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.
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>
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>
C SDLmain() thread might have started (mSDLThread.start() called)
while the SDL_Init() might not have been called yet,
and so the previous QUIT event will be discarded by SDL_Init() and app is running, not exiting.
This is reprocible by adding instrumentation code in the SDLActivity.
And hopefully, this could fix an ANR, where SDLActivity is in WAITING state (in thread.join()):
at java.lang.Thread.join (Thread.java:1519)
at org.libsdl.app.SDLActivity.onDestroy (SDLActivity.java)
while SDLThread seems to be running
This prevents the case where the mouse might be at the edge of the
window when enabling relative mode, which confuses macOS, at it
might believe the user is attempting to resize the window.
Fixes#6994.
(cherry picked from commit 2afb49ba9a)
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.
https://github.com/ValveSoftware/steam-devices/pull/34 lists several
more devices that are functionally equivalent to this one from the
point of view of their evdev metadata. Thanks to apgrc.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Also make details of PS4 gamepads (which are very similar from an evdev
point of view) more specific.
Thanks to Sam Lantinga and Jeremy Whiting for recording these.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Like the Stadia controller, this is unusual because it represents the
Share button as the Record key from a multimedia keyboard (as of Linux
6.2.11 with the xpad driver). Thanks to Jeremy Whiting.
Signed-off-by: Simon McVittie <smcv@collabora.com>
This is a bit unusual because it has a small number of what would
ordinarily be keyboard keys. Thanks to Jeremy Whiting for recording
this.
Signed-off-by: Simon McVittie <smcv@collabora.com>
A newer evemu-describe transcript has this same controller with its
buttons mapped differently, presumably a result of driver changes in
the Linux kernel. Either way, we should recognise it as a gamepad.
Thanks to Jeremy Whiting.
Signed-off-by: Simon McVittie <smcv@collabora.com>
This didn't include any buttons, which I assume was because I
transcribed them incorrectly rather than reflecting reality. Confirmed
against another Switch Pro Controller on a more recent kernel (thanks
to Jeremy Whiting).
Signed-off-by: Simon McVittie <smcv@collabora.com>
We don't need to re-test the heuristic with the same input data, but
knowing that another device has equivalent evdev metadata is useful
information to record. Thanks to Jeremy Whiting.
Signed-off-by: Simon McVittie <smcv@collabora.com>
This was reported by Rémi Bernon as an example of older SDL's non-udev
code path going wrong for touchpads when the invoking user happens to
be in the input group, which I believe was fixed by fdd945f2.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Hiding a window and then clearing the minimized, maximized, fullscreen, or grabbed flags wouldn't result in the new state being applied to the window when shown, as the pending flags would always be zero, resulting in the flag application function never being entered. Calling SDL_RestoreWindow() didn't result in the minimized or maximized state being cleared on the hidden window either.
Save the current window flags to the pending flags when hiding a window, and universally apply the pending flags when the window is shown again to ensure that all state that was set or cleared when the window was hidden is applied. Any pending flags that match the existing window flags will be automatically deduplicated by the corresponding functions.