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Make joystick platform code init on demand
This makes joystick support initialize the first time a joystick function is called, including those gamepad functions that are layered on top of joystick functions. Related to #1284. Related to #1646.
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@@ -550,10 +550,10 @@ int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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Each joystick has zero or more axes, zero or more buttons, zero or more hats,
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a human-readable name, a user pointer and an SDL compatible GUID.
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When GLFW is initialized, detected joysticks are added to the beginning of
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the array. Once a joystick is detected, it keeps its assigned ID until it is
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disconnected or the library is terminated, so as joysticks are connected and
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disconnected, there may appear gaps in the IDs.
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Detected joysticks are added to the beginning of the array. Once a joystick is
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detected, it keeps its assigned ID until it is disconnected or the library is
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terminated, so as joysticks are connected and disconnected, there may appear
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gaps in the IDs.
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Joystick axis, button and hat state is updated when polled and does not require
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a window to be created or events to be processed. However, if you want joystick
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@@ -22,8 +22,8 @@ There are also guides for the other areas of GLFW.
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Before most GLFW functions may be called, the library must be initialized.
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This initialization checks what features are available on the machine,
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enumerates monitors and joysticks, initializes the timer and performs any
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required platform-specific initialization.
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enumerates monitors, initializes the timer and performs any required
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platform-specific initialization.
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Only the following functions may be called before the library has been
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successfully initialized, and only from the main thread.
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@@ -55,6 +55,21 @@ applications.
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@subsection caveats_34 Caveats for version 3.4
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@subsubsection joysticks_34 Joystick support is initialized on demand
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The joystick part of GLFW is now initialized when first used, primarily to work
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around faulty Windows drivers that cause DirectInput to take up to several
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seconds to enumerate devices.
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This change will usually not be observable. However, if your application waits
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for events without having first called any joystick function or created any
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visible windows, the wait may never unblock as GLFW may not yet have subscribed
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to joystick related OS events.
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To work around this, call any joystick function before waiting for events, for
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example by setting a [joystick callback](@ref joystick_event).
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@subsubsection standalone_34 Tests and examples are disabled when built as a sub-project
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GLFW now does not build the tests and examples when it is added as
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