Commit Graph

101 Commits

Author SHA1 Message Date
Sam Lantinga
5503fe1c1b Fixed a memory leak in fill_device_info_usage() (thanks @digant73)
Fixes https://github.com/libsdl-org/SDL/issues/13998
2025-09-20 09:05:37 -07:00
Sam Lantinga
7c8df4ea52 Fixed warnings building with Visual Studio 2025-08-30 10:15:58 -07:00
Sam Lantinga
ac5ccbe386 Moved Nintendo Switch 2 Controller initialization from hid.c to SDL_hidapi_switch2.c 2025-08-28 09:10:47 -07:00
Sam Lantinga
2bb51e1340 Claim the interface before doing bulk transfers 2025-08-28 09:10:47 -07:00
Ethan Lee
a798da2ec7 hidapi: Add support for NSO GameCube controller via libusb.
Thanks to Nohzockt for the initial libusb init and hidapi polling work!
2025-08-28 09:10:47 -07:00
Sam Lantinga
92e8224d32 Fixed build 2025-07-11 13:05:37 -07:00
Sam Lantinga
0b2e389ee3 Fixed long delay when enumerating the Razer Huntsman keyboard
Fixes https://github.com/libsdl-org/SDL/issues/13236
2025-07-11 12:34:14 -07:00
Ozkan Sezer
81e3066303 hidapi/libusb: disable C5287 warning in MSVC builds
A quick search implies that it is a bogus warning:
https://www.google.com/search?q=visual+studio+C5287
2025-06-21 07:15:53 -07:00
Sam Lantinga
1e6a25324c Added support for the PowerA Battle Dragon Advanced Wireless Controller 2025-05-02 10:01:13 -07:00
Vicki Pfau
00f3a82ada Joystick: Add new GIP driver to replace old Xbox One wired driver
This new driver is based on official documentation released by Microsoft in
September, though it still lacks several important features, notably the
Security handshake for wireless dongles and audio support. It is, however, more
reliable and extensible than the old driver.
2025-05-01 11:04:33 -07:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
Petar Popovic
457d0edeaf Remove some extra semicolons 2024-09-26 20:01:56 +03:00
Sam Lantinga
9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Amir
5db08b86ca Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype
In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.
2024-07-17 14:09:11 -07:00
Anonymous Maarten
1664ac4fcb hidapi: fix 'conversion from 'size_t' to 'int', possible loss of data' of libusb functions 2024-07-10 20:27:39 +02:00
Sam Lantinga
a04596c9a7 Added support for the ROG RAIKIRI 2024-07-03 13:54:00 -07:00
Ryan C. Gordon
0ec716819e thread: Reworked SDL_CreateThread to be consistent across platforms.
Also documented missing and weird bits, rename typedefs to fit SDL standards.
2024-05-22 11:39:43 -04:00
Ozkan Sezer
26e3ca7387 hidapi: minor sync with mainstream (for sake of symmetry, only.) 2024-03-05 14:33:06 +03:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Ozkan Sezer
aaba01aee4 hidapi: syncing with mainstream:
- macos, pthread_barrier_wait: properly check the wait condition
- windows: Assert that struct has the correct size
- windows: Fix printf/string-related issues
- other miscellaneous stuff irrelevant in SDL. (for symmetry...)
2023-11-23 11:35:02 +03:00
Sam Lantinga
0b460f34ba The HP HyperX controllers have a share button 2023-11-03 14:47:20 -07:00
Sam Lantinga
23ceae94c9 Fixed Xbox 360 Controller support using libusb on Linux 2023-10-25 14:50:07 -07:00
Sam Lantinga
f52b330ed8 Added support for the HP HyperX Clutch Gladiate controller 2023-10-25 09:00:26 -07:00
Sam Lantinga
9301f7ace2 hidapi/libusb: only enumerate each interface once
If a device has multiple altsettings, like an Xbox Series X controller, make sure we only enumerate each interface once, not once for each altsetting.
2023-09-15 05:07:05 -07:00
Ozkan Sezer
3b1d1e4e31 hidapi: sync the hidraw changes with mainstream
Apply mainstream commit 8a4de63b (mainstream PR/601) to our hidapi.
The patch is a direct apply of the mentioned commit, with one sdl-
specific part guarded by HIDAPI_IGNORE_DEVICE adapted accordingly.
2023-08-26 08:09:10 -07:00
Ozkan Sezer
4ca0e937e1 hidapi: remove unwanted files (e.g.: .git*, etc...) 2023-07-19 00:55:04 +03:00
Ozkan Sezer
40ac818bf8 hidapi: sync with mainstream (typo fixes) 2023-07-19 00:40:10 +03:00
Sam Lantinga
6e7769cde1 Fixed detecting Bluetooth Steam Controllers 2023-06-05 19:52:00 -07:00
Ozkan Sezer
3ecdbf27cc hidapi: silence redefinition warnings 2023-06-02 07:25:02 -07:00
Sam Lantinga
f082c68b2f Updated with upstream suggestions in https://github.com/libusb/hidapi/pull/582 2023-06-01 10:48:15 -07:00
Sam Lantinga
b36679b90e Updated with upstream suggestions in https://github.com/libusb/hidapi/pull/582 2023-06-01 08:27:56 -07:00
Sam Lantinga
20182eed7c Updated with upstream suggestions in https://github.com/libusb/hidapi/pull/572 2023-06-01 07:47:28 -07:00
Sam Lantinga
0ffeca8a1c Added SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
By default SDL will only enumerate controllers, to reduce risk of hanging or crashing on devices with bad drivers and avoiding macOS keyboard capture permission prompts.
2023-05-27 10:51:52 -07:00
Sam Lantinga
1c9aae9a29 hidapi build fixes for the upstream build environment 2023-05-26 22:50:39 -07:00
Sam Lantinga
007c36e513 Added SDL_HINT_HIDAPI_IGNORE_DEVICES to specify devices that should be ignored in SDL_hid_enumerate() 2023-05-26 08:19:04 -07:00
Sam Lantinga
57b33aec01 hidapi/libusb: allow building on Windows, using the SDL C runtime
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
2023-05-26 08:19:04 -07:00
Sam Lantinga
daccd7289b hidapi/libusb: added quirks for the Sony PS3 controller
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
2023-05-26 08:19:04 -07:00
Sam Lantinga
3b06d64dc3 hidapi/libusb: enable support for Xbox 360 and Xbox One controllers
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
2023-05-26 08:19:04 -07:00
Sam Lantinga
e2ec976735 hidapi/libusb: maintain in-memory cache of vendor/product strings
The get_usb_string call is rather expensive on some USB devices, so we
cache the vendor/product strings for future lookups (e.g. when
hid_enumerate is invoked again later).

This way, we only need to ask libusb for strings for devices we haven't
seen since before we started.

Signed-off-by: Steven Noonan <steven@valvesoftware.com>
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
2023-05-26 08:19:04 -07:00
Sam Lantinga
04e686c52f hidapi/libusb: use LIBUSB_CALL for the read_callback function
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
2023-05-26 08:19:04 -07:00
Sam Lantinga
5de35a1d77 hidapi/libusb: use the same logic to get the config descriptor in hid_open_path() as in hid_enumerate()
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
2023-05-26 08:19:04 -07:00
Sam Lantinga
003a9b9666 Added interface_class, interface_subclass, and interface_protocol to USB device info
Currently only filled in for libusb
2023-05-26 08:19:04 -07:00
Sam Lantinga
651d9c4a6e Fixed compiling hidapi in SDL build environment 2023-05-26 08:19:04 -07:00
Sam Lantinga
2004304348 Directly include hidapi.h bundled with the hidapi source code 2023-05-26 08:19:04 -07:00
Sam Lantinga
3b7b8f3c09 Updated hidapi to 0.14.0 release
Upstream: https://github.com/libusb/hidapi/releases/tag/hidapi-0.14.0
2023-05-26 08:19:04 -07:00
Sam Lantinga
2e6c48dcb4 Added support for the GameSir-G7 Controller for Xbox 2023-05-11 17:44:56 -07:00
Sam Lantinga
87ad71f9b2 Rename SDL mutex, semaphore and condition variable types to match SDL 3.0 naming convention 2023-04-28 12:08:33 -07:00
Sam Lantinga
61c0c009ab Rename SDL semaphore and condition variable functions to match SDL 3.0 naming convention
Fixes https://github.com/libsdl-org/SDL/issues/7642
2023-04-28 12:08:33 -07:00
Sam Lantinga
a4b4dff4a2 Added support for the Astro C40 in Xbox 360 mode 2023-04-27 17:10:44 -07:00
Anonymous Maarten
b6ae281e97 Use #ifdef/#ifndef instead of #if defined/#if \!defined 2023-03-30 21:35:01 +00:00