diff --git a/core/input/input.cpp b/core/input/input.cpp
index 50e6abaea2c..d85f1a8c2b1 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -599,6 +599,9 @@ void Input::joy_connection_changed(int p_idx, bool p_connected, const String &p_
}
}
}
+ // We don't want this setting to be exposed to the user, because it's not very useful outside of this method.
+ js.info.erase("mapping_handled");
+
_set_joypad_mapping(js, mapping);
} else {
js.connected = false;
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 436215305b5..8ec159c01a3 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -130,16 +130,14 @@
Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.
- On Windows, the dictionary contains the following fields:
- [code]xinput_index[/code]: The index of the controller in the XInput system. Undefined for DirectInput devices.
- [code]vendor_id[/code]: The USB vendor ID of the device.
- [code]product_id[/code]: The USB product ID of the device.
- On Linux:
- [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database.
+ On Windows, Linux, and macOS, the dictionary contains the following fields:
+ [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the controller database.
[code]vendor_id[/code]: The USB vendor ID of the device.
[code]product_id[/code]: The USB product ID of the device.
[code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.
- [b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, and macOS.
+ On Windows, the dictionary can have an additional field:
+ [code]xinput_index[/code]: The index of the controller in the XInput system. This key won't be present for devices not handled by XInput.
+ [b]Note:[/b] The returned dictionary is always empty on Android, iOS, visionOS, and Web.
diff --git a/drivers/sdl/joypad_sdl.cpp b/drivers/sdl/joypad_sdl.cpp
index 693b4a21694..53e4366ebf7 100644
--- a/drivers/sdl/joypad_sdl.cpp
+++ b/drivers/sdl/joypad_sdl.cpp
@@ -128,11 +128,12 @@ void JoypadSDL::process_events() {
print_error("A new joypad was attached but couldn't allocate a new id for it because joypad limit was reached.");
} else {
SDL_Joystick *joy = nullptr;
+ SDL_Gamepad *gamepad = nullptr;
String device_name;
// Gamepads must be opened with SDL_OpenGamepad to get their special remapped events
if (SDL_IsGamepad(sdl_event.jdevice.which)) {
- SDL_Gamepad *gamepad = SDL_OpenGamepad(sdl_event.jdevice.which);
+ gamepad = SDL_OpenGamepad(sdl_event.jdevice.which);
ERR_CONTINUE_MSG(!gamepad,
vformat("Error opening gamepad at index %d: %s", sdl_event.jdevice.which, SDL_GetError()));
@@ -164,9 +165,22 @@ void JoypadSDL::process_events() {
sdl_instance_id_to_joypad_id.insert(sdl_event.jdevice.which, joy_id);
- // Skip Godot's mapping system because SDL already handles the joypad's mapping
Dictionary joypad_info;
- joypad_info["mapping_handled"] = true;
+ joypad_info["mapping_handled"] = true; // Skip Godot's mapping system because SDL already handles the joypad's mapping.
+ joypad_info["raw_name"] = String(SDL_GetJoystickName(joy));
+ joypad_info["vendor_id"] = itos(SDL_GetJoystickVendor(joy));
+ joypad_info["product_id"] = itos(SDL_GetJoystickProduct(joy));
+
+ const uint64_t steam_handle = SDL_GetGamepadSteamHandle(gamepad);
+ if (steam_handle != 0) {
+ joypad_info["steam_input_index"] = itos(steam_handle);
+ }
+
+ const int player_index = SDL_GetJoystickPlayerIndex(joy);
+ if (player_index >= 0) {
+ // For XInput controllers SDL_GetJoystickPlayerIndex returns the XInput user index.
+ joypad_info["xinput_index"] = itos(player_index);
+ }
Input::get_singleton()->joy_connection_changed(
joy_id,