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;