diff --git a/core/os/input.cpp b/core/os/input.cpp
index 8932acc2763..6dff5866725 100644
--- a/core/os/input.cpp
+++ b/core/os/input.cpp
@@ -72,6 +72,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
+ ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device);
ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);
diff --git a/core/os/input.h b/core/os/input.h
index 73238997b77..22ca6eb45c6 100644
--- a/core/os/input.h
+++ b/core/os/input.h
@@ -100,6 +100,7 @@ public:
virtual void remove_joy_mapping(String p_guid) = 0;
virtual bool is_joy_known(int p_device) = 0;
virtual String get_joy_guid(int p_device) const = 0;
+ virtual bool should_ignore_device(int p_vendor_id, int p_product_id) const = 0;
virtual Vector2 get_joy_vibration_strength(int p_device) = 0;
virtual float get_joy_vibration_duration(int p_device) = 0;
virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0;
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index e3ad3dbe2cb..ff3198cc07a 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -360,6 +360,15 @@
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
+
+
+
+
+
+ Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable [code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki.libsdl.org/SDL2]SDL documentation[/url] for more information.
+ [b]Note:[/b] Some 3rd party tools can contribute to the list of ignored devices. For example, [i]SteamInput[/i] creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.
+
+
diff --git a/main/input_default.cpp b/main/input_default.cpp
index abc8ab2e3f4..709f4b3cd23 100644
--- a/main/input_default.cpp
+++ b/main/input_default.cpp
@@ -858,6 +858,27 @@ InputDefault::InputDefault() {
parse_mapping(entries[i]);
}
}
+
+ String env_ignore_devices = OS::get_singleton()->get_environment("SDL_GAMECONTROLLER_IGNORE_DEVICES");
+ if (!env_ignore_devices.empty()) {
+ Vector entries = env_ignore_devices.split(",");
+ for (int i = 0; i < entries.size(); i++) {
+ Vector vid_pid = entries[i].split("/");
+
+ if (vid_pid.size() < 2) {
+ continue;
+ }
+
+ print_verbose(vformat("Device Ignored -- Vendor: %s Product: %s", vid_pid[0], vid_pid[1]));
+ const uint16_t vid_unswapped = vid_pid[0].hex_to_int();
+ const uint16_t pid_unswapped = vid_pid[1].hex_to_int();
+ const uint16_t vid = BSWAP16(vid_unswapped);
+ const uint16_t pid = BSWAP16(pid_unswapped);
+
+ uint32_t full_id = (((uint32_t)vid) << 16) | ((uint16_t)pid);
+ ignored_device_ids.insert(full_id);
+ }
+ }
}
void InputDefault::joy_button(int p_device, int p_button, bool p_pressed) {
@@ -1350,6 +1371,11 @@ String InputDefault::get_joy_guid(int p_device) const {
return OS::get_singleton()->get_joy_guid(p_device);
}
+bool InputDefault::should_ignore_device(int p_vendor_id, int p_product_id) const {
+ uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
+ return ignored_device_ids.has(full_id);
+}
+
//platforms that use the remapping system can override and call to these ones
bool InputDefault::is_joy_mapped(int p_device) {
if (joy_names.has(p_device)) {
diff --git a/main/input_default.h b/main/input_default.h
index 195c3370cf6..6c0192e0d6f 100644
--- a/main/input_default.h
+++ b/main/input_default.h
@@ -193,6 +193,8 @@ private:
Vector map_db;
+ Set ignored_device_ids;
+
JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, int p_button);
JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, float p_value);
void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]);
@@ -295,6 +297,8 @@ public:
virtual bool is_joy_known(int p_device);
virtual String get_joy_guid(int p_device) const;
+ bool should_ignore_device(int p_vendor_id, int p_product_id) const;
+
virtual String get_joy_button_string(int p_button);
virtual String get_joy_axis_string(int p_axis);
virtual int get_joy_axis_index_from_string(String p_axis);
diff --git a/platform/x11/joypad_linux.cpp b/platform/x11/joypad_linux.cpp
index b41656b16ef..408392a19bc 100644
--- a/platform/x11/joypad_linux.cpp
+++ b/platform/x11/joypad_linux.cpp
@@ -387,6 +387,16 @@ void JoypadLinux::open_joypad(const char *p_path) {
return;
}
+ uint16_t vendor = BSWAP16(inpid.vendor);
+ uint16_t product = BSWAP16(inpid.product);
+ uint16_t version = BSWAP16(inpid.version);
+
+ if (input->should_ignore_device(vendor, product)) {
+ // This can be true in cases where Steam is passing information into the game to ignore
+ // original gamepads when using virtual rebindings (See SteamInput).
+ return;
+ }
+
MutexLock lock(joypads_mutex[joy_num]);
Joypad &joypad = joypads[joy_num];
joypad.reset();
@@ -395,10 +405,6 @@ void JoypadLinux::open_joypad(const char *p_path) {
setup_joypad_properties(joypad);
sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
if (inpid.vendor && inpid.product && inpid.version) {
- uint16_t vendor = BSWAP16(inpid.vendor);
- uint16_t product = BSWAP16(inpid.product);
- uint16_t version = BSWAP16(inpid.version);
-
sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
input->joy_connection_changed(joy_num, true, name, uid);
} else {