Commit graph

8 commits

Author SHA1 Message Date
Sam Lantinga
c660649e07 Fixed compiling on old versions of the DirectX SDK 2013-08-21 12:12:04 -07:00
Sam Lantinga
c3ad265a89 SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)

CR: SamL
2013-08-21 10:32:04 -07:00
Sam Lantinga
dbeed82880 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight.  May look at improving how the indexes are assigned more significanly later.  The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
2013-08-21 10:31:44 -07:00
Gabriel Jacobo
2b0edd42d0 Patched to compile on Darwin 2013-08-21 10:27:39 -03:00
Gabriel Jacobo
28046de503 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Gabriel Jacobo
b3ca66a00f More non C89 compliant comments 2013-08-20 20:34:40 -03:00
Gabriel Jacobo
a0cd92a644 Fixes a few non C89 compliant comments 2013-08-20 19:49:24 -03:00
Sam Lantinga
1ad936eb29 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00