Sdl vs xinput. Defined in <SDL3/SDL_hints.
Sdl vs xinput. But I can’t see the difference between them.
- Sdl vs xinput Since 5. 15) This exists soleley so I could add XInput support for dosbox games. Paired controller. goobliata January 17, 2019, 11:46pm 3. Xbox One and Xbox Series X|S controllers also currently use XInput on Windows. So, instead of using WinMain, and doign the windows procs yourself, SDL usually handles it for you. Only one Dolphin is architectured in such a way that the implementation of inputs isn't dependent on the frontend code, and vice versa. The test project is using We would like to show you a description here but the site won’t allow us. This After seeing threads about people disabling Steam’s self-updating and replacing Steam’s SDL2. Xinput is the superior API on Windows for Playstation controllers tbh, that's why there's all these Xinput wrappers for PS4 and PS3 controllers. i. On windows, you can read an XInput device as a raw joystick, but you get strattled with a number of quirks such as the left and right triggers being treated as a single axis (one positive direction and one negative). If multi-mouse is not supported, typically all pointing devices are controlling the same default cursor. ; You can use the The returned name is “XInput Controller” for both with SDL_JoystickName. If you still really want to “fix it” and instead of writing a driver you want to add Xinput support to SDL, go ahead. Using Visual studio 2013 community on windows 7 64bit SP1. 0 International (CC BY 4. There are two subsystems – SDL_INIT_GAMECONTROLLER and SDL_INIT_JOYSTICK – in SDL. SDL will also reorder the controllers when a user disconnects and reconnect the controllers. The XUSB controllers are properly enumerated on DirectInput, and can be used with the DirectInputAPIs. Pre-installed in all Windows systems, it stands ready to elevate your gaming XInput device will have vibration functionality only when using XInput APIs; Using XUSB controllers with DirectInput. The difference betweena joystick and a gamepad is that a gamepad tells you where a button or axis is on the device. 0). SDL_JoystickName -- Get joystick name. SDL 2 is the magnificent bit of cross-platform development open source tech that gives developers access to audio, keyboard, mouse, joystick, and graphics hardware. SDL_JoystickName should be returning the real name for the controller. ; SDL_GameController and related functions are built on top of the existing SDL_Joystick API. e. Rebooted. There's SDL profiles for Xbox controllers, so there's no need to have XInput on. It turns out that I was trying to open my joystick before initializing SDL itself (I was opening my Joystick in the constructor of my Input class, but I was creating the one and only instance of my Input class before SDL_INIT_EVERYTHING. Also, the only way to get vibration to work is with the Xinput API. ) AAA-game Counter Strike Global Offensive (shooter) compared Linux implementation (using SDL) with Windows Dolphin is a GameCube / Wii emulator, allowing you to play games for these two platforms on PC with improvements. Header File. So you xInput was created for the Xbox controller, as such it is limited to support only 4 analog axes (one stick uses 2 axes), 2 analog trigger axes, 10 buttons and dpad. Compute shaders is a complicated beast and you'll need to be very familiar with OpenGL before you'll be able to understand what you're doing with them. The former might not matter much, but I think there might be some conflict if XInput is on at the same time. Effectively there are two copies of each XBox controller on your system, the XInput version and the HID version. What is the relationship between SDL_Joystick and SDL_GameController?These are the only things I know of right now: SDL_GameController and related functions are all part of a new API introduced in SDL2. SDL_HINT_XINPUT_ENABLED. SDL requires you declare main() (main(int char*[]), actually), so you can easily port your code cross-platform. No such page 'SDL3/Tutorials-TextInput' yet. Click here to create it! [ front page | index | search | recent changes | git repo | offline html] All wiki content is licensed under Creative Commons Attribution 4. Seems VS2012 comes with a new "XInput. Specifically the Gamepad APIs translating part. lib (that's the old version). Uninstalled xpad just in case. dll, dinput > and winmm see the same joystick configuration. Help us keep up! Join in and help us make this the best resource for Dolphin. The APIs are available through the DirectX SDK, and The only way 2 triggers can work at the same time (L2 and R2 on playstation controllers) is with the Xinput API. SDL is recommended by Valve as second best way to do input for Steam (after Steam Input of course!) Supports Nintendo and Sony controllers using USB drivers taken from Steam. SDL/0 and Xinput/0 are the same controller just through different APIs. something identifiable to the user like "Logitech F310 Gamepad in XINPUT mode"). Added SDL_FlashWindow() to get a user's attention; Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device; Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window; Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard Also, Wine since version 3. #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" Remarks. Also, are you checking controller settings from PCSX2 by itself, or after launching PCSX2 via Steam? just say “use xinput”. Hello, After some tests, it seems it’s failling because line 497 of SDL_video. 0 Likes SDL, WGInput, Xinput and Dinput are different input APIs that these controllers can be used with. The last thing is I don't think SDL would support an xbox 360 controller. /* Game controller class using SDL2 - Added From b7c61569f899982338bff0d5b9d35bd6d83485d3 Mon Sep 17 00:00:00 2001 From: Sam Lantinga <[EMAIL REDACTED]> Date: Fri, 9 Feb 2024 01:26:45 -0800 Subject: [PATCH I'm running an update() method n times per second to "update" the keyboard input from the user so I can read it later in the logic part of the program. The variable can be set to the following values: xInput was created for the Xbox controller, as such it is limited to support only 4 analog axes (one stick uses 2 axes), 2 analog trigger axes, 10 buttons and dpad. SDL are cross-platform and should work for most people across all other supported operating systems, only use XInput or DInput if your controller is having problem with SDL. 4 it includes a patch to detect the Xbox One S controller. 0. c video = bootstrap[i]->create(index); is returning NULL. udev reads evdev events directly and So the goal is to have the xbox controller come in thru xinput. SDL3/Tutorials-TextInput. No. “Xbox 360 Controller”, or “Xbox One Controller”. Hey everybody, On the windows platform the 360 controller is becoming more and more the standard controller for games. xpad only works for wired Xbox controllers, try installing xpadneo and re-pair the controller, then re-configure it in EmulationStation. SDL_JoystickNumAxes -- Get the number of joystick axes SDL_JoystickNumBalls -- Get the SDL_HINT_XINPUT_ENABLED. I would have to look at the SDL code to be sure. The goal of the GameController API is to let games consume simple controller input events (button A presses, left stick X moved) for a wide range of hardware. lib to XInput9_1_0. I would probably go with number 1, because that approach should have the best XInput and XAudio2 support for Windows; Atomic operations; Power management (exposes battery life remaining, etc) Shaped windows; 32-bit audio (int and float) Simplified Game Controller API (the Joystick API is still here, too!) Touch support (multitouch, gestures, etc) Better fullscreen support; Better keyboard support (scancodes vs keycodes SDL2/GLFW both can be combined, but you really need to learn opengl and SDL before doing stuff like this. If that is true, would it mean that SDL would be slower in performance than direct input on a windows machine? Which is better in performance SDL or direct input? Also, What does SDL use for input on a linux machine? and Do any commercial game XInput ONLY supports the Xbox controllers (Xbox 360 and probably Xbox One as well) DirectInput supports all types of input devices, including generic HID-compliant gamepads and Xbox controllers (although SDL (Recommended) The preferred Input Source. But time will tell. Nintendo layout) so for example if SDL_GameControllerName() returns "Sony Playstation 4 Controller", or has a string referencing sony, then it loads icons from a PS folder where the icon "controller_a. . The variable can be set to the following values: "0": XInput is not enabled. 2. Not very surprising as Microsoft is providing the XInput API pretty much exclusively for it and I suppose GFWL is sortof required to utilize it. "1": RAWINPUT driver will also pull data from XInput and Windows. Aside from calling SDL_UpdateJoystick(), I also tried setting the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint prior to initialization, as well as calling SDL_GetJoystickGetAxis(). 2 that has better support for XInput devices The SDL_GameController API is so your code can determine that e. Although they SDL2 brought with it a new API for interacting with game controllers such as the Xbox 360 controller (which I’ve heard tell is the most widely used and supported controller for Have you tried to go with SDL event based approach instead of manual call to SDL_GameControllerUpdate ()? switch (e. h> Syntax. You don't speak to gamepads in terms of arbitrary numbers like "button 3" or "axis 2" but in standard locations: the d-pad, the shoulder buttons Also in my testing yesterday of Apex 4 in DS mode 500hz vs Xinput mode 1000hz there's only 1ms difference . the only way to remove devices from the list is to physically Hi all, I’m trying to detect a genuine Xbox360 controller, but SDL_IsGameController is returning false. I guess this would require something like an audio mixer - openAL for the pygame/sdl joystick module is another abstraction of inputs on top of the operating system. The HID version comes with a big, annoying downside: the XInput driver combines both shoulder tiggers into one axis when converted to HID. Hey list, We have added a new API to SDL, SDL_GameController. Stepping into the source code of the latter function, I discovered that it does not actively query the axis position as I expected, but instead reports a Although XInput was introduced around 17 years ago, still most modern games support the DirectInput controllers. The goal is to allow old and new games to support any gamepad controller supported by SDL (over 200+) out of the box with zero configuration. 4 changes the Windows XInput joystick layout. However XInput is also more limited than DirectInput as it can only support up to 4 controller at a time and does't support controller that have more buttons/axes than a 360 controller. So I find two ways of implementing this in the SDL Docs and I'm not sure which one should I use. In order to use these procedures, init() Under Windows there is a reserved GUID of "xinput" that covers any XInput devices. However, some functionality provided by XInput will be missing from the DirectInput implementation: Simple Directmedia Layer. XInput gamepad number is not always the same as the number provided by sf::Joystick, this is determined and handled properly by the Gamepad Manager. ). so for pygame, xinput/dinput doesn't matter as long as the operating system can detect and use the device. So is polling rate really that important , should people be so focused on the 1000hz as a main consideration of buying a controller ? . Quote: Hi all, When I was using SDL joysticks on Windows 7 64bit in my project, I found that SDL2 initializes XInput compatible device as a DirectInput device under a specific circumstance. The problem with the 360 controller is that it does not work with the old DirectInput API properly. XInput originated as an Xbox controller-exclusive API, but many third-party controllers (not made by Microsoft) now also support it. This document compares XInput and DirectInput implementations of controller input and how to support both XInput devices and legacy DirectInput devices. Defined in <SDL3/SDL_hints. – ffhighwind. h yourself; find some other library which abstracts (3) for you like this or the one linked by user3716731. I looked into the joystick initialization code and probably figured out how it occurs. When implementing controller support in a game, it's desirable for gamepads to just work without a lot of user configuration. SDL_JoystickOpen -- Opens a joystick for use. I've been writing a c++ class using SDL in the last few days and it's almost finished. SDL_CONTROLLERDEVICEADDED and Added SDL_FlashWindow() to get a user's attention; Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device; Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window; Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard Include file for SDL game controller event handling. SDL2 maps the axis and buttons of devices it knows (and XInput Devices on Windows) to standardized button/axis names based on xbox360/xinput controllers. XInput enables applications to receive input from the XUSB controllers. It’d be nice if this weren’t a real issue, but it is. 0-11083, Dolphin can act as a client of the DSU protocol (often referred as CemuHook Motion Provider protocol), which enables the emulator to receive motion and input data from compatible applications implementing the server-side part of the protocol. you don't need DS4Windows if you are using SDL. This subsystem wraps the joystick API and provides an idealized game controller output for a wide range of joystick devices. To make the mod recognize your SDL controller mapping(s), place gamecontrollerdb. * just magically works with a 360 controller), making a completely new module @mitu said in D-Input vs X-Input on 8Bitdo controllers:. 1. Removed the previous udev rules after reading this Installed xpadneo. It appears from the MSDN docs that some controls are optional for for some XInput subtypes, so we should probably leave mappings for the special XInput subtypes where controls may vary by device (basically any 78XX value except 7801). h. The XInput API is a collection of flat C xinput; udev input driver udev is the newest input driver and uses the evdev joypad interface at / dev / input. type) case SDL_CONTROLLERDEVICEADDED: XInput enables applications to receive input from the XUSB controllers. Its default mapping string for XInput controllers has been changed to reflect that, but this database is still using the old layout for its XInput mapping string. as for detecting the input type, you can initialize the joystick then get the name of it. SDL Raw This port allows SDL applications to run on Microsoft's platforms that require use of "Windows Runtime", aka. The APIs are available through the DirectX SDK, and the driver is available through Windows Update. SDL should probably handle more of this than it currently does (only including controls that are at least possibly present on I'm not entirely sure that SDL supports your controller and even if it does, xinput will work just as well. It’s a wrapper around SDL, and SDL overwrites. You could think about > calling SDL from winex11. Using SDL is probably > fine if there are good arguments that support its use and the > Wine-internal layering makes sure that xinput_*. XInput support on Windows. A variable that lets you disable the detection and use of Xinput gamepad devices. I heard SDL uses direct input on windows. I think it would be impossible to discover this only with the Using SDL, wire vs wireless xbox pad connections carry separate IDs and so need reconfiguring in Ryujinx every time you change connection method. the whole purpose of SDL was to make any third party solutions obsolete. g. This means they will work with games programmed Supports more than 4 XInput controllers It's a drop in replacement for LibGDX controllers so you shouldn't need to change any code to use it. Direct Input is older and was widely used by PC controllers before xInput. Things related: - XInput assigns its internal user ID to each input device and usually it starts from 0. Pointer device indicates if it is possible for the core to query the absolute coordinates of the pointer, as opposed to the default (relative) mouse. SDL2InputDevice is as its namesake suggests a new input device. You should ask their support to fix it although they'll probably just say "use xinput". However I do not think it’s the best idea. proof: 1. Windows Store apps do not support DirectInput. Games running in Wine and using xinput may thus also see wrong mappings. Thanks so much! Ryujinx rocks! The text was updated successfully, but these errors were encountered: I think there is a well-defined use case for XInput that SDL cannot provide, and Can get more info, such as device power level and XInput Player LED number. Obviously, any game can just disable XInput and, for the most part, I think the main purposes are 1. 1; Loop for all events using SDL_PollEvent searching for key down/up events and saving the key states in a map so XInput: This API launched in 2005 as a way to support Xbox 360 controllers on Windows. Overview. "WinRT", APIs. Syntax. dll, and with version 3. h" which expects XInput1_4. About Branch of SDL 1. The mapping format for joystick is: bX - a joystick button, index X; hX. Note : I only set As I'm writing a drop-in replacement module for Joystick, I'm realizing more and more than the xinput paradigm doesn't match that of SDL. C++. of course, you can still use the old method with DS4Windows, Cemuhook, and Xinput instead of When using a wired 8bitdo controller, the switch between XInput and sdl is done by maintaining X or Y button while plugging the USB cable (instead of pressing START) XBox controllers (or any XInput controller) For wired Xbox controllers, the connection to windows and setup in > My 2c is that this is more of an issue than SDL. If that is true, would it mean that SDL would be slower in performance than direct input on a windows machine? Which is better in performance SDL or direct input? Also, What does SDL use for input on a linux machine? and Do any commercial game This mod's configuration consists of two parts: SDL controller mappings and general mod settings such as rumble and keyboard controls. By default, UE4 on windows utilizes Microsoft’s XInput interface to provide controller input. Defined in SDL_hints. C vs. The reason behind this is that most people still use their old controllers. Most common example is XInput vs DirectInput, where on standard controllers A/X and B/Y are the other way around (XBox vs. Platform APIs are pretty useless for this, the solution is an API like SDL_GameController that allows you to target a Multi-mouse indicates if it is possible to select a separate mouse-type device (such as a lightgun) for each player. All I had to do to fix it was change my dependency from XInput. Key differences. The (1-2) solutions are mainly C, but so is the XInput API, so you probably can deal with it. Those servers works as a middle-man between specific input devices and client applications like Dolphin in order to This is because GameInput was heavily influenced by XInput's simple (and easy to use) programming model, and therefore, many XInput APIs map 1:1 with equivalent functions in GameInput. I agree it would be nice to be able to stack and to set rumble with no duration. Other thing that I notice is that when this happens, the pc detects that there are 2 controllers conected and the emulator detects the controller 3 times. We currently I figured out what I was doing wrong. Whoever decided this should be "axis 3" at microsoft engineering has caused me SO MUCH pain, because everything works except this. Database of mappings for large number of controllers, so you don't have to worry about it. Additionally, XInput supports fewer So SDL provides the gamepad API on top of the lower-level joystick functionality. But I can’t see the difference between them. To create an SDL mapping for your controller, you can use the SDL2 Gamepad Tool. I didn't see anything on Xbox One controllers in the MSDN docs, but for Xbox 360 controllers, DirectInput triggers share the axis, The XInput driver creates a virtual HID device and forwards inputs to it. SDL Branch (Originally taken from 1. 3 supports using SDL for xinput*. I got the same thing with XInput, moving a project from VS2010 to 2012 on Windows 7. It supports hotplugging and force feedback (if supported by device). dll. SDL 2. Gamepads tend to require the drivers being detectable by xinput. The key differences between XInput and GameInput are discussed in the following sections. drv or dinput. A variable controlling whether XInput should be used for controller handling. This prevents me from accurately identifying the controller as something other than a generic gamepad. joystick. Commented Jun 28 . The XInput driver creates a virtual HID device and forwards inputs to it. Y - hat X with value Y; Thesis in short: If you build an app which measures your response time to a visual or auditive stimuli the reaction time is way longer if the app was build with SDL features compared to non-SDL implementation (independent of frames per second). The Steam client includes a correction for SDL based games since some version, not depending on the SDL version. This project aims to hook and re-implement various gamepad APIs such as XInput over SDL. If you still really want to "fix it" and instead of writing a driver you want to add Xinput support to SDL, go ahead. Issue description: Xbox One controller on Windows 10 (wired) is detected as a generic XInput controller with a guid of __XINPUT_DEVICE__ instead of anything from the SDL controller list. I wish you good luck, but you're in no shape to start combining them. the left trigger on a controller is held down, no matter what controller-like device is used and no matter what OS or drivers are used (for example the button and axis indices reported by the Xbox 360 controller on Windows are different than those reported when using the Tattiebogle driver for Since the majority of gamepads that are used on PC are XBOX controllers the Gamepad Manager checks if the controller is an XInput controller, if not, it then checks SDL database. It's a bit like Cemuhook except it also covers button inputs. making it easy(er) to port XInput code to SDL, (There needs to be a way to tell the "type" of device, but also which plugged-in-device is which (existing "XInput Controller #2" scheme vs. XInput has the advantage that you don't have to rebind your controller because the layout is automatically correct. Input, providing better trigger axes, guide button presses, and rumble support for Xbox controllers. Thanks a lot, much appreciated! AntTheAlchemist January 19, 2019, 6:16am 4. Removed my Bluetooth device. The Dolphin Emulator Wiki needs your help! Dolphin can play thousands of games, and changes are happening all the time. SDL_JoystickOpened -- Determine if a joystick has been opened SDL_JoystickIndex -- Get the index of an SDL_Joystick. DSUclient is used to hook into a UDP server. Guido_Ion. To put it anothe Here's a quick look at the origins of each one: I hooked up my 8BitDo SN30 Pro+ over USB in Xinput mode and did a double take when opening the input device menu, it lists "Xinput/0/Gamepad" and "WGInput/0/Xbox 360 Controller for SDL (Recommended) The preferred Input Source. I think you missed the point The only way to correct it is reconecting the controller, but as it happens every time I use SDL input this becomes bothering. I'd like to be able to detect trigger pulls independently, but the triggers appear to share a single axis. (Working Draft) You can obtain an instance of SDL_Joystick by XInput is newer and DirectInput is deprecated. Steam), you should close them completely. Also, SDL and Xinput can coexist side by side, so I'm thinking at this point rather than making a replacement module for joystick (so that love. Newbie; Posts: 42; Gamepad Class for SFML (using XInput and SDL database) « on: October 09, Godot version: 3. bmp" is Remarks. For instance, if you ran Dolphin 10 years ago or so, you would probably be using the wxWidgets frontend with the DInput input backend, or perhaps the XInput input backend if you were using an Xbox controller. There were issues with my xbox controller, keys aren't mapped the same as regular controllers but i managed to fix it and implement a button mapping feature and now it behaves like normal controllers. Author Topic: Gamepad Class for SFML (using XInput and SDL database) (Read 13172 times) 0 Members and 1 Guest are viewing this topic. i think most xinput devices identify as Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company I'm assuming this is related to how SDL2 and most games check for gamepads vs joysticks. The issue with interpretation via xinput as a gamepad is the right trigger axis gets interpreted as right stick up/down. - dolphin-emu/dolphin SDL Wiki. dll with versions with that have XInput disabled, in order to fix games that get artificially capped at 4 controllers, I think it’s time to fix SDL to support more than 4 XInput-capable controllers by default. Yes, know what you mean, seen that too, but its feels fine tbh, guess its plastic vs plastic and not metal so wear and tear is less. txt in the mod's root folder (mods/sadx-input-mod). game controllers. Contribute to libsdl-org/SDL development by creating an account on GitHub. I'm also confused about index control. SDL supports basically all first party controllers and adds native support for motion controls, making third party solutions like DS4Windows obsolete. OS/device including version: Windows 10. This has several downsides, the biggest of which is the limit on the number of controllers that can activated at to provide an additional functionality that the SDL provides. The variable can be set to the following values: "0": RAWINPUT driver will only use data from raw input APIs. IIRC Xinput also only allows "certified microsoft joysticks", so if SDL used Xinput you might not get most joysticks, only xbox 360 or xboxb ones. In computing, an API is an Application Programming Interface, which is a standardized way tha Related: How to Connect an Xbox One Controller to Windows with Bluetooth The two main gaming input APIs in Windows are called DirectInput and XInput. Support is provided via the SDL_Joystick and SDL_GameController APIs, and is backed use the SDL library; use the functions in linux/joystick. Table of Contents SDL_NumJoysticks -- Count available joysticks. if you are using DS4Windows or any other programs that hook into controller inputs (i. Gaming. This is an attempt at creating an "open source Steam Input". I have a genuine xbox controller plugged in one of the USB ports and the system ‘Set up USB game controllers’ shows the pad working OK. An XInput device (which SDL guesses is 28de/11ff from GetRawInputDeviceList()) The only major problem with the current code (if it wasn't disabling itself whenever it sees a Valve controller at startup) in an app running under Steam is if Steam Input is forced on, we see two controllers reaching SDL per device - one that's 0x045e Unlock the full potential of your gaming experience with XInput Windows, the cross-platform API that facilitates seamless interactions between Windows applications and Xbox Controller functionalities, including the nuanced features of controller rumble effects and voice input/output. There are xinput wrappers for DS3 controllers you could look into instead of SDL2 API. IIRC Xinput also only allows “certified microsoft joysticks”, so if SDL used Xinput you might not get most joysticks, only xbox 360 or xboxb ones.