From 8a30def5f26631b7e544e177a632610cfe680e6b Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Wed, 16 Oct 2024 11:07:40 -0700
Subject: [PATCH] Only use Steam Virtual Gamepads if we're running under Steam
Fixes https://github.com/libsdl-org/SDL/issues/11214
Fixes https://github.com/libsdl-org/SDL/issues/11215
---
src/joystick/SDL_gamepad.c | 22 ++--------------------
1 file changed, 2 insertions(+), 20 deletions(-)
diff --git a/src/joystick/SDL_gamepad.c b/src/joystick/SDL_gamepad.c
index bb7904c86754f..c8a4cb8932bff 100644
--- a/src/joystick/SDL_gamepad.c
+++ b/src/joystick/SDL_gamepad.c
@@ -2624,28 +2624,10 @@ bool SDL_ShouldIgnoreGamepad(const char *name, SDL_GUID guid)
return true;
}
- if (SDL_allowed_gamepads.num_included_entries == 0 &&
- SDL_ignored_gamepads.num_included_entries == 0) {
- return false;
- }
-
SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version, NULL);
- if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", false)) {
- // We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real gamepads so it can remap input for the virtual gamepad
- // https://partner.steamgames.com/doc/features/steam_gamepad/steam_input_gamepad_emulation_bestpractices
- bool bSteamVirtualGamepad = false;
-#ifdef SDL_PLATFORM_LINUX
- bSteamVirtualGamepad = (vendor == USB_VENDOR_VALVE && product == USB_PRODUCT_STEAM_VIRTUAL_GAMEPAD);
-#elif defined(SDL_PLATFORM_MACOS)
- bSteamVirtualGamepad = (vendor == USB_VENDOR_MICROSOFT && product == USB_PRODUCT_XBOX360_WIRED_CONTROLLER && version == 0);
-#elif defined(SDL_PLATFORM_WIN32)
- // We can't tell on Windows, but Steam will block others in input hooks
- bSteamVirtualGamepad = true;
-#endif
- if (bSteamVirtualGamepad) {
- return false;
- }
+ if (SDL_IsJoystickSteamVirtualGamepad(vendor, product, version)) {
+ return !SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", false);
}
if (SDL_allowed_gamepads.num_included_entries > 0) {