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")
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>
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>
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>
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.
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.
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).
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.
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.
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;
Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
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..
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.
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.
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.
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
Joel Linn
Eliminate additional heap allocation for short-lived HSTRINGs.
Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
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.
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.
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.
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'
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).
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.
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>
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.
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.
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.
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
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.
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.
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.
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>
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>
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>
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>
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
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.
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.