This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user.
Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect.
Fixes https://github.com/libsdl-org/SDL/issues/6117
Instead of indexing into an internal list of devices which requires locking, we return a list of device IDs which can then be queried individually.
Reference: https://github.com/libsdl-org/SDL/issues/6889
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.
Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.
This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.
To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
This prevents a number of issues where devices are enumerated but not actually able to be opened, like https://github.com/libsdl-org/SDL/issues/5781.
We currently leave the devices open, allowing us to more easily do controller feature detection, protocol negotiation, detect dropped Bluetooth connections, etc. with the expectation that the application is likely to open the controllers shortly.
This adds support for all 3 of the gamecube controller's rumble modes
Rumble: 1
Stop: 0
StopHard: 2
This is useful for applications that need the full range of support
This also adds a hint to control rumble behavior, defaults 0 to maintain compatibility
Since accessing Bluetooth prompts the user for permission on both Android and iOS, and we only need it for Steam Controller support, we'll leave it off by default. You can enable it by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Fixes https://github.com/libsdl-org/SDL/issues/4952
This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
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.
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
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
Ethan Lee
Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.