[rcore] Fix SDL3 backend using wrong joystick functions (#5948)

* [rcore] Fix gamepad code using outdated functions

* [rcore] Remove printing available joysticks
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0xFishbyte 2026-07-03 02:00:51 +03:00 • committed by GitHub
commit 350124a45b
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@ -2164,11 +2164,20 @@ int InitPlatform(void)
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
} }
#if defined(USING_VERSION_SDL3)
int numJoysticks;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks);
#else
int numJoysticks = SDL_NumJoysticks(); int numJoysticks = SDL_NumJoysticks();
#endif
for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++) for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
{ {
#if defined(USING_VERSION_SDL3)
platform.gamepad[i] = SDL_OpenGamepad(joysticks[i]);
#else
platform.gamepad[i] = SDL_GameControllerOpen(i); platform.gamepad[i] = SDL_GameControllerOpen(i);
#endif
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i])); platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
if (platform.gamepad[i]) if (platform.gamepad[i])
@ -2177,7 +2186,12 @@ int InitPlatform(void)
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i])); CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1); #if defined(USING_VERSION_SDL3)
const char *joystickName = SDL_GetJoystickNameForID(joysticks[i]);
#else
const char *joystickName = SDL_GameControllerNameForIndex(i);
#endif
strncpy(CORE.Input.Gamepad.name[i], joystickName, MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0'; CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
} }
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());