This adds support for the back paddles, and the "..." key
which are not automatically detected.
* "Back" is mapped to the top left "two windows" key.
* "Start" is mapped to the top right "hambuger menu" key.
* "Guide" is mapped to the "Steam" key.
* The "..." key is just a generic button.
When looking at the screen, paddles are number
* P1: Top right
* P2: Top left
* P3: Bottom right
* P4: Botom Left
The new controller mapping was created with the SDL3 gamepadmap tool.
(cherry picked from commit 27b8abb056)
(cherry picked from commit f4561db69a)
In this case we know the controller has been on for a while and the Bluetooth connection LED cycle is complete.
Also fixed the timestamp being zero the first time it is checked
(cherry picked from commit bd4f155bbb)
(cherry picked from commit f7dc8c0eaa)
That will put the PS5 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit 2fef0be2f6)
(cherry picked from commit 910dad505a)
If there is only one controller slot available, assume that's the one matching new RAWINPUt devices. This will be right most of the time, and uncorrelation will fix any bad guesses.
(cherry picked from commit 41882a1acb)
(cherry picked from commit 34c5bde355)
The xpad kernel driver doesn't know about these controllers and ends up using BTN_C and BTN_Z and the automatic mapping doesn't work correctly.
It turns out VID 0x045e and PID 0x02e0 is used by the 8BitDo SN30 Pro when connecting via Bluetooth in XInput mode.
Fixes https://github.com/libsdl-org/SDL/issues/7925
(cherry picked from commit 80e1c75e1c)
(cherry picked from commit 156c7badf5)
This fixes WGI correlation on startup when the WGI gamepad list isn't populated yet
(cherry picked from commit f047e178b6)
(cherry picked from commit f8a0135edf)
That will put the PS4 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit efed24850a)
(cherry picked from commit 1f7bc08884)
Initializing "Windows.Gaming.Input.Gamepad" will put Bluetooth PS4 controllers into enhanced report mode, which breaks any game using DirectInput. Let's wait to do this until absolutely necessary.
(cherry picked from commit 785f57eb91)
(cherry picked from commit de849d5e6f)
We can't read device info or IMU calibration from this controller, and it has no gyro or accelerometer, but is otherwise perfectly functional.
(cherry picked from commit f168f9c813)
This is much more robust and able to dynamically create a mapping for Xbox One S, Xbox Series X, and Xbox Elite 2 controllers.
(cherry picked from commit 9567989eb3)
We can't actually tell yet whether a controller has paddles, so this code isn't effective, but I'll file an upstream issue and see if we can get that resolved.
(cherry picked from commit b0677f476f)
This heuristic for gamepads without a more specific mapping already
tried two incompatible conventions for handling triggers: the Linux
Gamepad Specification uses hat switch 2 for the triggers (for whatever
reason), but the de facto standard set by the drivers for older Xbox
and Playstation controllers represents each trigger as the Z-axis of
the nearest analog stick.
Android documentation encourages Bluetooth gamepad manufacturers to use
a third incompatible convention where the left and right triggers are
represented as the brake and gas pedals of a driving simulator
controller. The Android convention also changes the representation of
the right stick: instead of using X and Y rotation as a second pair
of axes, Android uses Z position as a second horizontal axis, and
Z rotation as a second vertical axis.
Try to cope gracefully with all of these. This will hopefully resolve
the issue described in #5406 (when using unpatched kernels).
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit cf1dc66e2c)
The bitfield `mapped` has two different sets of meanings, depending
whether we're setting up the triggers or the d-pad. Represent them
as symbolic constants rather than opaque integers.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit c4d49fadd4)
This fixes the serial number for Nintendo Switch Pro, which is queried from the hardware in device initialization, and was later clobbered by the USB string which isn't correct.
(cherry picked from commit 2042e9c4e3)