SDL_GameControllerDB
SDL
SDL_GameControllerDB | SDL | |
---|---|---|
35 | 195 | |
1,246 | 8,263 | |
1.7% | 2.4% | |
8.5 | 10.0 | |
1 day ago | about 22 hours ago | |
Python | C | |
zlib License | zlib License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SDL_GameControllerDB
-
Interesting launcher but no DirectInput support is bad.
Already planned to be in next update. As long as your controller is recognized by SDL2 and has controller mappings available (or you make your own), it will work.
-
How to figure out which controller someones using in Godot?
Godot uses the SDL2 game controller database
-
Input 6 - Comprehensive cross-platform input manager - now in stable release
Input fixes GameMaker's bugs. In addition to keyboard and mouse fixes, Input uses the engine-agnostic SDL2 remapping system for gamepads. Because SDL2 integrates community contributions made over many years, it's rare to find a device that Input doesn't cover.
- Scrambled gamepad controls in Godot 3.5
- How to get the data format for RawInput of each controller?
-
Anybody tried the Ultimate 2.4G on Raspberry Pi/Retropie? I used the Bluetooth version with mixed results.
The triggers are detected as buttons by default in some software (using d-input mode). Anything using the SDL2 community database shouldn't have this problem. I don't remember if RetroPie uses SDL2 or not. If not you might just need to edit a config file to rebind them to axes instead of buttons. I had to do this with Moonlight and linux Steam before the SDL database was updated.
-
How to use a Stadia controller with bluetooth and SDL based games (Dead Cells, Bastion)
# taken from line 1451 of https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
- Help needed testing exotic controllers
- Building a racing game, any steering wheel libraries out there?
-
Xbox Controller buttons swapped - only in one game!!
I tried setting the SDL_GAMECONTROLLERCONFIG= from SDL game controller DB. Also tried remapping with jscal. Neither worked... and given that other games are recognizing it properly, I am puzzled.
SDL
-
12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
-
C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
-
Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
-
Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
-
reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
-
BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
-
Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
-
Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
-
Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
What are some alternatives?
DsHidMini - Virtual HID Mini-user-mode-driver for Sony DualShock 3 Controllers
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
lutris-skyrimse-installers - An easy-to-use Mod Organizer 2 installer for Linux [Moved to: https://github.com/rockerbacon/modorganizer2-linux-installer]
raylib - A simple and easy-to-use library to enjoy videogames programming
modorganizer2-linux-installer - An easy-to-use Mod Organizer 2 installer for Linux
Godot - Godot Engine – Multi-platform 2D and 3D game engine
devilutionX - Diablo build for PS Vita
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
devilutionX - Diablo build for modern operating systems
DS4Windows - Like those other ds4tools, but sexier
Input - Comprehensive cross-platform input for GameMaker
DualSenseSupport - Preliminar DualSense