Detect steam virtual gamepads more accurately on macOS

This commit is contained in:
tmkk
2026-02-22 14:35:33 +09:00
committed by Sam Lantinga
parent 50d0e2ede2
commit bbcc205de9
3 changed files with 33 additions and 1 deletions

View File

@@ -573,6 +573,7 @@ static struct hid_device_info *create_device_info_with_usage(IOHIDDeviceRef dev,
{
unsigned short dev_vid;
unsigned short dev_pid;
unsigned short dev_version;
int BUF_LEN = 256;
wchar_t buf[BUF_LEN];
CFTypeRef transport_prop;
@@ -593,6 +594,7 @@ static struct hid_device_info *create_device_info_with_usage(IOHIDDeviceRef dev,
dev_vid = get_vendor_id(dev);
dev_pid = get_product_id(dev);
dev_version = get_int_property(dev, CFSTR(kIOHIDVersionNumberKey));
#ifdef HIDAPI_IGNORE_DEVICE
/* See if there are any devices we should skip in enumeration */
@@ -602,6 +604,19 @@ static struct hid_device_info *create_device_info_with_usage(IOHIDDeviceRef dev,
}
#endif
#ifdef HIDAPI_USING_SDL_RUNTIME
if (IOHIDDeviceGetProperty(dev, CFSTR(kIOHIDVirtualHIDevice)) == kCFBooleanTrue) {
/* Steam virtual gamepads always have kIOHIDVirtualHIDevice property unlike real devices */
if (SDL_IsJoystickSteamVirtualGamepad(dev_vid, dev_pid, dev_version)) {
const char *allow_steam_virtual_gamepad = SDL_getenv_unsafe("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD");
if (!SDL_GetStringBoolean(allow_steam_virtual_gamepad, false)) {
free(cur_dev);
return NULL;
}
}
}
#endif
cur_dev->usage_page = usage_page;
cur_dev->usage = usage;
@@ -649,7 +664,7 @@ static struct hid_device_info *create_device_info_with_usage(IOHIDDeviceRef dev,
cur_dev->product_id = dev_pid;
/* Release Number */
cur_dev->release_number = get_int_property(dev, CFSTR(kIOHIDVersionNumberKey));
cur_dev->release_number = dev_version;
/* Interface Number.
* We can only retrieve the interface number for USB HID devices.

View File

@@ -3256,6 +3256,11 @@ bool SDL_ShouldIgnoreGamepad(Uint16 vendor_id, Uint16 product_id, Uint16 version
}
}
#ifdef SDL_PLATFORM_MACOS
// On macOS do nothing here since we detect Steam virtual gamepads
// in IOKit HID backends to ensure accuracy.
// See joystick/darwin/SDL_iokitjoystick.c and hidapi/mac/hid.c.
#else
const char *hint = SDL_getenv_unsafe("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD");
bool allow_steam_virtual_gamepad = SDL_GetStringBoolean(hint, false);
#ifdef SDL_PLATFORM_WIN32
@@ -3271,6 +3276,7 @@ bool SDL_ShouldIgnoreGamepad(Uint16 vendor_id, Uint16 product_id, Uint16 version
if (SDL_IsJoystickSteamVirtualGamepad(vendor_id, product_id, version)) {
return !allow_steam_virtual_gamepad;
}
#endif
if (SDL_allowed_gamepads.num_included_entries > 0) {
if (SDL_VIDPIDInList(vendor_id, product_id, &SDL_allowed_gamepads)) {

View File

@@ -28,6 +28,7 @@
#include "../hidapi/SDL_hidapijoystick_c.h"
#include "../../haptic/darwin/SDL_syshaptic_c.h" // For haptic hot plugging
#include "../usb_ids.h"
#include "../../SDL_hints_c.h"
#include <IOKit/IOKitLib.h>
#define SDL_JOYSTICK_RUNLOOP_MODE CFSTR("SDLJoystick")
@@ -515,6 +516,16 @@ static bool GetDeviceInfo(IOHIDDeviceRef hidDevice, recDevice *pDevice)
return false;
}
if (IOHIDDeviceGetProperty(hidDevice, CFSTR(kIOHIDVirtualHIDevice)) == kCFBooleanTrue) {
// Steam virtual gamepads always have kIOHIDVirtualHIDevice property unlike real devices
if (SDL_IsJoystickSteamVirtualGamepad(vendor, product, version)) {
const char *allow_steam_virtual_gamepad = SDL_getenv_unsafe("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD");
if (!SDL_GetStringBoolean(allow_steam_virtual_gamepad, false)) {
return false;
}
}
}
// get device name
refCF = IOHIDDeviceGetProperty(hidDevice, CFSTR(kIOHIDManufacturerKey));
if ((!refCF) || (!CFStringGetCString(refCF, manufacturer_string, sizeof(manufacturer_string), kCFStringEncodingUTF8))) {