Fallback for non-gamepad controllers in GameInput

This PR makes the GameInput joystick backend ignore non-gamepad controllers if DirectInput or XInput backends are enabled. This is done to prevent possible bugs and/or regressions.
This commit is contained in:
Nintorch
2026-03-10 10:53:25 +05:00
committed by Sam Lantinga
parent d20c7e537d
commit 419dcfe747

View File

@@ -76,6 +76,11 @@ static IGameInput *g_pGameInput = NULL;
static GameInputCallbackToken g_GameInputCallbackToken = 0;
static Uint64 g_GameInputTimestampOffset;
extern "C"
{
extern bool SDL_XINPUT_Enabled(void);
}
static bool GAMEINPUT_InternalIsGamepad(const GameInputDeviceInfo *info)
{
if (info->supportedInput & GameInputKindGamepad) {
@@ -173,6 +178,12 @@ static bool GAMEINPUT_InternalAddOrFind(IGameInputDevice *pDevice)
#endif
if (!GAMEINPUT_InternalIsGamepad(info)) {
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
if (SDL_GetHintBoolean(SDL_HINT_JOYSTICK_DIRECTINPUT, true) || SDL_XINPUT_Enabled()) {
// Let other backends handle non-gamepad controllers to possibly avoid bugs and/or regressions.
return true;
}
#endif
if (info->supportedInput & GameInputKindController) {
// Maintain GUID compatibility with DirectInput controller mappings.
driver_signature = 0;