Joystick drivers are sorted by priority in the driver list, and higher priority drivers report whether they are handling a device when lower priority drivers want to add it to their device list.
This has been handled ad-hoc with the Windows and HIDAPI drivers, but this formalizes the idea and makes sure that GameInput has the highest priority of the Windows drivers.
Added support for getting the real controller info, as well as the function SDL_GetGamepadSteamHandle() to get the Steam Input API handle, from the virtual gamepads provided by Steam.
Also added an event SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED which is triggered when a controller's API handle changes, e.g. the controllers were reassigned slots in the Steam UI.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes#8642.
This ensures that we don't accidentally interpret an ID from one system as an ID in another system.
Audio device IDs are not covered here, since they have a unique numbering system.
HIDAPI joystick drivers may call HIDAPI_JoystickDisconnected() in their
UpdateDevice() function during HIDAPI_JoystickOpen(). If they do this
today, the opened joystick will end up partially initialized (no name,
path, mapping GUID, etc.) because HIDAPI_GetDeviceByIndex() will no
longer be able to find the SDL_HIDAPI_Device for the removed joystick.
Worse still, joystick->hwdata->device becomes a dangling freed pointer
the next time HIDAPI_UpdateDeviceList() is called. This leads to a UAF
when the application or SDL calls SDL_JoystickClose() on this joystick.
Fix all this by checking if the device no longer has any associated
joysticks after calling UpdateDevice() and failing the open call if so.
Also renamed most cases of SDL_GAMEPAD_TYPE_UNKNOWN to SDL_GAMEPAD_TYPE_STANDARD, and SDL_GetGamepadType() will return SDL_GAMEPAD_TYPE_UNKNOWN only if the gamepad is invalid.
Removing SDL_GAMEPAD_TYPE_VIRTUAL allows a virtual controller to emulate another gamepad type. The other controller types can be treated as generic controllers by applications without special glyph or functionality treatment.
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.
On Windows the main thread can be enumerating DirectInput devices while the Windows.Gaming.Input thread is calling back with a new controller available, and in this case HIDAPI_IsDevicePresent() returned false since the controller initialization hadn't completed yet, creating a duplicate controller.
Fixes https://github.com/libsdl-org/SDL/issues/7304