sdl: Update to 3.4.10#120373
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| #define SDL_PLATFORM_UNIX 1 | ||
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| #define HAVE_STDIO_H 1 | ||
| #define HAVE_STDLIB_H 1 |
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Required for the definition of SDL_abort()
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Hello, had a quick test with the Steam Controller on Linux. Seems to work, except for the touchpad move. Also, it would be nice if the names show up in the input editor. If I searched it correctly, it can be added here The steam input go as follow, starting at joypad button 20 (at PS4/5 touchpad):
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Great, thanks for testing! |
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| if env["platform"] == "linuxbsd": | ||
| # TODO: Check support for BSD systems. | ||
| env_sdl.Append(CPPDEFINES=["SDL_PLATFORM_LINUX"]) |
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These are already defined in https://github.com/godotengine/godot/blob/master/thirdparty/sdl/include/SDL3/SDL_platform_defines.h
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| // Windows defines | ||
| #if defined(SDL_PLATFORM_WINDOWS) | ||
| #if defined(WINDOWS_ENABLED) |
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https://github.com/godotengine/godot/blob/master/thirdparty/sdl/include/SDL3/SDL_platform_defines.h is included after this file is included, so we can't use its defines here
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I went and tested with with the Steam Controller (2026). Godot 4.7 still doesn't recognize this yet the official SDL example programs do. (using Input.get_connected_joypads() doesn't list the Steam Controller as a joystick of any kind.) oh I forgot to mention this was attempted on Linux under wayland. (edit: just tried the same thing under windows with same results) |
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From my testing the Steam Controller (2026) works fine on Windows 11 with this PR out of the box. Tested both over puck, bluetooth and wired, with Steam client open and closed. One important thing I noticed is that launching the engine through Steam (by adding the editor to the library as a Non-Steam game) surprisingly makes the controller less functional, due to forcing on Steam Input with seemingly no way to disable it for the Steam Controller, which means it'd apply to all Godot games on Steam. |
Hello, this PR hasn't been merged yet, Godot 4.7 still uses SDL 3.2.28 :) Thank you for testing, Sneefoil and ettiSurreal! |
What problem(s) does this PR solve?
This PR updates SDL to the current latest stable version (3.4.10).
https://github.com/libsdl-org/SDL/releases/tag/release-3.4.10
The updating process has been done by me and the update script.
This PR has been tested on Windows with the following controllers:
It was also confirmed that this PR allows the new Steam Controller to be used properly in Godot:
TODO:
Steam Input only works in Embedded Game Window and Focused Editor #120335) CC @bleuthoot-sven@pikuler(EDIT: whoops, sorry, wrong issue)thirdparty/sdl/patches/0010-fix-filesystem-usage.patchand see what they think ( Don't use SDL filesystem in DInput joystick driver libsdl-org/SDL#15845 )TODO for a separate PR:
Additional information
Huion Tablet Kamvas Pro 22#119658