This allows the joystick hotplug to function without the main event loop
(specifically: without SDL_INIT_VIDEO), and moves explicit polling for
joysticks where it belongs at the low-level: in SDL_SYS_JoystickDetect().
This lets apps call SDL_JoystickUpdate() to get hotplug events and keep
SDL_NumJoysticks() correct, as expected. As SDL_PumpEvents() (and
SDL_PollEvents, etc) calls SDL_JoystickUpdate(), existing apps will function
as before.
Thanks to "raskie" on the forums for pointing this out!
--HG--
extra : rebase_source : 09d8e949731014ba3226aecf73050e35a54a5cdd
The DualShock 4 has all elements listed twice: once in the top-level list of
elements, and once in an "Application Collection" element at the top-level.
Each element has a proper cookie with a unique value, so now we descend into
each element collections, but before we add an element to the device's list,
we make sure we don't already have one with that cookie, probably from
another collection or a buggy device.
--HG--
extra : rebase_source : 0e5058ff3333364e680eb79d3cbcfa168ab2a068
Besides being a little more simple to use than the earlier IOKit HID API, and
less likely to be deprecated, it also has the added benefit of working with
the Sony DualShock 4 controller in Bluetooth mode out of the box, whereas
the previous API has a bug that makes it report bad data for the
controller.
Cleaned up several other things in this code, having gone over every line of
it. The remaining deprecated calls are also gone.
--HG--
extra : rebase_source : 47e220fea5d6ab87d51b23736b12d069a9a5313f
Patrick Maloney
Saitek p2500 (Cyborg Rumble Force Pad) has a D-pad, two analog sticks, and numerous buttons. SDL 2.x on OSX detected everything except the right-side analog stick. The right-side stick is considered a 'simulation device' with the axes mapped to throttle and rudder.
The patch adds support for throttle and rudder on the HID simulation page.
This lets us change things like this...
if (Failed) {
SDL_SetError("We failed");
return -1;
}
...into this...
if (Failed) {
return SDL_SetError("We failed");
}
Fixes Bugzilla #1778.
Port SDL 1.3 to the Nintendo DS
by Darren Alton, mentored by Sam Lantinga
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403188
Force Feedback for SDL
by Edgar Simo, mentored by Ryan C. Gordon
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403159
The proper name of Apple's operating system is "Mac OS X" not "MacOS X", as can
bee seen in many places, for example http://www.apple.com/macosx/). This
contrasts the naming of the old operating system, which was called "MacOS" and
today is often refered to as "MacOS Classic".
The attached patches fixes the misuse of the name "MacOS X" in both the SDL12
and sdlweb CVS modules.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401628
Make sure every source file includes SDL_config.h, so the proper system
headers are chosen.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401406