SDL: Fallback for non-gamepad controllers in GameInput (ffd26)

From ffd2696516f9a11f88678aac012bbb66bd832578 Mon Sep 17 00:00:00 2001
From: Nintorch <[EMAIL REDACTED]>
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.

(cherry picked from commit 419dcfe74716e5e955b4266d8b9d72dfd40878e4)
---
 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 f990262f14235..0e3d50a2b4911 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;