Commit graph

1049 commits

Author SHA1 Message Date
Sam Lantinga 0bdf4f95bf Disable system gestures on MFi controllers while they're open, so we get access to the back button, etc. 2021-03-22 19:19:01 -07:00
Ivan Epifanov a4ddb175f1 Formatting 2021-03-08 09:07:12 -08:00
Ivan Epifanov e5cbe7cf7a Add l2/r2 axes, l3/r3 buttons. rumble and ledbar support for ds4 2021-03-08 09:07:12 -08:00
Ivan Epifanov a05f92da1c Update joystick api to 2.0.14 2021-03-08 09:07:12 -08:00
Ivan Epifanov 7d89f09f74 ISO C90 fixes 2021-03-08 09:07:12 -08:00
Ivan Epifanov 73b545ed28 Fix joystick support 2021-03-08 09:07:12 -08:00
Ivan Epifanov 2d64e37e41 Initial rebase of xerpi's port 2021-03-08 09:07:12 -08:00
JibbSmart c287087fcc Only change joystick->nbuttons for Joy-Cons, since they're the only ones that have these "paddles" 2021-02-22 17:54:32 -08:00
JibbSmart ee52624f95 Switch Joy-Con SL and SR buttons are now mapped to matching paddle positions so that all buttons can be accessed when using SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS 2021-02-22 17:54:32 -08:00
Mathieu Eyraud 7a2b6f331b Guard Inotify stuff with macro
This fix implicit declaration of close and unused variable warning.
2021-02-22 09:07:07 -08:00
Sam Lantinga 1a17ab30e1 Added mappings for popular controllers on Chromebooks 2021-02-21 11:03:26 -08:00
David Gow db58166e9b joystick: hidapi: Properly include <unistd.h> when inotify not available
In the extremely unlikely event that inotify is not available (and,
therefore, HAVE_INOTIFY is not #defined), SDL will no-longer build.

This is because <unistd.h> is only included when HAVE_INOTIFY is
defined, and PR #4098 adds a call to access(…, F_OK), which requires
<unistd.h>.

(Note that the F_OK symbol is the only one which actually prevented
SDL from compiling, but both access() and close() fell back to implicit
definitions, which is a bit concerning.)

Fixes: 8d43f45a7b ("Don't use udev for joystick enumeration if running in a container")
2021-02-21 12:55:01 +03:00
Ludovico de Nittis 8d43f45a7b Don't use udev for joystick enumeration if running in a container
If we are running in a container, like Flatpak[1] or pressure-vessel[2],
it's likely that we are using user namespaces,
therefore udev event notification via netlink won't work reliably.
Use their filesystem API to detect them and automatically fallback to
the inotify-based enumeration.

[1] <https://flatpak.org/>
[2]
<https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/master/pressure-vessel>

Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2021-02-20 23:01:38 -08:00
Ludovico de Nittis 2c3269152a Use inotify for HIDAPI joystick enumeration if not using udev
This improves SDL's ability to detect HIDAPI joystick hotplug in a
container environment because we cannot reliably receive events from
udev in a container.

For a more detailed explanation of why this issue happens with
containers, please check the previous commit
"joystick: Use inotify to detect joystick unplug if not using udev"
(b0eba1c5).

Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2021-02-20 23:01:38 -08:00
Ludovico de Nittis b17242bf98 Allow libudev for HIDAPI joystick to be disabled at runtime
As already explained in the previous commit "joystick: Allow libudev to
be disabled at runtime" (13e7d1a9), libudev can fail in a container.

To make it easier to experiment with, we add a new environment variable
"SDL_HIDAPI_JOYSTICK_DISABLE_UDEV" that disables udev and let it
fallback to the device enumeration using polling.

Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2021-02-20 23:01:38 -08:00
Sam Lantinga 42607909a0 Remove devices from the list after they've been disconnected due to read errors.
This fixes problems with controllers not being re-detected when a computer goes to sleep and a controller is removed and plugged back in while it's asleep.
2021-02-20 22:51:57 -08:00
Matt Borgerson 4aa2e74844 Add Xbox Controller S entry to gamecontrollerdb 2021-02-16 10:15:44 -08:00
soredake 39153f81b9 add Linux mapping for Ipega PG-9087S, closes #3783 2021-02-12 08:00:41 -08:00
Sam Lantinga 5427f4861b Added support for trigger rumble for all Microsoft Xbox One controllers 2021-02-11 17:28:07 -08:00
Sam Lantinga 1f7ec3fa4e Added support for the PowerA Xbox One Series X Wired Controller 2021-02-11 17:27:22 -08:00
Ozkan Sezer dc45a228b9 avoid some pedantic warnings in array initializers 2021-02-10 10:22:20 -05:00
Sam Lantinga 9c3aa7f055 SDL: fix packet handling for original version of Stadia FW 2021-02-10 10:22:20 -05:00
Cameron Gutman f4d58689e0 Fix Xbox Series X controller on macOS
There were two different implementations of IsBluetoothXboxOneController(), one
in SDL_hidapi_xbox360.c and one in SDL_hidapi_xboxone.c. The latter had been
updated to include USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH while the former had
not.

This mismatch led to the Xbox Series X failing on macOS only. We have special
code for handling the 360Controller driver for macOS which requires us to use
the Xbox 360 driver for wired Xbox One controllers, and the SDL_hidapi_xbox360
version of IsBluetoothXboxOneController() was used to determine which devices
were wired.

In addition to adding the missing USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH, this
change moves IsBluetoothXboxOneController() into a single shared function which
will ensure this bug won't happen again.
2021-02-10 10:22:19 -05:00
Sam Lantinga 85235985fb Fixed detecting the paddles on the Xbox Elite Series 1 controller 2021-02-10 10:22:19 -05:00
Sam Lantinga fadfa51022 Don't uncorrelate while rumble is active and stay correlated longer in case raw input messages are lagging a bit. 2021-02-10 10:22:19 -05:00
Sam Lantinga 2cc70ca39e Fixed crash if the GameCube controller hasn't been opened yet 2021-02-10 10:22:18 -05:00
Sam Lantinga 7f710e93f0 Make sure we don't create a game controller mapping for HID devices that aren't supported by HIDAPI 2021-02-10 10:22:18 -05:00
Sam Lantinga 7e19c634c1 Note that the Logitech G29 (PS4) is a racing wheel 2021-02-10 10:22:18 -05:00
Sam Lantinga d81eaf8da5 Added explicit case from Uint8 to int before subtracting offset 2021-02-10 10:22:17 -05:00
Sam Lantinga bec9d740ec Fixed compile warning 2021-02-10 10:22:17 -05:00
Sam Lantinga ac72a2ba8e Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb

New hint to let the user opt out of having Switch controllers' Home button lit when opened.

This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.

I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
2021-02-10 10:22:16 -05:00
Sam Lantinga c857b5e0c9 Minor cleanup 2021-01-24 00:51:26 -05:00
Sam Lantinga 1981d23f4b Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev

Consider adding support for Stadia Controller haptics.

Here is example code how to deal with it:
99314be815/device/gamepad/hid_haptic_gamepad.cc (L45)
2021-01-24 00:51:26 -05:00
JibbSmart 0f57864c9e Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller. 2021-01-24 00:51:25 -05:00
Ozkan Sezer fd65aaa9a8 move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver
build-tested only. (bug #5472.)
2021-01-24 00:51:25 -05:00
Ozkan Sezer 2376458841 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H 2021-01-24 00:51:25 -05:00
Sam Lantinga f68b36df75 Added support for the EVORETRO GameCube Adapter in PC mode 2021-01-24 00:51:25 -05:00
Sam Lantinga 9c88eac856 ControllerList: fix typo 2021-01-24 00:51:25 -05:00
Ozkan Sezer 11fce32162 SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git.
Fix V/A/FSlider dwOfs values in c_dfDIJoystick2
af2f419426

Add missing ASPECT flags for c_dfDIJoystick2
e2e100272f

Closes bug #5474.
2021-01-24 00:51:25 -05:00
Ozkan Sezer 4a776557af old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
2021-01-24 00:51:25 -05:00
Sam Lantinga 9e45372a2f Fixed build on Android and iOS 2021-01-24 00:51:25 -05:00
Sam Lantinga 3527b49459 Fixed initializing the Nyko and EVORETRO GameCube adaptors
This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
2021-01-24 00:51:24 -05:00
Sam Lantinga 178ae70a29 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller. 2021-01-24 00:51:24 -05:00
Cameron Gutman 6e97170e96 Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.

Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
2021-01-24 00:51:24 -05:00
Ozkan Sezer 6393d14de5 SDL_virtualjoystick.c: remove wrong #endif comment. 2021-01-24 00:51:24 -05:00
Ozkan Sezer f3835702d3 fix build with --disable-directx 2021-01-24 00:51:24 -05:00
Sam Lantinga 2ea393bd83 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers 2021-01-24 00:51:23 -05:00
Ozkan Sezer bdb3e6b84f SDL_hidapi_switch.c: fix build with older compilers 2021-01-15 12:40:00 +03:00
Sam Lantinga e3dbae5010 Get the serial number for the Nintendo Switch Pro controller 2021-01-14 23:49:41 -08:00
Sam Lantinga 5fc743c4fd Phantom Nintendo Switch Pro Controller initialization problem 2021-01-14 23:49:37 -08:00
Sam Lantinga 92742306a6 Fixed rumble reset failing for Switch Pro controllers in USB mode 2021-01-14 23:49:33 -08:00
Sam Lantinga d0b87fede6 Added HIDAPI rumble debug info 2021-01-14 23:49:27 -08:00
Sam Lantinga e2f46ed8ef Always lock the HIDAPI device when closing, in case rumble is pending 2021-01-14 23:49:20 -08:00
Sam Lantinga 907b8eebc3 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete 2021-01-14 23:49:16 -08:00
Sam Lantinga b3848c5120 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled
jibb

I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller.

I'm using the standard mapping file from here:
https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt

With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed).

However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead.

Mathias Kaerlev

Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version.

I suspect it might be caused by this commit:
a569b21188 (diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5)

It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
2021-01-14 15:15:57 -08:00
Sam Lantinga bdc6e4ffc5 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS
RustyM

This is related to Bug 5034, but crashes under a somewhat different condition.

In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash.

File: joystick/darwin/SDL_sysjoystick.c
Function: static recDevice *FreeDevice(recDevice *removeDevice)
On line 159: while (device->pNext != removeDevice) {
Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188)

This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in.

Some of the "retro" controllers I?ve seen this crash with:
- iBuffalo SNES Controller
- 8Bitdo SN30 Gamepad (in MacOS mode)
- Retrolink NES Controller
- HuiJia SNES Controller Adaptor

The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10.

The while loop in FreeDevice() assumes that every device is not NULL.

    recDevice *device = gpDeviceList;
    while (device->pNext != removeDevice) {
        device = device->pNext;
    }
    device->pNext = pDeviceNext;

So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work.

    recDevice *device = gpDeviceList;
    if (!device) {
        while (device->pNext != removeDevice) {
            device = device->pNext;
        }
    }
    device->pNext = pDeviceNext;
2021-01-14 15:03:11 -08:00
Sam Lantinga fbd7c718b6 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver 2021-01-13 11:02:07 -08:00
Sam Lantinga d757ec7f5c Only select the gamepad interfaces on the Xbox 360 wireless adapter 2021-01-13 11:02:01 -08:00
JibbSmart e9887045a2 Gyro and Accel sensor support for Switch Pro Controller.
Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
2021-01-11 15:36:40 +08:00
Sam Lantinga a5dba7d3ab Fixed Xbox One Series X share button incorrectly triggering on newer firmware 2021-01-08 09:54:52 -08:00
Sam Lantinga d72dbd9883 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller 2021-01-04 17:30:28 -08:00
Sam Lantinga b2a0c712cb Allow setting the player index to -1, which turns off the player LED for PS5 controllers 2021-01-04 12:24:44 -08:00
Sam Lantinga bf754b52bf Valve contributed code is under the Zlib license 2021-01-04 12:17:24 -08:00
Ozkan Sezer a594b85031 use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed:
i.e. where the string is known guaranteed to be WCHAR*, in:
- SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*)
- SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR*
- SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded):
  string is WCHAR*

There should be more of these..
2021-01-04 10:00:30 +03:00
Ozkan Sezer f2bd861cd7 move SDL_tcsstr definition to core/windows/SDL_windows.h 2021-01-04 08:50:00 +03:00
Ozkan Sezer ae18109a92 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 398d2764c7 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer f09e0af7aa SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 480c1f9fef Make sure we're not starving report reads when there's lots of rumble 2021-01-01 11:12:36 -08:00
Sam Lantinga 0684572ccc Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. 2020-12-29 12:13:10 -08:00
Sam Lantinga 0ed4d92938 Fixed setting player LEDs for PS5 controllers over Bluetooth 2020-12-23 04:53:23 -08:00
Sam Lantinga 6341bb35a5 Fixed controller disconnect detection for PS4 and PS5 controllers over Bluetooth 2020-12-22 21:51:59 -08:00
Sam Lantinga a30adae567 Make it possible to turn on PS4 rumble effects at runtime using the hint 2020-12-22 20:58:32 -08:00
Sam Lantinga c93947a2cb Make it possible to turn on PS5 rumble effects at runtime using the hint 2020-12-22 20:12:03 -08:00
Sam Lantinga 058a0ab47f Set the pad lights on the PS5 controller corresponding to the player index
Also allow setting the player index from testgamecontroller using the number keys
2020-12-22 14:38:32 -08:00
Sam Lantinga 6a57072eef Only add the touchpad and sensors to the PS5 controller if effects are enabled 2020-12-22 14:10:08 -08:00
Sam Lantinga 4ec776c334 Don't switch the PS5 controller out of DirectInput mode by default 2020-12-22 13:29:23 -08:00
Sam Lantinga ee180efda7 Fixed bug 5406 - Upstreaming DragonFlyBSD changes from DeltaPorts (patch from David Carlier) 2020-12-20 12:08:49 -08:00
Sam Lantinga cbe13d232d Fixed controller hotplug detection when joystick thread is not enabled 2020-12-18 13:10:36 -08:00
Sam Lantinga f0577bc9ea ControllerList: setup the ps5 default deadzone to match PS4 instead of defaulting to same a XboxOne/Switch 2020-12-18 10:09:06 -08:00
Ozkan Sezer 90456670b5 more "'for' loop initial declarations are only allowed in C99 mode" fixes 2020-12-17 14:11:00 +03:00
Sam Lantinga f484abbdc8 Added Android mapping for the Xbox One Series X controller over Bluetooth 2020-12-15 14:57:51 -08:00
Ozkan Sezer 637d425e3e whitespace. 2020-12-15 00:11:10 +03:00
Sam Lantinga e65e4fd3ef Fixed detecting the guide button on Xbox One S controllers over Bluetooth on Linux 2020-12-14 09:48:51 -08:00
Sam Lantinga 8795ca7067 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off
pj5085

I added some printf to verify the math being done.  Of the three joysticks I have, it works correctly for at least two, and seems to work correctly for the third.  I say "seems to" because, for the third joystick, the values never go through the AxisCorrect function, and thus never hit my printf statements, even though they did in the version I wrote my patch against.  I'm not sure what's going on there, but it at least seems to be working correctly in as much as I can tell.

I note this result in particular, for an SNES Gamepad (min=0, max=255):

Joystick value 0 becomes -32768
Joystick value 127 becomes 0
Joystick value 255 becomes 32767

Without the code that forces a zero point, the 127 input value would become -129, so I think you see why I added that code to turn it into zero.  However, I think Kai Krakow has a point about how SDL shouldn't assume that there should be a center.

Obviously in the majority of cases there actually should be a center, and the code that turns that 127 into an actual 0 is creating only a 0.2% error over 0.4% of this joystick's range.  However, what if there is an axis that is some kind of special control, like a 4-position switch, and, for whatever reason, the joystick reports it as an axis with 4 possible values, 0 to 3?  In that case, mutilating the two center values to the same value is much more of an error and and turns that 4-position switch into a 3-position switch.  If any joystick does this with a 2-position switch, then this code would render that control entirely useless as it would report the same value with the switch in either position.  Obviously the code could require that there be at least N possible values, to guess whether something is a proper axis or just some kind of switch, but the choice of N would be arbitrary and that's ugly.

I guess the real problem here is that my gamepad is just kind of broken.  It should be reporting a range of -1 to +1 since that's what it actually does.  Also, as Kai Krakow points out, it's probably not SDL's place to fix broken hardware.  I'll add that, if SDL does fix broken hardware, it should probably actually know that it's broken rather than be merely guessing that it is.

So, to the extent that SDL is able to do stuff like this, perhaps it's something better left for the user to configure in some kind of config file.
2020-12-14 09:15:47 -08:00
Ozkan Sezer b6e63625c8 fix bug #5395: handle old systems where inotify_init1 is not available 2020-12-13 15:32:24 +03:00
Sam Lantinga 80e5c689eb Fixed the PS5 controller not disconnecting when powered off 2020-12-13 01:20:38 -08:00
Sam Lantinga db0a2025c3 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off
pj5085

It occurred to me that my simple patch that comments out a few lines of code does not correctly remove the dead zone since the calculation presumably assumes the dead zone has been cut out of the range.  Then, while looking into how to make it output the correct range of values, I realized SDL wasn't returning the correct range of values to begin with.

This line of code was already present:

printf("Values = { %d, %d, %d, %d, %d }\n", absinfo.value, absinfo.minimum, absinfo.maximum, absinfo.fuzz, absinfo.flat);

For my joystick this yeilds:

Values = { 0, -127, 127, 0, 15 }

Then this code calculates the coefficients:

In SDL1:
joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) / 2 - absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) / 2 + absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) / 2 - 2 * absinfo.flat);
if ( t != 0 ) {
  joystick->hwdata->abs_correct[i].coef[2] = (1 << 29) / t;
} else {
  joystick->hwdata->abs_correct[i].coef[2] = 0;
}

In SDL2:
joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) - 2 * absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) + 2 * absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) - 4 * absinfo.flat);
if (t != 0) {
  joystick->hwdata->abs_correct[i].coef[2] = (1 << 28) / t;
} else {
  joystick->hwdata->abs_correct[i].coef[2] = 0;
}

Neither calculates the correct coefficients for the code in the AxisCorrect function.

In SDL1:
if ( value > correct->coef[0] ) {
  if ( value < correct->coef[1] ) {
    return 0;
  }
  value -= correct->coef[1];
} else {
  value -= correct->coef[0];
}
value *= correct->coef[2];
value >>= 14;

In SDL2:
value *= 2;
if (value > correct->coef[0]) {
  if (value < correct->coef[1]) {
    return 0;
  }
  value -= correct->coef[1];
} else {
  value -= correct->coef[0];
}

In SDL1, the calculated coefficients are coef[0]=15, coef[1]=-15 and coef[2]=5534751.  So with a full-scale input of 127, it calculates an output value of 37835, which is considerably out of range.

In SDL2, the calculated coefficients are coef[0]=30, coef[1]=-30, and coef[2]=1383687.  So with a full-scale input of 127, it calculates the same output value of 37835.

I tested it with the 3 joysticks I have, and it produces out-of-range values for all of them.

Anyway, since dead zones are garbage, I just deleted all of that junk and wrote some code that takes the absinfo.minimum and absinfo.maximum values and uses them to scale the axis range to -32767 through +32767.

I also made it detect when a range doesn't have an integer center point, e.g. the center of -128 to + 127 is -0.5.  In such cases, if either value to the side of the center is provided, it zeros it, but it otherwise doesn't implement any kind of dead zone.  This seemed important with my gamepad which provides only the values of 0, 127, and 255, since without this hack it would never be centered.

Also, the previous minimum output value was -32768, but as that creates an output range that has no true center, I changed the minimum value to -32767.

I tested it with the 3 joystick devices I have and it seems to create correct values for all of them.
2020-12-12 23:48:02 -08:00
Sam Lantinga 0ccb3afd37 Fixed polling values after SYN_DROPPED event 2020-12-12 22:33:11 -08:00
Sam Lantinga 9ee0e8886c Whoops, make the hint actually default to false 2020-12-12 22:11:00 -08:00
Sam Lantinga 13a4caf1d7 Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
2020-12-12 22:08:02 -08:00
Sam Lantinga 797a6910fd Fixed bug 5375 - WGI: Fix HSTRING memory leak.
Joel Linn

TLDR; https://godbolt.org/z/43fd8G

Let's deduce this from C++ reference code:

https://docs.microsoft.com/en-us/cpp/cppcx/wrl/how-to-activate-and-use-a-windows-runtime-component-using-wrl?view=msvc-160
At the bottom of the page there is this snippet:
```
int wmain()
{
    /* ... more code ... */

    // Get the domain part of the URI.
    HString domainName;
    hr = uri->get_Domain(domainName.GetAddressOf());
    if (FAILED(hr))
    {
        return PrintError(__LINE__, hr);
    }

    // Print the domain name and return.
    wprintf_s(L"Domain name: %s\n", domainName.GetRawBuffer(nullptr));

    // All smart pointers and RAII objects go out of scope here.
}
```

`HString` is defined in `corewrappers.h` and the call chain for the destructor is:
`~HString() -> Release() -> ::WindowsDeleteString()`

QED
2020-12-09 20:28:51 -08:00
Sam Lantinga a77a07152a Disabled raw input debug output 2020-12-09 07:50:15 -08:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sam Lantinga f2fff21762 Fixed bug 5374 - WGI: Use fast-pass strings.
Joel Linn

Eliminate additional heap allocation for short-lived HSTRINGs.
Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
2020-12-09 06:24:40 -08:00
Alice Rowan 3835f2008d Fix Nyko Airflo Ex Windows mapping, add Linux/Mac mappings 2019-03-03 12:38:23 -07:00
Sam Lantinga c9723c407f Fixed potential hang in joystick close if the rumble thread is blocked for some reason
It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
2020-12-07 09:38:21 -08:00
Sam Lantinga 09909d029d Fixed handling of BACK button on newer Xbox One S controllers 2020-12-03 19:44:47 -08:00
Sam Lantinga 54e5136b50 Refactored Xbox One Bluetooth protocol and verified Xbox One S, Xbox Series X, and Xbox One Elite Series 2 controllers 2020-12-03 18:17:04 -08:00
Sam Lantinga 1031231b29 Fixed duplicating a device between XInput and HIDAPI 2020-12-03 18:17:03 -08:00
Sam Lantinga 59f28b7f4b Fixed whitespace 2020-12-03 18:17:01 -08:00
Cameron Gutman 9d40a0f317 Fix joystick device add events containing invalid device indexes
This can happen if the application has not yet processed SDL_JOYDEVICEADD when
the same joystick is removed. It may also happen if two joysticks are added
and the second joystick is removed before the first joystick's SDL_JOYDEVICEADD
has been processed by the application.
2020-08-29 16:50:26 -07:00
Sam Lantinga c78ca2d170 Fixed bug 5371 - Rawinput: Fix truncating cast of string length.
Joel Linn

Fixes an implicit truncation of a string length on 64bit systems.
2020-12-01 13:38:42 -08:00
Sam Lantinga a3ccf9adca Fixed bug 5373 - [PATCH] Rawinput: Get correlated XInput battery info
Joel Linn

Currently the rawinput driver always reports a device as "wired". This changes that to "unknown" and updates it once the device is correlated with xinput.
2020-12-01 13:36:41 -08:00
Sam Lantinga e3966e25ca Use the correct internal API for updating the battery level for PS5 controllers 2020-11-30 13:04:30 -08:00
Sam Lantinga f4ed07de06 We don't know whether the PS5 controller is Bluetooth or not when we open it 2020-11-30 13:02:34 -08:00
Sam Lantinga 1f2f536bd2 Fixed XInput correlation for raw input controllers after hotplug events 2020-11-27 18:57:40 -08:00
Sam Lantinga 1c865c460b Load the raw input device list at init time so it's available when DirectInput is doing device detection 2020-11-27 18:57:36 -08:00
Sam Lantinga a0c5bfa3bd Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
2020-11-27 13:08:40 -08:00
Sam Lantinga 4fbefbe20d Sort the raw input axes by usage, so X comes before Y, etc. 2020-11-27 11:33:53 -08:00
Sam Lantinga 4ddac485db Backed out minor optimization that prevented correlation_id from being set 2020-11-27 11:33:51 -08:00
Sam Lantinga 8973a25849 Enable dispatching of WM_INPUT_DEVICE_CHANGE events directly, in case the application hasn't created a window with the normal message loop 2020-11-27 10:44:56 -08:00
Sam Lantinga e8adc64810 Enable dispatching of WM_INPUT events directly, in case the application hasn't created a window with the normal message loop 2020-11-27 10:44:55 -08:00
Sam Lantinga 0252235e82 Recheck devices if another API queries raw input for a new device 2020-11-27 10:44:53 -08:00
Sam Lantinga a7dede7e36 Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons 2020-11-27 10:44:51 -08:00
Sam Lantinga ce77966da8 Fixed RAWINPUT_IsDevicePresent() not returning TRUE for Xbox One controllers 2020-11-27 10:44:49 -08:00
Sam Lantinga 8a449de20d Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT 2020-11-27 10:44:47 -08:00
Sam Lantinga 37c9e4afa3 Fixed processing WM_INPUT_DEVICE_CHANGE at startup 2020-11-27 06:03:15 -08:00
Sam Lantinga 248fc75bd2 Correlate just based on buttons, joystick axes are not as precise and could potentially cause incorrect uncorrelation.
It's okay if the triggers aren't precise until someone presses a button on their controller.
2020-11-27 05:53:56 -08:00
Sam Lantinga e7e615de26 Removed extraneous windows message pumping
Most of the raw input events are dispatched in the main windows message loop. We only dispatch device change messages separately when we need them to be completely up to date.
2020-11-27 05:53:54 -08:00
Sam Lantinga 2931eccd84 Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters 2020-11-27 05:53:52 -08:00
Sam Lantinga 849ce80376 Renamed SDL_JOYSTICK_RAWINPUT_GAMING_INPUT to SDL_JOYSTICK_RAWINPUT_WGI 2020-11-27 05:53:50 -08:00
Sam Lantinga 219a28dd8a Fixed D-pad uncorrelating raw input controllers (thanks Jimbly!) 2020-11-27 03:45:05 -08:00
Ozkan Sezer 3fbff2a45b SDL_rawinputjoystick.c: fix ambiguous 'else' warning
src/joystick/windows/SDL_rawinputjoystick.c: In function 'RAWINPUT_HandleStatePacket':
src/joystick/windows/SDL_rawinputjoystick.c:1343:9: warning: suggest explicit braces to avoid ambiguous 'else'
2020-11-26 10:47:33 +03:00
Sam Lantinga 845b903324 Implemented trigger rumble for raw input controllers 2020-11-25 16:46:42 -08:00
Sam Lantinga 517be80822 Implemented battery status for Bluetooth Xbox One controllers
Also switched the rumble loop count to 0xEB (one hour) to match Windows driver
2020-11-25 16:05:19 -08:00
Sam Lantinga 6a7f29cdbb Fixed compiling on tvOS 2020-11-25 11:31:17 -08:00
Sam Lantinga 9ec2cf5629 Fixed building with Windows.Gaming.Input enabled 2020-11-25 10:31:59 -08:00
Sam Lantinga 3c07dd12f0 Strip an extra '.' off of the HORI manufacturer name 2020-11-25 10:28:48 -08:00
Sam Lantinga 159d1b3df5 Don't set the serial number after the controller is opened
We'll use the USB value instead so it's available as soon as it's opened.
2020-11-25 01:35:45 -08:00
Sam Lantinga 7d92b14f46 Simplified Xbox One controller initialization state, and don't query for the serial number. 2020-11-25 01:18:18 -08:00
Sam Lantinga 9fc4a4c92c Revamped Xbox One HIDAPI init sequence
Added support for querying the controller serial number on newer firmware
2020-11-24 22:25:26 -08:00
Sam Lantinga e4b7d9a221 Removed usage of TARGET_OS_OSX for building with older SDKs 2020-11-24 07:56:59 -08:00
Sam Lantinga a5cde4cb0c Fixed trying to use @available() on older SDK 2020-11-24 07:29:55 -08:00
Sam Lantinga 97782e6c64 Don't try to call IOS_SupportedHIDDevice() if it's not defined 2020-11-24 07:11:49 -08:00
Sam Lantinga a063b9fbfb Fixed compiler warning 2020-11-24 07:06:31 -08:00
Sam Lantinga c63bbb06e9 Including SDL_config_iphoneos.h enables MFI controller code 2020-11-24 06:55:33 -08:00
Sam Lantinga 7a05dbf4b9 Fixed building on FreeBSD
Alex S

Looks like we have a collision with https://hg.libsdl.org/SDL/rev/cd774daff9f6. (Again, the headers in the base system are intended for drivers and should not be used for compiling non-base applications. At least that's the policy for now: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=240964#c19.)
2020-11-24 06:42:53 -08:00
Sam Lantinga feab9d42c1 5363 - Memory leak of joystick->sensors in SDL_JoystickClose
Mathieu Eyraud

Joystick->sensors is never freed.
2020-11-24 06:40:13 -08:00
Sam Lantinga 34bea84a54 Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Ah, that's not quite enough. You need to:
  1. rename src/joystick/bsd/SDL_sysjoystick.c to something;
  2. regenerate configure.
2020-11-23 23:03:55 -08:00
Sam Lantinga 1e943e2ad2 Fixed building with an older SDK and macOS target 2020-11-23 22:59:22 -08:00
Sam Lantinga e44bf8a080 Fixed bug 5359 - Incorrect sensor data from DualShock4
multiply gyro values by sensitivity

When the hardware calibration fails, values read from sensors need to be multiplied by default sensitivity (16 for gyro, 1 for accelerometer).
2020-11-23 21:18:37 -08:00
Sam Lantinga c8c818d7a4 Fixed bug 5360 - non-libudev joystick detection doesn't see controllers that were already connected
Simon McVittie

When watching for hotplug events we can poll the inotify fd, but we
still need to scan /dev/input once per process, otherwise we'll fail
to detect devices that were already connected.
2020-11-23 21:14:37 -08:00
Simon McVittie 8e2746cfb6 joystick: Don't use udev in Flatpak or pressure-vessel container
Flatpak[1] and pressure-vessel[2] are known to use user namespaces,
therefore udev event notification via netlink won't work reliably.
Both frameworks provide a filesystem API that libraries can use to
detect them. Do that, and automatically fall back from udev-based
device discovery to the inotify-based fallback introduced in Bug #5337.

[1] <https://flatpak.org/>
[2] <https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/master/pressure-vessel>

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-23 21:10:48 -08:00
Sam Lantinga e9869e07bf Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
2020-11-23 21:08:19 -08:00
Sam Lantinga 62e39b5fa7 Fixed building with an older SDK and macOS target 2020-11-23 20:57:14 -08:00
Sam Lantinga 268aa45645 Fixed compiling with SDL_JOYSTICK_RAWINPUT disabled 2020-11-23 20:26:28 -08:00
Ryan C. Gordon eaa53a1979 joystick: On Linux, don't try to close an invalid inotify file descriptor. 2020-11-23 22:16:07 -05:00
Ryan C. Gordon 5c9577476f joystick: Fix up Linux joystick code to (mostly) compile on FreeBSD. 2020-11-23 22:14:22 -05:00
Sam Lantinga 179bd66581 Don't enable PS5 controller support if DS4Windows is running - they conflict. 2020-11-23 18:27:43 -08:00
Sam Lantinga 5b3616c325 Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices
This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
2020-11-23 18:24:05 -08:00
Sam Lantinga fd89446782 Fixed building on Mac OS X on the command line and with an older macOS SDK 2020-11-21 14:13:26 -08:00
Sam Lantinga 1df593fb16 Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts

This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.

While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
2020-11-21 13:15:33 -08:00
Sam Lantinga 870841c414 Reset the LED state after Bluetooth connection has completed on the PS5 controller 2020-11-21 11:59:01 -08:00
Sam Lantinga 2e8e3854b8 Fixed compile warning 2020-11-21 17:59:15 -08:00
Sam Lantinga 549010f2a0 It takes 2 packets to stop audio haptics and start emulated rumble on the PS5 controller 2020-11-20 13:24:49 -08:00
Sam Lantinga bf7d198d48 The HORI Fighting Commander should only show up as an XInput Switch Controller on Windows 2020-11-19 19:09:42 -08:00
Sam Lantinga 6cb7f9e39a Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for Nintendo Switch Pro controllers using the HIDAPI driver 2020-11-19 19:09:40 -08:00
Sam Lantinga 9980766533 Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for the Nintendo Switch Pro controller on Linux 2020-11-19 19:09:38 -08:00
Sam Lantinga 7366693f3b Added support for a few more controllers on Linux 2020-11-19 19:09:36 -08:00
Sam Lantinga ffb4d960b2 Disabled Xbox protocol debugging 2020-11-19 19:09:34 -08:00
Sam Lantinga c9b097e659 Clarify the meaning of the rumble enable bits for the PS5 controller 2020-11-19 13:31:16 -08:00
Sam Lantinga c85623d790 Re-enable haptic audio after rumble on PS5 controller
Also make sure we don't set any other state when we're not intending to, and added more interesting effects which are currently not exposed via API
2020-11-19 13:10:14 -08:00
Sam Lantinga 8c3196da60 Fixed some compiler warnings 2020-11-18 21:33:11 -08:00
Sam Lantinga 45f1437549 Experimenting with requesting the serial number on an Xbox One controller 2020-11-18 20:34:12 -08:00
Sam Lantinga 963d8b3f40 Fixed bits in the initial Xbox One protocol ack 2020-11-18 20:34:10 -08:00
Sam Lantinga cd51a51f00 Updated with a better understanding of the Xbox One controller protocol 2020-11-18 20:34:08 -08:00
Sam Lantinga 51ea6a6d44 Don't send controller gyro and accelerometer updates if the values haven't changed.
This keeps SDL_PollEvent() from returning data continuously when polling controller state.
2020-11-17 22:09:52 -08:00
Sam Lantinga 463d84a860 Added support for the PS5 controller gyro and accelerometer 2020-11-17 10:56:56 -08:00
Sam Lantinga fcb21aa883 Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers

Also fixed an issue with the accelerometer on iOS having inverted axes
2020-11-17 10:30:20 -08:00
Sam Lantinga d140d88744 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial() 2020-11-16 17:36:47 -08:00
Sam Lantinga 7bbea0bb94 Fixed build warning 2020-11-16 15:10:02 -08:00
Sam Lantinga 71e32f5e1b Added SDL_crc32() 2020-11-16 15:00:15 -08:00
Sam Lantinga 3d48fc05c3 Added notes about the pad lights on the PS5 controller 2020-11-16 13:21:02 -08:00
Sam Lantinga 4514ad573e Fixed updating LED state when starting application with Bluetooth PS5 controller connected 2020-11-16 13:07:11 -08:00
Sam Lantinga a37e3ae218 Implemented PS5 effects over Bluetooth 2020-11-16 11:21:58 -08:00
Sam Lantinga c6c116e847 Implemented setting the LED color on the PS5 controller 2020-11-16 10:51:13 -08:00
Sam Lantinga aa7c3eae19 Fixed size of rumble packet 2020-11-16 09:16:01 -08:00
Sam Lantinga f28c01a4fb Fixed rumble order on PS5 2020-11-16 09:11:15 -08:00
Sam Lantinga eb94c19a63 SDL: fix iOS build 2020-11-16 08:09:15 -08:00
Sam Lantinga 8243bd1dc6 SDL: Plumb PS5 rumble to output report 2020-11-16 08:09:13 -08:00
Ozkan Sezer c0f7325b85 SDL_PrivateJoystickForceRecentering: fix wrong loop counter usage.
The typo seems to have been added by commit c7782fd6142b
2020-11-15 17:10:15 +03:00
Sam Lantinga 5c34c973e6 Clarify that we're using button indices, not using gamepad button names 2020-11-13 19:40:25 -08:00
Sam Lantinga 9f51fad361 Added support for the touchpad on PS4 and PS5 controllers 2020-11-13 18:01:29 -08:00
Sam Lantinga 78422fa3c8 Added more detail on the PS5 controller state packet and enable full reports over Bluetooth 2020-11-13 13:17:07 -08:00
Sam Lantinga 8cd4f364db Mapped the touchpad click as SDL_CONTROLLER_BUTTON_MISC1 on the PS5 controller 2020-11-12 20:02:31 -08:00
Sam Lantinga 8e312a6a59 Fixed detecting Bluetooth XInput controllers on Windows 2020-11-12 15:56:33 -08:00
Sam Lantinga e0018d0869 Fixed Windows build 2020-11-12 14:23:56 -08:00
Sam Lantinga 5b0d432942 Implemented trigger rumble in the HIDAPI Xbox One driver 2020-11-12 07:53:03 -08:00
Ozkan Sezer c122e9b9ce linux/SDL_sysjoystick.c (MaybeRemoveDevice): remove SDL_USE_LIBUDEV guards
fixes bug #5349.
2020-11-12 14:11:50 +03:00
Sam Lantinga 83b653d55d Fixed build warning 2020-11-11 20:09:56 -08:00
Sam Lantinga 76bd6cd2d9 Fixed bug 5326 - Logitech Extreme 3D joystick is listed as gamepad in linux section of SDL_gamecontrollerdb.h
Spooky

For some reason the Logitech Extreme 3D joystick was added to SDL_gamecontrollerdb.h  in the linux section only.

This breaks the joystick in linux as it is not a gamepad.  I am unable to correctly use or map the Logitech Exteme 3D joystick in games that use SDL2 in linux.

Please remove Logitech Extreme 3D from SDL_gamecontrollerdb.h  Linux section.  It is a joystick not a gamepad.
2020-11-11 19:45:56 -08:00
Sam Lantinga 3160c7d66f Fixed bug 5327 - When direct input fails to load, but a controlller is plugged in through another api, an access violation happens.
Bart van der Werf

When directinput fails to load, but a controlller is plugged in, an access violation happens.
This is due to IEventHandler_CRawGameControllerVtbl_InvokeAdded calling SDL_DINPUT_JoystickPresent which does not check if dinput is assigned signalling initialization of directinput.
2020-11-11 19:43:02 -08:00
Sam Lantinga 502cfe314a Fixed bug 5332 - WGI: Fix wrong level of indirection and implicit truncating cast.
Joel Linn

This fixes two types of MSVC compiler warnings.

- One parameter in the function signatures of two WGI event handlers had one level of indirection too much (and did not match Windows SDK headers). The indirection was cast away so it still worked.
- size_t was implicitly cast to UINT32 for a number of (constant) string lengths.
2020-11-11 19:39:46 -08:00
Sam Lantinga 320a7587d7 Fixed compiler warnings 2020-11-11 19:26:59 -08:00
Simon McVittie b0eba1c55d joystick: Use inotify to detect joystick unplug if not using udev
This improves SDL's ability to detect joystick hotplug in a container
environment.

We cannot reliably receive events from udev in a container, because they
are delivered as netlink events, which are authenticated by their uid
being 0. However, in a user namespace created by an unprivileged user
(for example bubblewrap, as used by Flatpak and Steam's
pressure-vessel-wrap), the kernel does not allow us to map uid 0, and
the netlink events appear to be from the kernel's overflowuid (typically
65534/nobody), meaning libudev cannot distinguish between genuine uevents
from udevd and an attack by a malicious local user.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:15:32 -08:00
Simon McVittie fdd945f2af joystick: Use a better heuristic to guess what is a joystick
Previously we only checked for at least one button or key and at least
the X and Y absolute axes, but this has both false positives and false
negatives.

Graphics tablets, trackpads and touchscreens all have buttons and
absolute X and Y axes, but we don't want to detect those as joysticks.
On normal Linux systems ordinary users do not have access to these
device nodes, but members of the 'input' group do.

Conversely, some game controllers only have digital buttons and no
analogue axes (the Nintendo Wiimote is an example), and some have axes
and no buttons (steering wheels or flight simulator rudders might not
have buttons).

Use the more elaborate heuristic factored out from SDL's udev code path
to handle these cases.

In an ideal world we could use exactly the same heuristic as udev's
input_id builtin, but that isn't under a suitable license for inclusion
in SDL, so we have to use a parallel implementation of something
vaguely similar.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:14:52 -08:00
Simon McVittie 8db3171b98 udev: Factor out SDL_EVDEV_GuessDeviceClass
This works on capability bitfields that can either come from udev or
from ioctls, so it is equally applicable to both udev and non-udev
input device detection.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:14:34 -08:00
Simon McVittie 13e7d1a958 joystick: Allow libudev to be disabled at runtime
Device enumeration via libudev can fail in a container for two reasons:

* the netlink protocol between udevd and libudev is considered private,
  so there is no API guarantee that the version of libudev in a container
  will understand netlink messages from a dissimilar version of udevd
  on the host system;
* the netlink protocol between udevd and libudev relies for security on
  being able to check the uid of each message, but in a container with
  a user namespace where host uid 0 is not mapped, the libudev client
  cannot distinguish between messages from host uid 0 and messages from
  a different, malicious user on the host

To make this easier to experiment with, always compile the fallback
code path even if libudev is disabled. libudev remains the default if
enabled at compile time, but the fallback code path can be forced.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:14:11 -08:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
John "Nielk1" Klein 067630aef3 Fix hidapi for unhandled DS4 headset microphone data corrupting controller state 2020-11-11 03:47:08 -06:00
Sam Lantinga b6238c87e4 Don't try to build the RAWINPUT driver if HIDAPI is disabled 2020-11-11 14:48:23 -08:00
Sam Lantinga d1e10c313e Removed debug output 2020-11-11 14:38:14 -08:00
Sam Lantinga e12457d8bf Added support for the Xbox Series X controller to the HIDAPI driver 2020-11-10 12:26:30 -08:00
Sam Lantinga c3dea23120 Added support for reading the paddles on a Xbox Elite Series 2 controller in Bluetooth mode 2020-11-09 22:39:33 -08:00
Sam Lantinga fb4a406af2 Don't put 'm' in the GUID for Xbox and PS4 controllers on iOS 2020-11-09 18:45:22 -08:00
Sam Lantinga f8b8bd0ba1 ControllerList: recategorize controller as swtich pro and not switch input-only controller 2020-11-09 10:12:02 -08:00
Sam Lantinga f76ca05729 ControllerList: add unknown xbox controller from minidumps 2020-11-09 10:11:59 -08:00
Sam Lantinga 1577366c36 Fixed duplicated switch statement processing Xbox controller dpad state 2020-11-08 23:49:03 -08:00
Bart van der Werf 3d92e8c742 hidapi: Also parse data[12] with dpad values on the xb1s controller 2020-10-21 10:43:46 -04:00
Sam Lantinga 4ea1a10bd2 Added stub controller LED functions for WGI and RAWINPUT (thanks meyraud!) 2020-11-07 02:49:22 -08:00
Sam Lantinga 009b62f1c2 Be explicit about mapping the new game controller paddle buttons 2020-11-07 02:22:15 -08:00
Sam Lantinga 749062e72b Implemented SDL_GameControllerSetLED() for iOS/tvOS 2020-11-06 16:53:13 -08:00
Sam Lantinga faeac6e86c Added additional game controller button support on iOS/tvOS 2020-11-06 16:42:46 -08:00
Sam Lantinga 3a3aaac221 Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
2020-11-06 11:30:52 -08:00
Sam Lantinga a22beef402 Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4 2020-11-05 17:03:28 -08:00
Sam Lantinga bd2dd3f6bb Added Android mapping for the Sony PS5 Controller 2020-11-05 15:36:15 -08:00
Sam Lantinga 4d79f9662f Added initial support for the Sony PS5 Controller 2020-11-05 15:02:54 -08:00
Sam Lantinga e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
Ethan Lee 83cddd2ebc Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
2020-04-30 11:57:29 -04:00
Sam Lantinga ddc0727bba Fixed implicit memcpy() when building for ARM64 on Windows (thanks Seigo!) 2020-10-27 09:00:42 -07:00
Sam Lantinga 99ed0d7ab9 Map the guide button by default on Android 11 2020-10-16 12:40:12 -07:00
Sam Lantinga 3755f6920f Added mapping for Xbox One S controller and PS4 controller on Android 11, including guide button 2020-10-16 12:40:10 -07:00
Sam Lantinga d9aea0c3a0 Update the existing haptic player when we rumble on iOS 2020-10-15 10:13:42 -07:00
Sam Lantinga a558409b2e Only include CoreHaptics if we're building with rumble support 2020-10-13 21:08:18 -07:00
Sam Lantinga 75d5be974c Fixed compiling with an older iOS SDK 2020-10-13 21:08:17 -07:00
Sam Lantinga 6b62494ee4 Added support for controller battery status on iOS 14 2020-10-13 21:08:15 -07:00
Sam Lantinga 1b31e9f6dc Added support for game controller rumble on iOS 14 2020-10-13 21:08:13 -07:00
Sam Lantinga 2d7b33cb41 Added support for the controller home button on iOS 14 2020-10-13 21:08:11 -07:00
Sam Lantinga 45c644cc99 Added support for the MOGA XP5-X Plus 2020-09-28 21:19:45 -07:00
Kai Krakow c3ecf18cc4 Linux: Add hint for disabling deadzones 2020-07-21 23:38:42 +02:00
Sam Lantinga cab1a715f5 Fixed bug 5233 - PS3 Gamepad Motion Control not correctly ignored on Linux
Igor Morgado

PS3 Controller motion sensor string is being reported as

`Gasia Co.,Ltd PS(R) Gamepad Motion Sensors`

But `src/joystick/SDL_gamecontroller.c` line1690 only ignores if matches the string  `Controller Motion Sensors`.

```
#if defined(__LINUX__)
    if (name && SDL_strstr(name, "Controller Motion Sensors")) {
        /* Don't treat the PS3 and PS4 motion controls as a separate game controller */
        return SDL_TRUE;
    }
#endif
```

Therefore, SDL is mapping 2 Game controllers instead one.

Maybe reduce the substring to match `Motion Sensors` instead.


A simple log from my application is shown below:

INFO: Game controller device 0 - PS3 Controller:PS3 Controller found.
INFO: Controller 0: Player 0: 054c:0268:8111 - PS3 Controller - PS3 Controller - Gasia Co.,Ltd PS(R) Gamepad
INFO: Game controller device 1 - PS3 Controller:PS3 Controller found.
INFO: Controller 1: Player 1: 054c:0268:8111 - PS3 Controller - PS3 Controller - Gasia Co.,Ltd PS(R) Gamepad Motion Sensors
2020-07-15 10:15:52 -07:00
stfx b162629546 cmake: Fix building with -DSDL_HAPTIC=Off 2020-07-08 17:28:34 +02:00
Ryan C. Gordon 0e98040d43 joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
2020-06-28 16:23:05 -04:00
stfx efe0935904 Fix compile without DIRECTX 2020-06-15 10:31:16 +02:00
Sam Lantinga aefe19ff08 Added support for the NACON Revolution Pro Controller 3 and the GameStop PS4 Fun Controller 2020-06-09 11:31:39 -07:00
Sam Lantinga 6f241bd520 Fixed build 2020-06-09 10:47:29 -07:00
Sam Lantinga 086be21e7a ControllerList: add support for NACON asymetric controller and Revolution 3, Hori mini wireless ps4 controller, and 2 PDP switch controllers 2020-06-09 10:47:27 -07:00
Sam Lantinga 3b76109f64 ControllerList: remove giotek controller from list - vid/pid appears to be reused in bunch of devies including ones with different fw/protocol and treating as ps4 controller breaks them. 2020-06-09 10:47:25 -07:00
Sam Lantinga a9cfac3835 Controller: Deadzone improvements 2020-06-09 10:47:23 -07:00
Sam Lantinga 9fa8d6d0be Define constants not available on older kernels 2020-06-08 17:07:55 -07:00
Sam Lantinga eea0b0e088 Fixed bug 5168 - Memory leak in RAWINPUT_JoystickOpen
meyraud705

Variable 'hwdata' is not freed in RAWINPUT_JoystickOpen if device->driver->OpenJoystick() fails.
2020-06-02 17:08:31 -07:00
Cameron Gutman 134362e745 Enable Xbox One HIDAPI driver on macOS
The Xbox One HIDAPI driver is required on macOS for Xbox One S Bluetooth
support since https://hg.libsdl.org/SDL/rev/10c3a10908e9
2020-04-25 19:15:51 -07:00
Sam Lantinga ac1f174ad5 Fixed bug 5167 - Memory leak in GuessXInputDevice
meyraud705

Variable 'devices' is not freed if function GuessXInputDevice, in SDL_xinputjoystick.c, return early.
2020-06-02 17:02:37 -07:00
Sam Lantinga d000c1cd6d Fixed bug 5155 - HIDAPI_JoystickDisconnected incorrect array shift
Anthony Pesch

I was looking into my own input bug and noticed an issue in the HIDAPI code while looking over it. I don't have a controller that goes down this path to test and try to provoke the issue, but it looks pretty straight forward.

The memmove to shift the joystick id array on disconnect isn't scaling the size by sizeof(SDL_JoystickID), likely corrupting the ids on disconnect.
2020-05-29 21:22:11 -07:00
Sam Lantinga ae9ff11bae The zero happens at a higher level now 2020-05-29 14:54:07 -07:00
Sam Lantinga 39c958bbaa Initialize the raw_map before getting controller mappings from the driver 2020-05-29 14:48:39 -07:00
Sam Lantinga 2db049473b Fixed variable names to be consistent across functions 2020-05-29 14:48:05 -07:00
Sam Lantinga 345b4d7e14 Fixed bug 5161 - Autodetect controller mappings based on the Linux Gamepad Specification
Jan Bujak

I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL.

Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this:

https://www.kernel.org/doc/html/v4.15/input/gamepad.html

Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments.

Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.)

With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
2020-05-29 13:37:21 -07:00