Fix Input.is_joy_known response for SDL joypads#111503
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Repiteo merged 1 commit intogodotengine:masterfrom Nov 12, 2025
Merged
Fix Input.is_joy_known response for SDL joypads#111503Repiteo merged 1 commit intogodotengine:masterfrom
Input.is_joy_known response for SDL joypads#111503Repiteo merged 1 commit intogodotengine:masterfrom
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Input.is_joy_known response for SDL joypads
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Nintorch
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Oct 11, 2025
Nintorch
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Oct 11, 2025
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Otherwise I think it looks good! :) |
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I pushed and update with condition added as mentioned earlier. Let me know if this is fine |
Nintorch
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bruvzg
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Oct 28, 2025
akien-mga
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Thanks! |
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Cherry-picked for 4.5.2. |
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Fix: #111176
I added a wrappedSDL_IsGamepadcall in JoypadSDLis_knownmethod as suggested by @Nintorch.Later I call this method in
Input.is_joy_knownwhen SDL is enabled.EDIT: I exposed new boolean on Joypad class called
is_knownthat is checked inInput.is_joy_knownmethod.This variable is set during handling of
Input.joy_connection_changedbased on the joy_infomapping_handledparam. This param value is set totrueif SDL is recognizing gamepad during connection eventI hope I did it right. Let me know if there are any things I should change.
Not my first contribution, but I'm still a beginner.