Added support for getting the real controller info, as well as the function SDL_GameControllerGetSteamHandle() to get the Steam Input API handle, from the virtual gamepads provided by Steam.
Also added an event SDL_CONTROLLERSTEAMHANDLEUPDATED which is triggered when a controller's API handle changes, e.g. the controllers were reassigned slots in the Steam UI.
(cherry picked from commit c981a597dc7c69e7532796b3a206071807479d35)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
The original code mapped incorrectly from [min, max] to [-32768, 32512], the upper bound being SDL_JOYSTICK_AXIS_MAX - 255 instead of SDL_JOYSTICK_AXIS_MAX.
This will make it possible to have mappings for different controllers
that have the same VID/PID. This happens frequently with some generic
controller boards that have been reused in many products.
Fixes https://github.com/libsdl-org/SDL/issues/6004