The 8BitDo Zero 2 only sends reports when state changes, so trips the disconnected Bluetooth controller detection. The expected use case is that most people will have official PS4 controllers in enhanced report mode, so disconnected Bluetooth controller detection will still work for those.
Fixes https://github.com/libsdl-org/SDL/issues/8556
This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user.
Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect.
Fixes https://github.com/libsdl-org/SDL/issues/6117
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.
The sequence order of the four paddles is not obvious, with SDL and Xbox
controllers swapping the order of P2 and P3 relative to each other.
If we group them into left and right, then it becomes more obvious.
Signed-off-by: Simon McVittie <smcv@collabora.com>
I don't know of any specific issue with this, but third party PS4 controllers have had issues with reports that are specific to Sony hardware, so this is a speculative change to prevent issues with future controllers.
If it turns out that these reports are valid and useful for third party controllers, we can back this change out.
We should always report touchpad and battery status if they are available. We just want to make sure we don't enable enhanced reports unless the application wants that behavior.
This allows the controllers to report that they have sensors and enhanced capabilities, but not actually switch into enhanced mode (breaking DirectInput) unless the application tries to use them.
In this case we know the controller has been on for a while and the Bluetooth connection LED cycle is complete.
Also fixed the timestamp being zero the first time it is checked
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 isn't supported over Bluetooth and might be causing issues with fake PS4 controllers.
Note that this change should NOT be ported to SDL2, as device->is_bluetooth is not set from hidapi there and is only detected by seeing which reports are valid.
Reference https://github.com/libsdl-org/SDL/issues/7960
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.