Merge SDL-ryan-batching-renderer branch to default.

This commit is contained in:
Ryan C. Gordon 2018-10-31 15:03:41 -04:00
commit 62494a2e27
215 changed files with 5146 additions and 2712 deletions

View file

@ -111,7 +111,6 @@ struct _SDL_GameController
SDL_Joystick *joystick; /* underlying joystick device */
int ref_count;
SDL_JoystickGUID guid;
const char *name;
int num_bindings;
SDL_ExtendedGameControllerBind *bindings;
@ -433,12 +432,12 @@ static ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickG
pSupportedController = pSupportedController->next;
}
if (!exact_match) {
if (guid->data[14] == 'h') {
if (SDL_IsJoystickHIDAPI(*guid)) {
/* This is a HIDAPI device */
return s_pHIDAPIMapping;
}
#if SDL_JOYSTICK_XINPUT
if (guid->data[14] == 'x') {
if (SDL_IsJoystickXInput(*guid)) {
/* This is an XInput device */
return s_pXInputMapping;
}
@ -684,11 +683,10 @@ SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecon
/*
* Make a new button mapping struct
*/
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, SDL_JoystickGUID guid, const char *pchName, const char *pchMapping)
static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
{
int i;
gamecontroller->guid = guid;
gamecontroller->name = pchName;
gamecontroller->num_bindings = 0;
SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
@ -802,14 +800,16 @@ static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pContro
{
SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
while (gamecontrollerlist) {
if (!SDL_memcmp(&gamecontrollerlist->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
SDL_Event event;
event.type = SDL_CONTROLLERDEVICEREMAPPED;
event.cdevice.which = gamecontrollerlist->joystick->instance_id;
SDL_PushEvent(&event);
if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
/* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->guid, pControllerMapping->name, pControllerMapping->mapping);
SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
{
SDL_Event event;
event.type = SDL_CONTROLLERDEVICEREMAPPED;
event.cdevice.which = gamecontrollerlist->joystick->instance_id;
SDL_PushEvent(&event);
}
}
gamecontrollerlist = gamecontrollerlist->next;
@ -1027,7 +1027,7 @@ static ControllerMapping_t *SDL_PrivateGetControllerMappingForNameAndGUID(const
}
}
#ifdef __ANDROID__
if (!mapping) {
if (!mapping && name && !SDL_IsJoystickHIDAPI(guid)) {
mapping = SDL_CreateMappingForAndroidController(name, guid);
}
#endif
@ -1274,7 +1274,7 @@ SDL_GameControllerMapping(SDL_GameController * gamecontroller)
return NULL;
}
return SDL_GameControllerMappingForGUID(gamecontroller->guid);
return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
}
static void
@ -1463,6 +1463,7 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
int i;
Uint16 vendor;
Uint16 product;
Uint16 version;
Uint32 vidpid;
if (SDL_allowed_controllers.num_entries == 0 &&
@ -1470,7 +1471,7 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
return SDL_FALSE;
}
SDL_GetJoystickGUIDInfo(guid, &vendor, &product, NULL);
SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version);
if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
/* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
@ -1478,7 +1479,7 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
#if defined(__LINUX__)
bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
#elif defined(__MACOSX__)
bSteamVirtualGamepad = (SDL_strncmp(name, "GamePad-", 8) == 0);
bSteamVirtualGamepad = (vendor == 0x045E && product == 0x028E && version == 1);
#elif defined(__WIN32__)
/* We can't tell on Windows, but Steam will block others in input hooks */
bSteamVirtualGamepad = SDL_TRUE;
@ -1582,7 +1583,7 @@ SDL_GameControllerOpen(int device_index)
}
}
SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->guid, pSupportedController->name, pSupportedController->mapping);
SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
/* Add the controller to list */
++gamecontroller->ref_count;
@ -1716,6 +1717,12 @@ SDL_GameControllerName(SDL_GameController * gamecontroller)
}
}
int
SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller)
{
return SDL_JoystickGetPlayerIndex(SDL_GameControllerGetJoystick(gamecontroller));
}
Uint16
SDL_GameControllerGetVendor(SDL_GameController * gamecontroller)
{