ae00294 Added SDL_hidapi_rumble.c to the Visual Studio project 2020-02-04 15:35:01 -08:00
Sam Lantinga 8d742d4745 Added new HIDAPI driver files to the Visual Studio project 2019-12-19 15:12:36 -08:00
Ozkan Sezer eb8f14bb6a added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Sam Lantinga 7bf6c887c7 Fixed the location of controller_type.h in the Visual Studio project 2019-10-22 10:25:55 -07:00
Ryan C. Gordon 16dee35cfe windows: Remove /ARCH:SSE option from x64 Visual Studio builds.
Fixes Bugzilla #4561.
2019-10-15 09:07:12 -04:00
Sam Lantinga be6cda9f95 Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
2019-06-19 15:54:21 -07:00
Sam Lantinga 82ebe63f9a Fixed Visual Studio build 2019-03-16 19:46:37 -07:00
Cameron Gutman 6a9f45f2de Remove machine-specific IncludePath from SDL.vcxproj
These IncludePath values seem to not actually be needed since nobody
noticed they were wrong for the past couple months.
2018-10-12 22:05:58 -07:00
Sam Lantinga de5367a612 Added display event files to the Visual Studio projects 2018-08-23 02:48:47 -07:00
Sam Lantinga 7749ee2a43 Added the dummy sensor driver to the Visual Studio projects 2018-08-21 13:42:44 -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
Ethan Lee b4fe7412f9 SDL_exp 2018-08-04 11:52:46 -04:00
Ethan Lee 11c348b4d7 SDL_log10 2018-01-17 11:53:09 -05:00
Sam Lantinga bcf1e62289 Removed duplicate entry for SDL_wasapi.h 2017-12-08 16:12:53 -08:00
Ryan C. Gordon 351d6d4784 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00
Sam Lantinga a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga bcdf8b916b Added SDL_fmod() and SDL_fmodf() 2017-11-04 17:35:03 -07:00
Sam Lantinga 1f2e151b44 Added Vulkan support to the Visual Studio 2010 solution 2017-08-27 22:20:17 -07:00
Ryan C. Gordon 6046fd4cb0 wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
2017-02-14 03:03:27 -05:00
Ryan C. Gordon a0e003eebb Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
2016-12-06 02:23:54 -05:00
Sam Lantinga af7f30de02 Fixed SDL always being built because of missing headers in the project. 2016-12-05 21:28:27 -08:00
Ryan C. Gordon 979de761c9 audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
2016-08-05 01:44:15 -04:00
David Ludwig c964ac91bf Fix Bug 3114: SDL's MSVC-2010+ projects can fail to build via a custom VS .sln 2015-09-07 13:25:36 -04:00
Alfred Reynolds 6ebbf7ddd0 Turn on debug info generation for release configs. 2015-07-29 17:19:09 -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