Prevent double free and null dereference when the controller is quickly reconnected.
Handle error when controller device query returns null instead of crashing.
was troublesome so bumped up max shaders to 10 for now, some style nits in
RSX video driver, variable center_y could be uninitialized so fixed that
in psl1ght_input.c
The initial popup screen advertising the web server did not prevent
keys from passing through, so interactions with the alert would also
be handled by the menu. The alert would pop up any time there was a
network reconfiguration; now it only pops up once per run. Added a way
to turn off the webserver advertisement alert permanently.
Also fixed a bug around filtering the Siri remote out, and turning
controllers off while the app is running.
This adds mFI as a controller driver for OSX, as well as adding rumble
support for mFI controllers. Also add support for the Home button.
Also fixed a couple warnings.
* remove var error in psl1ght input
* (psl1ght) add modern_alpha_blend and modern_opaque rsx shaders
* (psl1ght) add perf improvements to the rsx driver
* add rsx gfx for psl1ght
* (psl1ght) set rsx as a compatible video driver
* Do xmb menu scaling for psl1ght
* (psl1ght) update Makefile to use latest shaders and more UI menu options
* add keyboard recording support to bsv
BSV movies recorded in older RA *WILL NOT* replay properly after this
patch. While looking to see if the core actually uses a keyboard
device could mitigate this, it is an unavoidable consequence of using
BSV, a format which carries no metadata whatsoever.
* Fix for loop declarations and some whitespace
---------
Co-authored-by: Joseph C. Osborn <jcoa2018@pomona.edu>
* BSV ergonomics improvements
- Date stamp toggled recordings instead of overwriting or using save
slot number
- Properly stop movie on playback EOF; also pause emulation
- Add recording flag to match playback flag in bsv state enum
- Rename bsv "movie path" to "movie auto path" to clarify role
- Allow stopping movie playback before EOF using record toggle hotkey
---------
Co-authored-by: Joseph C. Osborn <jcoa2018@pomona.edu>
* Add bsv to emscripten builds
BSV has no external dependencies so this addition should be fine.
Co-authored-by: Joseph C. Osborn <jcoa2018@pomona.edu>
* Allow for both -e and -R to start a BSV file recording at a state
The key issue is that loading a state takes some time, and the BSV
recording shouldn't start until that's done.
The minimal patch for this would just be a change to runloop.c which
moves movie initialization after entry state loading, throwing in a
task_queue_wait(). This makes for some awkward repeated autoload OSD
messages and doesn't solve the underlying issue.
Most of this change puts BSV recording start/stop into tasks, like
saving and loading are tasks; this was important to centralize BSV
operations a bit more and is the first part of a refactoring towards
more robust input recording. The necessary wait is introduced in the
begin-recording callback.
Co-authored-by: Joseph C. Osborn <jcoa2018@pomona.edu>
* Don't start video recording when BSV recording starts
* Don't double-record inputs in BSV recording
- Will this work properly with the part of input handling outside of
input_state_wrap? Who knows?
Co-authored-by: Joseph C. Osborn <jcoa2018@pomona.edu>
When running on Android, RetroArch considers most devices that emit dpad events as gamepads, even if they also emit other keyboard events; this is usually the right thing to do, but it has the side effect of not letting some actual keyboards (e.g.: Logitech K480) act as such inside RetroArch. This configuration option allows users to manually select a specific input device to act as a physical keyboard instead of a gamepad, which is handy when emulating computers as opposed to consoles.
- Fix analog drift blocking touch input (could occur on overlay_next if physical inputs shown on overlay)
- Fix overlay_next buttons lighting up in unison
- Skip meta keys in input_overlay_add_inputs (not supported by input_state_internal)
Allows stretching hitboxes and handling their overlap
reach_up, reach_down, reach_left, reach_right:
- Stretches in one direction:
reach_x, reach_y
- Stretches symmetrically
exclusive:
- If true, blocks input from overlapped hitboxes
range_mod_exclusive:
- Similar, but only applies when this hitbox is extended by range_mod
- After range_mod takes effect, has priority over 'exclusive'
E.g. This creates a D-Pad area and extends its hitbox left & right 50%, up 15%, and down 30%. Then applies range_mod_exclusive:
overlay0_desc0 = "dpad_area,0.15,0.57,rect,0.166228,0.295516"
overlay0_desc0_reach_x = 1.5
overlay0_desc0_reach_up = 1.15
overlay0_desc0_reach_down = 1.3
overlay0_desc0_range_mod = 2.0
overlay0_desc0_range_mod_exclusive = true
* Added usb hid controllers for the famous ZeroDelay encoder and also for "Kade: Kick Ass Dynamic Encoder" to be able to use some custom arcade sticks.
* Add accidentally missing change to Makefile
Co-authored-by: DiktatorShadaloo <diktatorshadaloo@gmail.com>
- New descriptors: 'dpad_area' and 'abxy_area'
- Each has a diagonal sensitivity setting, 100% being 8-way symmetry
- Buttons can be redefined in the cfg file
E.g. This would create a d-pad area, then redefine it to use analog directions:
overlay0_desc0 = "dpad_area,0.85,0.57,rect,0.166228,0.295516"
overlay0_desc0_up = "r_y_minus"
overlay0_desc0_down = "r_y_plus"
overlay0_desc0_left = "r_x_minus"
overlay0_desc0_right = "r_x_plus"
Repurpose vibrate_on_keypress to enable device's standard keypress feedback on overlay key/button state changes
- Add keypress_vibrate function ptr to input_driver_t (only implemented on Android for now)
- (Android) Remove APP_CMD_VIBRATE_KEYPRESS
- (Android) Add doHapticFeedback, called directly to avoid latency
* * Use flags for rarch_state
* Get rid of ^M linebreaks in retroarch_types.h
* Buildfixes for consoles
* (audio driver) use flags instead of bools
* (video) Use flags instead of bools
* Rewrite input driver state bools into flags
* Fix Sixaxis gamepad operation
== DETAILS
It looks like commit 78e7d23c14 broke
the DualShock. Sorry, @revvv, but this is probably going to break the
Retrode driver. We'll need to figure out a different solution.
* Fix a bunch of HID implementations
== DETAILS
As mentioned in the previous commit, the thing that broke the DS3
driver was a change to the wiiu HID handler, which did some pointer
math on the data buffer.
The thing is.. there's no reason to do that pointer math. Yet, I found
the same thing on almost every other HID driver: OSX, libusb, wiiusb.
The only other HID driver that did not do this was the Bluetooth
HID driver.
It doesn't make any sense. The only reason it doesn't crash is because
the memory right before the buffer is valid memory.
Change summary:
- remove the weird pointer math from all HID controllers
- remove the `#ifdef apple ...` in the ds3 and gamecube adapter
drivers, because it's no longer needed.
- in the pad packet handlers, decrement data buffer offset references
to account for the removal of the buffer manipulation.
* Fix DualShock 4
== DETAILS
Should've only subtracted 1, not 2; and now the pad works.
Also, added a PID to cover newer model DS4s. I picked "R2" out of the air
for the constant.
Tested on Mac OS
* Really really fix iohidmanager_set_report
A huge apology to @23rd for insulting your fix. I was wrong to call you
wrong.
That left the question: why did that change break the DS3?
Well, it's because `IOHIDDeviceSetReport` expects the report buffer to be
just the report. All of RA's HID SetReport calls include the report number
in the first byte, so we have to trim that off.
We actually do this in a different invocation of `IOHIDDeviceSetReport`
elsewhere in the file! This commit applies that same logic to
`iohidmanager_set_report`
This has two benefits:
1. The DS3 works
2. The DS3 no longer requres the user to press the PS button to activate
it the first time. You plug it in and it Just Works, just like on Wii U.
* MacOS: Fix sixaxis on MacOS 12.x
== DETAILS
Mac OS 12.x "Monterey" dropped some built-in support for the
Sixaxis controller--exactly what changed is unclear, but other
projects reported similar issues with the OS.
This commit ports the work done on SDL, which is basically to
read two feature reports after writing out the activation report.
I think we did this at one point in the past, but it got lost
among HID driver rewrites.
I've tested this locally and it resolves the issue; after connecting
the sixaxis and pressing the Playstation button, the pad is registered
and works successfully.
I have not tested this on other platforms.
* Gracefully handle incomplete HID implementations
== DETAILS
Not all HID drivers implement all HID methods; since this controller
has a magic sequence that requires the ability to set and get HID
reports, we need to make sure we don't crash if we're running on
an incomplete implementation.
- Add a null check for the driver methods and log useful info if checks
fail
- Fix minor formatting
* Reduce snprintf and/or use them only for concatenating the
string formatting of numbers/values
* Reduce snprintfs
* Use snprintf for concatenation at parts
* * We don't need to NULL-terminate strings that get passed to strlcpy/strlcat
and friends
* Use snprintf for concatenation in certain instances
* Do away with some string intermediary copies where we can avoid it
* Fix warning unused variable
* * Reduce snprintf calls
* Rewrite snprintf calls into strlcpy where possible
* Use snprintf for concatenation when necessary
* Do away with some string intermediary copies in task_translation.c
* run_translation_service - make switch slightly smaller
(snprintf) Try to reduce or simplify snprintf calls, only tend to
use it for processing integers/numbers and avoid it for regular
string concatenation (NOTE: we try to be a bit safer about it to
address earlier cited criticism, although we don't consider concatenating
3 or 4 characters at the end to be insecure)
(msg_hash_to_str) Try to avoid duplicate calls to the same localized
string when we can just cache the results once instead locally
- (database_info.c) Optimizations for database_info_build_query_enum() -
it would call strlcat at the very least 3 times, normally more than that.
Every strlcat call is at least one or more strlens. Reduce it all down
to manual string concatenation and one strlcat
- (database_info_build_query_enum) - always NULL terminates string so no need for NULL termination done by callee
* (menu_displaylist) use smaller strings for basename paths, remove one unnecessary string
in menu_displaylist.c function
- (disk_index_file.c) Avoid another trivial string concatenation by doing
it manually after fill_pathname_join_special
- (fill_pathname_join_delim) since fill_pathname_join_delim() now has a return value, use it for
string concatenation
- (platform_unix) - Use BUFSIZ as size for a buffer in system_property_get
- some other trivial strlcat usage replacements
as deprecated.
* Use fill_pathname_join_special in the vast majority of cases where
we can ensure out_path is a new empty string
* Get rid of some extension concatenation with strlcat where encountered
* Some general cleanups with NULL termination of strings that get immediately
passed to strlcpy/strlcpy-adjacent functions
* (joypad_connection) Small optimizations -
* Turn functions static where possible
* Hose strlen call out of loop
* (input_driver.c) General cleanups:
* Some small code/style nits
task_screenshot.c:
* Move widget callback function for screenshots to task_screenshot.c
(file_path.c):
* Turn get_pathname_num_slashes into static function
* path_linked_list_free - always returns true, so get rid of return value
* path_linked_list_new - fix function signature
* path_get_archive_delim - do not NULL-terminate string, already done by strlcpy later on
General:
* Slight optimizations - use int/size_t for loop counter variable instead of unsigned
* Take advantage of fact that strlcpy already NULL-terminates, so don't do this explicitly
outside if we're just going to end up calling strlcpy/fill_pathname_join on it anyway
Closes https://github.com/libretro/RetroArch/issues/3414
I have investigated the issue. The crux of the problem is that on Android there
is no way distinguishing 2 scenarios:
1) 2 identical bluetooth controllers A and B and first there are button presses
only on controller A and then on controller B
2) the same controller disconnects and reconnects.
Android doesn't give bluetooth mac address of where the touch came from, only
opaque ID and this opaque ID changes after reconnect. Hence without changes to
android this is infeasible without giving up the ability for 2 users to play on
identical controllers.
I guess that this sacrifice makes sense for affected users
Controllers with same VID/PID are distinguished by the device name.
1. The Wii U only sends a prefix of the device name.
2. The check preferred the device name over VID/PID which was not
intended.
Example: The device name "USB Gamepad" is truncated to "USB" which
was mapped to "Generic SNES USB Controller", although VID/PID did not
match.
Otherwise autoconfig file can't be found on the Wii U:
VID/PID are not available, so it has to match with 'input_device' and I
don't want to add additional autoconfig files with different
'input_device' strings.
Otherwise the USB gamepad cannot be found, if VID/PID has leading zero.
For example: Retrode gamepad adapter:
vid=1027 (0x403) pid=38849 (0x97c1) becomes
vid=1027 (0x403) pid=-26687 (0xffff97c1)
* features_cpu: Fix clock for djgpp
* frontend_dos_set_fork: Fix wrong id names
* dos_input: Fix missing indexing
* dos_joypad: Fix wrong id name
* Fix menu drawing
Menu is already prescaled to VGA_WIDTH x VGA_HEIGHT in vga_menu_frame. We need
to always use those dimensions
* Change dos compilation from griffin to common
* Set vga menu size to 320x200
* Add DOS compilation in gitlab-ci.yml
* Support for Swift, added emulator keyboard
* fixed toggle key handling using magic number hack for now
* fixed keyboard transparency slider for now with suboptimal fix; add gesture recognizer to hide/show keyboard
* Support CocoaView extensions in Swift; move keyboard delegate impl and setup to swift extension
* moved keyboard view model creation out of EmulatorKeyboard
* implement key pressed delegate in swift extension
* added input method for directly sending RETROK_* codes to support a touchscreen keyboard; assign keyboard model delegates; updated keyboard layout (added F1-F12 keys); change shift, control and alt keys to be modifiers
* enable focus mode when custom keyboard is shown; enable/disable overlay when custom keyboard is toggled
* Specify -DHAVE_OPENGLES2 instead of -DHAVE_OPENGLES3 since glsym_es3.h does not compile in iOS 14.5
Fix tvOS build using compiler flags
* Create new project for iOS 13 deploy target; add check for deploy target to conditionally compile for new iOS 13 specific feature (custom keyboard)
* force disable core info caching for iOS, use opengl es2 for debug
* Add flag for iOS custom keyboard - 3-finger swipe up to show, 3-finger swipe down to hide
* use OpenGLES2 instead; using ES3 results in compile time errors on iOS 14.5
* code cleanup
* Updated references to -DDONT_WANT_ARM_ASM_OPTIMIZATIONS flag
* Add JIT support for non-jailbroken devices
* iOS: Add support for touch mouse handler
* Added a HAVE_IOS_TOUCHMOUSE preprocessor macro so that it builds under the iOS11_Metal xcode project
* Changed click-and-drag behavior to double tap hold and drag
* Visual improvements to the emulator keyboard: updated colors, improved key-press effect