Added a private hint for Steam to bypass the controller filtering for the Steam virtual gamepad
diff --git a/src/joystick/SDL_gamecontroller.c b/src/joystick/SDL_gamecontroller.c
index ba786d7..def6754 100644
--- a/src/joystick/SDL_gamecontroller.c
+++ b/src/joystick/SDL_gamecontroller.c
@@ -1264,6 +1264,22 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
SDL_GetJoystickGUIDInfo(guid, &vendor, &product, NULL);
vidpid = MAKE_VIDPID(vendor, product);
+ if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
+ /* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
+ SDL_bool bSteamVirtualGamepad = SDL_FALSE;
+#if defined(__LINUX__)
+ bSteamVirtualGamepad = (vendor == 0x28DE && product == 0x11FF);
+#elif defined(__MACOSX__)
+ bSteamVirtualGamepad = (SDL_strncmp(name, "GamePad-", 8) == 0);
+#elif defined(__WIN32__)
+ /* We can't tell on Windows, but Steam will block others in input hooks */
+ bSteamVirtualGamepad = SDL_TRUE;
+#endif
+ if (bSteamVirtualGamepad) {
+ return SDL_FALSE;
+ }
+ }
+
if (SDL_allowed_controllers.num_entries > 0) {
for (i = 0; i < SDL_allowed_controllers.num_entries; ++i) {
if (vidpid == SDL_allowed_controllers.entries[i]) {