From 419dcfe74716e5e955b4266d8b9d72dfd40878e4 Mon Sep 17 00:00:00 2001 From: Nintorch <92302738+Nintorch@users.noreply.github.com> Date: Tue, 10 Mar 2026 10:53:25 +0500 Subject: [PATCH] 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. --- src/joystick/gdk/SDL_gameinputjoystick.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/src/joystick/gdk/SDL_gameinputjoystick.cpp b/src/joystick/gdk/SDL_gameinputjoystick.cpp index f990262f14..0e3d50a2b4 100644 --- a/src/joystick/gdk/SDL_gameinputjoystick.cpp +++ b/src/joystick/gdk/SDL_gameinputjoystick.cpp @@ -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;