This can be used to work around issues where the Apple GCController driver doesn't work for some controllers but there's no way to know which GCController maps to which IOKit device.
(cherry picked from commit 708f18d49e)
(cherry picked from commit 76cc24e34a)
This mouse actually enumerates as a gamepad with 2 axes, 8 buttons and a hat.
We'll ignore it like the other ROG mice, unless someone specifically wants to use it as a gamepad.
(cherry picked from commit edd044e901)
(cherry picked from commit 8c82b73027)
Emscripten was using its own, private integer in order to allocate
new SDL_JoystickIDs. SDL keeps a similar integer for allocating
joystick-ids, one which is shared across multiple joystick backends.
SDL 2.0.13 introduces a new joystick-backend, a Virtual joystick
backend, which allows for software-driven joysticks, and which is
designed to sit alongside joystick-backends that provide access to
physical joysticks.
The Emscripten and the Virtual backends were, at times, getting
allocated the same SDL_JoystickIDs, if and when both backends were used
simultaneously. This could happen if, for example, an application
was using a virtual joystick in order to drive a touch-screen
based joystick, while also supporting physical joysticks through the
Emscripten backend.
When two joysticks end up with the same SDL_JoystickID, conflicts
can occur. For example, disconnecting a physical joystick with
the same SDL_JoystickID as a virtual one, can lead to the virtual
joystick being closed, inadvertently.
This fix makes the Emscripten backend use SDL's cross-joystick-backend
integer counter, which is shared among joystick backends, for allocating
new SDL_JoystickIDs, rather than a private, Emscripten-specific
counter.
Fixes https://github.com/libsdl-org/SDL/issues/3647
(cherry picked from commit 07cb7c10a1)
(cherry picked from commit 0c85173d5b)
This reverts commit e5a15f94e2.
It turns out removing this check allows mice like the ROG PUGIO II to show up as game controllers. We need to find a different way to differentiate between gaming mice and pedals.
Since these mice show up as controllers, and potentially causing games to use them instead of real controllers, we'll go ahead revert this change for now.
Reopens https://github.com/libsdl-org/SDL/issues/8227
(cherry picked from commit ad0af48883)
(cherry picked from commit 20ecd2afcb)
Make sure that we don't have the context cached as current on the current thread.
(cherry picked from commit 8b6da3c701)
(cherry picked from commit 832afa81a1)
Many of the Flydigi controllers use the same VID/PID and have different mappings, so let's revisit this once we have more data.
(cherry picked from commit 5388edd549)
(cherry picked from commit 805fc29ae8)
When a hardware keyboard is attached, it can take over 100 ms for the keyboard event to generate text input. In that case we want to record that we recently received a keyboard event so we don't synthesize duplicate virtual key press/release events for the input text.
(cherry picked from commit 648de4f9b8)
(cherry picked from commit 38c63afd64)
When a hardware keyboard is attached to an iPad, you can easily trigger a set of on-screen keyboard transitions that will take place over time, and we need to track whether we're currently showing or hiding the keyboard and make sure we don't clobber the existing state during those transitions.
Testing:
* Connected a hardware keyboard to an iPad
* Launched checkkeys
* Noted the keyboard bar was active at the bottom of the screen and text input was active
* Tapped with both fingers to quickly toggle text input off and back on
* Noted the keyboard bar slid down and then back up, and text input was active
* Tapped on the keyboard bar to bring up the full on-screen keyboard and then closed it so the keyboard bar was still active, and text input was still active
* Tapped on the screen to turn text input off, noted the keyboard bar slid down
* Tapped with both fingers to quickly toggle text input on and back off
* Noted that the keyboard bar slid up and then back down, and text input was inactive
* Tapped on the screen to turn text input on, tapped on the keyboard bar to bring up the full on-screen keyboard, and text input was active
* Pressed a key on the physical keyboard, the on-screen keyboard closed, the key press and release was delivered (with no text input) and then the keyboard bar slid up, and text input was active again
Fixes https://github.com/libsdl-org/SDL/issues/7979
(cherry picked from commit c3288d113e)
(cherry picked from commit 030bb7282a)
This is another attempt to make sure we don't cause beeps from unhandled key presses while still allowing full text input functionalty.
If this isn't selective enough, we might need to go up the responder chain to see what's going to handle the event before passing it along.
Fixes https://github.com/libsdl-org/SDL/pull/6962
(cherry picked from commit a8abe612ed)
(cherry picked from commit 335e9c769a)
This can happen if a monitor is in the process of becoming primary because another monitor was disconnected.
(cherry picked from commit 07578fde3d)
(cherry picked from commit 2468fccf7f)
In this case we know the controller has been on for a while and the Bluetooth connection LED cycle is complete.
Also fixed the timestamp being zero the first time it is checked
(cherry picked from commit bd4f155bbb)
(cherry picked from commit f7dc8c0eaa)
That will put the PS5 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit 2fef0be2f6)
(cherry picked from commit 910dad505a)
If there is only one controller slot available, assume that's the one matching new RAWINPUt devices. This will be right most of the time, and uncorrelation will fix any bad guesses.
(cherry picked from commit 41882a1acb)
(cherry picked from commit 34c5bde355)
The xpad kernel driver doesn't know about these controllers and ends up using BTN_C and BTN_Z and the automatic mapping doesn't work correctly.
It turns out VID 0x045e and PID 0x02e0 is used by the 8BitDo SN30 Pro when connecting via Bluetooth in XInput mode.
Fixes https://github.com/libsdl-org/SDL/issues/7925
(cherry picked from commit 80e1c75e1c)
(cherry picked from commit 156c7badf5)
This fixes WGI correlation on startup when the WGI gamepad list isn't populated yet
(cherry picked from commit f047e178b6)
(cherry picked from commit f8a0135edf)
That will put the PS4 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit efed24850a)
(cherry picked from commit 1f7bc08884)
Initializing "Windows.Gaming.Input.Gamepad" will put Bluetooth PS4 controllers into enhanced report mode, which breaks any game using DirectInput. Let's wait to do this until absolutely necessary.
(cherry picked from commit 785f57eb91)
(cherry picked from commit de849d5e6f)
Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test.
We already know the target view, so just use that.
(cherry picked from commit 619f65af0c)
(cherry picked from commit 61808b03b5)
Don't use the viewport offset when setting the clip rect in the D3D12 renderer.
This fixes "testautomation --filter render_testViewport" on Windows
(cherry picked from commit 304d425f99)
(cherry picked from commit bf277eb808)
This fixes 'testautomation --filter clipboard_testClipboardTextFunctions' on Windows
(cherry picked from commit c24496727cdd40d5c0ffdf7b6a61085ec3a2766d)
(cherry picked from commit 7e8be3f280)
The hidraw device may take additional time to get the correct permissions for us to open it. In my tests on Steam Deck hardware, this ranges between 5-8ms.
(cherry picked from commit c6ee9780df)
We can't read device info or IMU calibration from this controller, and it has no gyro or accelerometer, but is otherwise perfectly functional.
(cherry picked from commit f168f9c813)
This is much more robust and able to dynamically create a mapping for Xbox One S, Xbox Series X, and Xbox Elite 2 controllers.
(cherry picked from commit 9567989eb3)
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.
(cherry picked from commit b0677f476f)