Problems switch pro controller

i just recently updated to SDL 2.0.9 so i could try and get my switch pro controller working with a project i have. i am able to detect the controller, but it just doesn’t read any inputs from it at all. i have tried with both PS4 pads and 360 pads which work completely fine. its just the switch pro controller which doesn’t get any inputs

        std::vector < padInputs > gamepadInputs;
		SDL_JoystickEventState(SDL_ENABLE);
		SDL_Init(SDL_INIT_JOYSTICK);
		printf("%i joysticks were found.\n\n", SDL_NumJoysticks());
		std::vector < SDL_Joystick *> joystick;
		
		for (int i = 0; i < SDL_NumJoysticks(); i++)
		{
			joystick.push_back(SDL_JoystickOpen(i));
			gamepadInputs.push_back({ 0,0,0,{},{} });
			printf(SDL_JoystickName(joystick[i]));
		}

		// main game loop
		while (!quit)
		{
			for(int i = 0; i < gamepadInputs.size(); i++)
			{
				gamepadInputs[i].buttonsP = {};
				gamepadInputs[i].buttonsR = {};
			}

			while (SDL_PollEvent(&e) != 0)
			{
				if (e.type == SDL_QUIT)
				{
					quit = true;
				}
				if (e.type == SDL_JOYAXISMOTION)
				{

					if (e.jaxis.axis == 0)
					{
						gamepadInputs[e.jaxis.which].Xaxis = e.jaxis.value;
					}
					if (e.jaxis.axis == 1)
					{
						gamepadInputs[e.jaxis.which].Yaxis = e.jaxis.value;
					}
					
				}
				if (e.type == SDL_JOYBUTTONDOWN)
				{
					gamepadInputs[e.jbutton.which].buttonsP.push_back(e.jbutton.button);
				}
				if (e.type == SDL_JOYBUTTONUP)
				{
					gamepadInputs[e.jbutton.which].buttonsR.push_back(e.jbutton.button);
				}
				if (e.type == SDL_JOYHATMOTION)
				{
					gamepadInputs[e.jhat.which].Dpad = e.jhat.value;
				}
				
			}
       }