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2024-02-23android: Play vibrations asynchronouslyt8951-5/+0
2023-11-12core: hid: Split SL and SR buttonsgerman771-1/+1
2023-07-07input_common: set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0Martino Fontana1-5/+2
This allows to share the mappings between Nintendo and non-Nintendo controllers. Breaks the controller configuration for existing users who are using a Nintendo controller. (Documentation of the hint https://github.com/libsdl-org/SDL/blob/92b3c53c92971e685254fd89f89ce6bde8cea60e/include/SDL_hints.h#L512-L532)
2023-01-20input_common: Use DriverResult on all enginesgerman771-1/+1
2022-11-27input_common: Pump sdl events from main threadgerman771-1/+2
2022-10-21input_common: cache vibration testsgerman771-1/+3
2022-07-27chore: make yuzu REUSE compliantAndrea Pappacoda1-3/+2
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-06-29input_common: sdl: lower vibration frequency and use it's own unique threadgerman771-0/+1
2022-06-07input_common: Replace usage of string guid to common uuidNarr the Reg1-7/+8
2022-05-23input_common: Make vibration request asyncNarr the Reg1-0/+12
2022-03-22input_common: Map sticks correctly when mapped sidewaysNarr the Reg1-0/+2
2022-01-07yuzu: Add controller hotkeysgerman771-1/+1
2021-12-13input_engine: Pass VibrationStatus by const reference in SetRumble()Lioncash1-1/+1
Avoids creating copies of the struct where not necessary.
2021-12-13input_engine: std::move engine name where applicableLioncash1-6/+6
We can allow the name to be moved into, allowing allocations to be avoided.
2021-11-25input_common: Move button names to the frontendgerman771-1/+1
2021-11-25kraken: Address comments from reviewgerman771-1/+1
Fix compiler bug
2021-11-25kraken: Address comments from reviewgerman771-5/+2
start lion review
2021-11-25kraken: Fix errors from rebase and format filesgerman771-1/+1
2021-11-25core/hid: Add output devicesgerman771-1/+1
2021-11-25input_common: Rewrite SDLgerman771-25/+31
2021-07-16sdl_impl, emu_window: Remove clang ignorelat9nq1-8/+0
Fixed upstream by libsdl-org/SDL@25fc40b0bd44c484051064bc6b945ea9943f88dd
2021-05-23input_common: Add dual joycon supportgerman771-2/+35
2021-05-15input_common: Implement SDL motiongerman771-0/+1
2021-03-31InputCommon: Name properly xbox 360 and one controllers, Fix mappings for Nintendo Pro controllersgerman771-0/+4
2020-11-16input_common: Add VibrationDevice and VibrationDeviceFactoryMorph1-0/+2
A vibration device is an input device that returns an unsigned byte as status. It represents whether the vibration device supports vibration or not. If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
2020-09-26Add random motion input to SDLgerman1-0/+2
2020-08-26Project Mjölnir: Part 1Morph1-0/+8
Co-authored-by: James Rowe <jroweboy@gmail.com> Co-authored-by: Its-Rei <kupfel@gmail.com>
2019-06-03input_common/sdl/sdl_impl: Move documentation comments to header where applicableLioncash1-0/+6
Places the documentation comments with the rest of SDLState's member function documentation.
2019-06-03input_common/sdl: Remove unused header includes and forward declarationsLioncash1-2/+5
Gets rid of a few unnecessary inclusion dependencies. It also uncovered a few indirect inclusion dependencies being relied upon.
2019-03-18input_common/sdl: Use a type alias to shorten declaration of GetPollersLioncash1-3/+2
Just makes the definitions a little bit more tidy.
2019-03-02Input: Remove global variables from SDL InputJames Rowe1-33/+46
Changes the interface as well to remove any unique methods that frontends needed to call such as StartJoystickEventHandler by conditionally starting the polling thread only if the frontend hasn't started it already. Additionally, moves all global state into a single SDLState class in order to guarantee that the destructors are called in the proper order
2019-03-02Input: Copy current SDL.h/cpp files to implJames Rowe1-2/+2
This should make reviewing much easier as you can then see what changed happened between the old file and the new one
2018-09-11Port #4141 from citra: Joystick hotplug support (#1275)Tobias1-0/+9
* Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
2018-01-16Adding meumart's Citra SDL Joystick support. Citra PR #3116muemart1-0/+23
2017-03-01InputCommon: add SDL joystick supportwwylele1-0/+19