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The last platform that was missing this - it was held back waiting for the SDL 3.0 migration, which has now happened. Without it, whatever was held when the pad vanished stays held, which tends to walk the player off a cliff. Fixes #20418 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
Build instructions ================== See https://github.com/hrydgard/ppsspp/wiki/Build-instructions . Also, for general information, see https://www.ppsspp.org/docs . SDL2 Game Controller Support Notes ================================== For SDL2 game controller support, at least SDL 2.0.4 is required. Under the assets directory is the SDL2 game controller database: gamecontrollerdb.txt. This file contains many known control pad mappings for Windows, Linux and MAC OS. PPSSPPSDL will load this file at start-up and work out how to assign control pad buttons for your control pad. Hot plugging of control pads is also supported. If you control pad has a "Guide" or "Home" button then when pressed, this will trigger the emulator pause menu, thus allowing you to exit the emulator if you wish or load another game from your library. WSL notes ========= Works fine on WSL2 with OpenGL, at least. For more notes, see https://www.ppsspp.org/docs/development/wsl/ . Running with valgrind ===================== Here's an example where we both use suppressions, and generate new ones (that you can then take from suppressions.log and simplify and copy to valgrind-wsl2.supp): > valgrind --suppressions=SDL/valgrind-wsl2.supp --gen-suppressions=all --log-file=suppressions.log build/PPSSPPSDL Running with ASAN ================= ./b.sh --sanitize build/PPSSPPSDL.app/Contents/MacOS/PPSSPPSDL Running with UBSAN ================== ./b.sh --sanitize --sanitizeub UBSAN_OPTIONS=print_stacktrack=true build/PPSSPPSDL.app/Contents/MacOS/PPSSPPSDL