Sat, 07 Mar 2020 19:21:21 -0800Clear the old player index slot when moving to a new one
Cameron Gutman [Sat, 07 Mar 2020 19:21:21 -0800] rev 13596
Clear the old player index slot when moving to a new one

Sat, 07 Mar 2020 17:20:04 -0800Fix incorrect player index when assigning a joystick the same index twice
Cameron Gutman [Sat, 07 Mar 2020 17:20:04 -0800] rev 13595
Fix incorrect player index when assigning a joystick the same index twice

Prior to this fix, we would hit the existing_instance >= 0 case and move the joystick
again to a different index than the one requested by the caller. It also breaks the assumption
that a SDL_JoystickID is only present in SDL_joystick_players at one location.

Sat, 07 Mar 2020 13:59:42 -0800direct3d: Don't attempt to create zero sized vertex buffer
Cameron Gutman [Sat, 07 Mar 2020 13:59:42 -0800] rev 13594
direct3d: Don't attempt to create zero sized vertex buffer

Sat, 07 Mar 2020 13:17:28 -0800Added support for indicating player index on DS4 controllers
Cameron Gutman [Sat, 07 Mar 2020 13:17:28 -0800] rev 13593
Added support for indicating player index on DS4 controllers

Sat, 07 Mar 2020 08:48:04 -0800Fixed regression in bug 4966 - KMSDRM: Add dynamic modeset support
Sam Lantinga [Sat, 07 Mar 2020 08:48:04 -0800] rev 13592
Fixed regression in bug 4966 - KMSDRM: Add dynamic modeset support

Anthony Pesch

I was just communicating with one of the Retropie developers regarding this.

This change removed the forced window focus change on creation (https://github.com/inolen/SDL-mirror/commit/3534cb3793f4744509f020f1267f510ec7099366) as part of the change no longer assumes there's only a single window being created. This was perhaps an over-aggressive removal.

Due to that change, joystick events are only received if SDL_SetKeyboardFocus is called explicitly, or if the app has specified SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS.

I think that part of my change should be reverted to continue setting mouse / keyboard focus to the window being created. If SDL_WINDOW_INPUT_FOCUS is to be used as an input flag the code could be conditional, but that would still leave existing software broken.

Thu, 05 Mar 2020 08:43:16 -0800Fixed java.lang.NullPointerException: Attempt to invoke virtual method 'android.view.WindowManager android.app.Activity.getWindowManager()' on a null object reference
Sam Lantinga [Thu, 05 Mar 2020 08:43:16 -0800] rev 13591
Fixed java.lang.NullPointerException: Attempt to invoke virtual method 'android.view.WindowManager android.app.Activity.getWindowManager()' on a null object reference

Tue, 03 Mar 2020 12:31:41 -0500winrt: Wait for EnumerationCompleted before leaving WASAPI_EnumerateEndpoints
Ethan Lee [Tue, 03 Mar 2020 12:31:41 -0500] rev 13590
winrt: Wait for EnumerationCompleted before leaving WASAPI_EnumerateEndpoints

Wed, 04 Mar 2020 17:10:37 -0800Fixed rumble for third-party Nintento Switch Pro controllers
Sam Lantinga [Wed, 04 Mar 2020 17:10:37 -0800] rev 13589
Fixed rumble for third-party Nintento Switch Pro controllers

The 8BitDo SF30 Pro Gamepad will generate a single motor pulse for each rumble message, so we need to do this frequently to have continous rumble on this device.

Wed, 04 Mar 2020 14:59:44 -0800Fixed crash when a controller is disconnected while rumble is pending
Sam Lantinga [Wed, 04 Mar 2020 14:59:44 -0800] rev 13588
Fixed crash when a controller is disconnected while rumble is pending

Wed, 04 Mar 2020 09:42:10 -0800Fixed handling the guide button with both V1 and V2 of the Xbox One Bluetooth wireless protocols
Sam Lantinga [Wed, 04 Mar 2020 09:42:10 -0800] rev 13587
Fixed handling the guide button with both V1 and V2 of the Xbox One Bluetooth wireless protocols