Commit Graph

2613 Commits

Author SHA1 Message Date
Vlad-Florin Ilie
b333c04ccc Fix Steam Controller 2026 (triton) rumble (#15558) 2026-05-13 23:40:55 -07:00
Sam Lantinga
4884dbbe56 Added SDL_SendGamepadEffect() support for the new Steam Controller 2026-05-13 20:14:50 -07:00
Sam Lantinga
f30ec9940a Removed Wooting 60HE (ARM) from the controller blacklist
Fixes https://github.com/libsdl-org/SDL/issues/15555
2026-05-11 22:10:20 -07:00
Sam Lantinga
bb4eedd67d Fixed a crash if we get a HID device with no path
This can happen on Linux if udev_device_get_devnode() fails.
2026-05-11 16:47:26 -07:00
Rachel Blackman
fd3cfb97c1 Ensure Android gamepad mappings don't lose the first button. 2026-05-11 12:59:30 -07:00
Nintorch
287e2573cd Ignore Keychron K10 Pro and Huion Tablet_GS1331 2026-05-11 07:15:14 -07:00
Sam Lantinga
ab19d09939 Fixed build 2026-05-06 19:42:39 -07:00
Sam Lantinga
386f198622 Don't report 10% battery for Xbox controllers using XInput 2026-05-06 18:12:01 -07:00
Nintorch
3c1636a958 Fix JoyCon mappings on Android 2026-05-04 11:49:25 -07:00
Nintorch
c699512adc Add support for joystick motion sensors on Android 2026-05-03 15:11:31 -07:00
Nintorch
c805a4d632 Fix Xbox controller names in MFI joystick backend (#15499)
controller.vendorName returns a generic name for Xbox controllers ("Controller"), so we have to give them proper names.
2026-05-03 09:26:15 -07:00
Sam Lantinga
4a52a5ee04 Fixed crash on Windows when a controller is connected 2026-05-01 16:57:07 -07:00
Sam Lantinga
e9a6d7eda0 Fixed copyright on SDL_hidapi_steam_triton.c
Fixes https://github.com/libsdl-org/SDL/issues/15486
Closes https://github.com/libsdl-org/SDL/pull/15487
2026-04-30 19:55:56 -07:00
Sam Lantinga
e1e6cbe6ec Disable accidentally enabled debug logging 2026-04-28 17:26:11 -07:00
Sam Lantinga
71d0d069ed GameInput: don't say the device is present if we won't handle it 2026-04-28 15:31:10 -07:00
Sam Lantinga
d5fca9628a Don't use the fake HID endpoint for Xbox controllers on Windows 2026-04-28 14:10:04 -07:00
Ozkan Sezer
1023f48b5a add missing newlines at end of dos sources. 2026-04-26 21:12:14 +03:00
ShulkerSakura
543a05bf08 Add keychron Q3 blacklist (#15462) 2026-04-26 07:45:06 -07:00
Kuratius
74a746281f Expose Steam Controller touchpads in Gamepad API (#15378) 2026-04-24 16:18:57 -07:00
Sam Lantinga
1146ea484a Fixed the menu controller button state on recent Apple platforms
The OS reports the button state as of macOS 11.0, iOS 14.0, and tvOS 14.0, so use that instead of the deprecated pause handler.
2026-04-24 11:35:01 -07:00
Sam Lantinga
c124da4367 Don't do name blacklisting if there's no name 2026-04-24 07:33:37 -07:00
Anders Jenbo
a8ecd677ed Add DOS platform support (DJGPP) (#15377)
* dos: Some initial work.

* dos: Turn off buffer on stdio SDL_IOStreams.

Seeking breaks otherwise. We might be able to just fflush() before or seeking
instead?

* dos: Audio implementation using the Sound Blaster 16.

* dos: remove audio Pump interface.

Turns out DosBox-X was having trouble with the Sound Blaster or something;
standard DosBox works correctly directly from the interrupt handler, and
without doubling the buffer size.

* dos: just dump and restore the stdio buffer when seeking.

This is MUCH faster than just leaving buffering disabled, and also works
around getting bogus reads after an fseek. SDL_LoadWAV on test/sample.wav
no longer takes several seconds to finish, and comes up with the correct
data.

I wonder if we're triggering this in LoadWAV because we're malloc'ing data
between seeks/reads, and it's causing the djgpp transfer buffer to change. Or
maybe the Fat DS trick is confusing it? I don't know, I haven't had time to
debug it, it might just be a legit libc bug in djgpp too, for all I know.

* dos: Protect audio device "thread" iterations when streams are locked.

This uses an old trick we used in SDL 1.2 for MacOS Classic, which did its
audio callback in a hardware interrupt. If the audio is locked when the
interrupt fires, make a note of it and return immediately. When the lock is
released, if the interrupt has been fired, run the audio device iteration
right then.

Since there isn't a big device lock in SDL3 (available to the app, at least),
this keeps a counter of when any SDL_AudioStream is locked, which is probably
good enough.

* dos: Implemented initial video subsystem.

This uses VESA interfaces to manage the display and works with the software
renderer.

Events aren't hooked up yet, so prepare to close DosBox on each run.  :)

* dos: Whoops, forgot to add these to revision control. Core and Main support.

* dos: Wired up basic filesystem support.

This gets most of the rendering examples, which use SDL_GetBasePath() to
find textures to load, working.

* dos: Fixed compiler warning.

* dos: Initial mouse support!

* dos: Move interrupt hooking code into core/dos.

* dos: Initial keyboard support!

* dos: Use a simple ring buffer for keyboard events.

Of course Quake 1 solved this better, haha. It's smart: less memory, dirt
simple, and you don't even have to worry about synchronizing with the
interrupt handler, because it's safe for both sides no matter when an
interrupt fires.

* ci: add djgpp job

[sdl-ci-filter djgpp]
[sdl-ci-artifacts]

* dos: Fix build issues after rebase onto current main

- SDL_runapp.c: Add SDL_PLATFORM_DOS to the exclusion list so the
  generic
  SDL_RunApp() is disabled when the DOS-specific one is compiled.
- SDL.c: Exclude SDL_Gtk_Quit() on DOS. DJGPP defines __unix__ which
  sets
  SDL_PLATFORM_UNIX, but DOS has no GTK/display server. The GTK source
  is not compiled (CMake UNIX is false for DOS) so this was a link
  error.
- sdlplatform.cmake: Add DOS case to SDL_DetectCMakePlatform so the
  platform is properly detected from CMAKE_SYSTEM_NAME=DOS.
- i586-pc-msdosdjgpp.cmake: Add i386-pc-msdosdjgpp-gcc as a fallback
  compiler name, since some DJGPP toolchain builds use the i386 prefix.

* Add 8-bit palette support to DOS VESA driver

* Add VBE page-flipping, state restore, and robust keyboard handling

- Implement double-buffered page-flipping for VBE modes with >1 image
  page
- Save and restore full VBE state on video init/quit for clean mode
  switching
- Improve DOS keyboard handling: support extended scancodes and Pause
  key
- Lock ISR code/data to prevent page faults during interrupts
- Always vsync when blitting in single-buffered modes to reduce tearing

* Refactor Sound Blaster audio mixing to main loop

Move audio mixing out of IRQ handler to main loop for improved
stability and to avoid reentrancy issues. Add SDL_DOS_PumpAudio
function, update DMA buffer handling, and adjust sample rate to 22050
Hz.
Silence stale DMA buffer halves to prevent stutter during load.

* Add DOS timer support and update build config

* Add support for pre-SB16 8-bit mono Sound Blaster audio

Detect SB version and select 8-bit mono or 16-bit stereo mode.
Handle DMA and DSP setup for both SB16 and pre-SB16 hardware.
Add FORCE_SB_8BIT option for testing in DOSBox.

* Add SB Pro stereo support and simplify IRQ handler

* Add DOS joystick driver support

* Improve DOS hardware handling and clarify memory allocation

- Poll Sound Blaster DSP status instead of fixed delay after speaker-on
- Clarify DPMI conventional memory is always locked; update comments
- Document and justify DMA memory allocation strategy
- Free IRET wrapper after restoring interrupt vector to avoid leaks
- Throttle joystick axis polling to ~60 Hz to reduce BIOS timing loop
  cost
- Always poll joystick buttons directly for responsiveness

* Query and use mouse sensitivity from INT 33h function 0x1B

* Add support for VESA banked framebuffer modes

Implement banked framebuffer access for VBE 1.2+ modes without LFB.
Detect and initialize banked modes, copy framebuffer data using bank
switching, and blank the framebuffer on mode set. Page-flipping is
disabled in banked mode.

* Add optional vsync to page flipping in DOS VESA driver

* Add cooperative threading support for DOS platform

* Move SoundBlaster audio mixing to SDL audio thread

* Fix DOS platform comments and workarounds for DJGPP support

* Fix SoundBlaster IRQ handling and DMA setup for DOS

- Pass IRQ number to DOS_EndOfInterrupt and handle slave PIC EOI
- Validate DMA channel from BLASTER variable
- Correct DMA page register selection for SB16
- Improve BLASTER variable parsing and error messages
- Unmask/mask IRQs on correct PIC in DOS_HookInterrupt
- Rename SDL_dosjoystick.c to SDL_sysjoystick.c
- Include SDL_main_callbacks.h in SDL_sysmain_runapp.c
- Add include guard to SDL_systhread_c.h

* Add DOS platform options and preseed cache for DJGPP

Disable unsupported SDL features when building for DOS. Add
PreseedDOSCache.cmake to pre-populate CMake cache variables for DJGPP.

* cmake: use a 8.3 naming scheme for tests on DOS

* Apply code style

* Update include/SDL3/SDL_platform_defines.h

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Code review clean up

- Split DOS VESA mode-setting into its own file
- Replace magic numbers with named constants
- Update copyright dates to 2026
- Substract time taken by other threads form delays

* Fix DOS bugs and improve compatibility

- Disable fseeko64 for DJGPP due to broken implementation
- Refactor DOS timer delay to always yield and avoid busy-waiting
- Fix animated cursor rendering in DOS VESA backend
- Always set display mode when creating DOS VESA window
- Work around DJGPP allowing invalid file access in testfile.c
- Bump max threads to 16
- Apply workarounds for threading tests

* Add DOS platform documentation and fix a few issues

- Fix fullscreen default resolution
- Improve best mode matching
- Fix builds on GCC older than 7.0
- Fix text input events

* Fix keyboard mapping of "*"

* Fix running, and existing, under PCem

* Apply suggestions from code review

Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>

* Pre-mix audio in ring buffer and copy to DMA via IRQ thread

* Video fixes and optimizations

* DOS: Fix Intel 740 and VGA compatability

* DOS: Update readme

* DOS: Fix thread ID, get GPU name

* DOS: Cap mouse range

* DOS: Map test resources to 8.3 names

* DOS: Skip unsupported WM color modes

* Fix "windowed" resolution selection

* DOS: Hide INDEX8 modes behind SDL_DOS_ALLOW_INDEX8_MODES

* Remove SDL_HINT_DOS_ALLOW_INDEX8_MODES and order modes logically

* Don't convert cursor if dest is not INDEX8

---------

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: Jay Petacat <jay@jayschwa.net>
Tested-by: Cameron Cawley <ccawley2011@gmail.com>
2026-04-23 19:54:49 -04:00
Sam Lantinga
f8d5628163 Fixed building with older versions of GameInput 2026-04-21 19:40:57 -07:00
Nintorch
60a59fa557 Include OS detection in Emscripten joystick GUID
This PR modifies the Emscripten joystick backend to detect the user's OS and store its ID in the GUID, because different OSes might need different mappings for the same controllers.
I'm not sure if different browsers on the same OS can also have different mappings, but if they can, browser detection can be added to the GUID too if needed.

This PR also makes the GUID use `SDL_HARDWARE_BUS_USB` instead of `SDL_HARDWARE_BUS_UNKNOWN`, similarly to how Android and MFI backends always use `SDL_HARDWARE_BUS_BLUETOOTH` and GameInput, XInput, and RawInput backends always use `SDL_HARDWARE_BUS_USB`.
2026-04-21 07:35:28 -10:00
Nintorch
651136ac7a Add trigger rumble support to Emscripten joysticks
This PR adds trigger rumble support to the Emscripten joystick backend.
2026-04-21 10:13:07 -04:00
atiradonet
3b89c7b537 joystick: Add VIRPIL Controls flight stick and throttle device IDs. (#15418)
VIRPIL Controls (VID 0x3344) flight sticks are misclassified as
gamepads by SDL's axis-count heuristic because they report exactly
6 axes, matching SDL_GAMEPAD_AXIS_COUNT. Adding them to the
appropriate device lists ensures correct classification.

Tested on Linux (Fedora 43, kernel 6.19) with:
- R-VPC Stick MT-50CM3 (PID 0x4391) -> SDL_JOYSTICK_TYPE_FLIGHT_STICK
- L-VPC Stick MT-50CM3 (PID 0x8390) -> SDL_JOYSTICK_TYPE_FLIGHT_STICK
- VPC VMAX Prime Throttle (PID 0x0196) -> SDL_JOYSTICK_TYPE_THROTTLE
2026-04-20 09:04:24 -07:00
Nintorch
4aa0a6e2bf Fix Oklick W-2 support
This PR maps buttons 7 and 8 to paddles 2 (left) and 1 (right) respectively, and it also duplicates the mapping but for crc 0x2004, since the CRC of this controller changes if it was hotplugged.
2026-04-10 10:56:16 -07:00
Ozkan Sezer
f61a22e10f SDL_hidapi_zuiki.c: silence bogus -Warray-bounds warnings from gcc-4.9 2026-04-07 06:45:10 +03:00
Nintorch
c857861815 Add support for Oklick W-2 racing wheel controller
This PR adds the proper mapping for this racing wheel controller to comply with XInput documentation (mostly to treat the pedals as the trigger axes).
2026-04-04 10:30:57 -07:00
Sam Lantinga
41c3a91079 Use the correct index for PS2 controllers
Closes https://github.com/libsdl-org/SDL/pull/15294
2026-04-03 16:08:36 -07:00
Sanjay Govind
7f86f9107d Add support for GIP guitars via gameinput (#15301) 2026-04-03 16:02:14 -07:00
foxtacles
59602fb473 (emscripten) Add null checks for gamepad in vendor/product/xinput helpers (#15313)
navigator.getGamepads() can return null for a slot if the gamepad
disconnects between the gamepadconnected event and the proxied
MAIN_THREAD_EM_ASM_INT call. This causes a TypeError when accessing
gamepad.id. Add null guards matching the pattern already used in
EMSCRIPTEN_JoystickOpen and EMSCRIPTEN_JoystickRumble.
2026-04-03 15:07:50 -07:00
Christian Semmler
be8643f739 emscripten: Fix navigator.getGamepads crash in worker threads
The three EM_JS functions (SDL_GetEmscriptenJoystickVendor,
SDL_GetEmscriptenJoystickProduct, SDL_IsEmscriptenJoystickXInput)
call navigator.getGamepads() which is only available on the main
browser thread. With PROXY_TO_PTHREAD, the joystick callbacks are
dispatched to a worker where the Gamepad API is not available,
causing a TypeError.

Convert these from EM_JS to static functions using
MAIN_THREAD_EM_ASM_INT, which proxies the JavaScript execution to
the main browser thread. This matches the pattern already used by
other navigator.getGamepads() calls in the same file.
2026-04-02 19:36:01 -07:00
Sanjay Govind
c58a61fdd4 Update to GameInput V3 (#15302) 2026-04-02 17:10:42 -07:00
Janne Virtala
b5ef75249f SDL_PrivateJoystickForceRecentering(): fix infinite loop 2026-04-02 09:27:18 -07:00
Sam Lantinga
8e1bdbaa92 Updated support for the GameSir Pro 8K
The latest firmware (v1.97) corrects the report frequency, and no longer reports the mute button.
2026-03-31 11:18:03 -07:00
Sam Lantinga
75dead7f96 Minor cleanup 2026-03-17 09:49:15 -07:00
Sanjay Govind
fdc5efe1cb add vids and pids for a variety of xbox 360 devices (#15211)
Added vids for a variety of xbox 360 devices, mostly for linux use.
Corrected wheel vid and pid being flagged as unknown. Internally, when XUSB is building vid and pids for wireless devices, it assigns 0x02a1 for devices with subtype 1 and 0x02a2 for devices with subtype 2, which are wheels.

Some of these vids and pids do rely on the following patch being merged into the linux kernel, as I have overhauled how VID and PIDs are handled there for wireless devices.
https://patchwork.kernel.org/project/linux-input/patch/20260314075034.1488655-2-sanjay.govind9@gmail.com/

Also added some lists for guitar and drum devices, so we can set controller types correctly for those controllers.
2026-03-17 09:45:26 -07:00
Steel
32cf5fe93d Add support for PXN VD6 Wheelbase 2026-03-16 10:51:06 -07:00
Sam Lantinga
69e94a4fbd Fixed warning: no previous prototype for function 'SDL_IsJoystickGameInput' 2026-03-13 17:23:54 -07:00
Rachel Blackman
ba00e772a7 Add second-gen Backbone One to recognized controllers. 2026-03-13 15:39:15 -07:00
Sam Lantinga
11adfd2008 Disable system gesture state for all GCControllers
Technically we only want to do this for controllers that are opened, but we don't have a way to match up controllers using other APIs with individual GCControllers.
2026-03-12 08:34:34 -07:00
Sam Lantinga
b80b466423 Removed redundant ifdef 2026-03-12 08:29:47 -07:00
Nintorch
419dcfe747 Fallback for non-gamepad controllers in GameInput
This PR makes the GameInput joystick backend ignore non-gamepad controllers if DirectInput or XInput backends are enabled. This is done to prevent possible bugs and/or regressions.
2026-03-10 11:06:10 -07:00
Nintorch
0138843eb7 Small GameInput joystick backend improvements
This PR includes small improvements to the GameInput joystick backend:
- Device subtypes
- Compatibility with DirectInput joystick mappings (if the controller is not a gamepad, i.e. `GAMEINPUT_InternalIsGamepad()` returns `false`)
- Fallback to DirectInput/XInput for currently unsupported devices (force feedback ones and the ones that are neither gamepads nor controllers, I'm not sure if that's possible, but maybe racing wheels and other device subtypes would count?)
2026-03-09 11:12:00 -07:00
Sanjay Govind
101273f429 extract capabilities for 360 controllers over libusb (#15183)
Read capabilities when using xinput controllers via the libusb backend

This gives us access to the subtype on linux and macOS, and gives us a lot of data we can use for handling more detailed device types when I look into a unified api for exposing instrument data later.
2026-03-08 17:29:56 -07:00
Sanjay Govind
e610b85d1c support batteries on 3rd party controllers 2026-03-08 11:40:35 -07:00
Sanjay Govind
94f17d6c61 Add support for whammy and tilt on PS4/5 guitars
PS4/5 controllers put device specific data into a specific region in the report, so we have to extract it separately.

No known guitars use the right stick on the guitar, so to keep things working similarly to PS3, i have opted to map whammy and tilt the same way as the PS3 rb guitars.
2026-03-08 11:35:57 -07:00
Sanjay Govind
34378609bb fix off by one with tilt on ps3 guitars (#15144) 2026-03-02 09:45:44 -08:00
Brenton Bostick
3ac4e684ab make sure #endif comment matches the macro name 2026-02-28 08:43:42 -08:00