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Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows

Jimb Esser

Add new RawInput controller API, and improved correlation with XInput/WGI

Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices

Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
Sam Lantinga 5 năm trước cách đây
mục cha
commit
4dea340ca7

+ 4 - 0
VisualC/SDL/SDL.vcxproj

@@ -318,12 +318,15 @@
     <ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
     <ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
     <ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h" />
+    <ClInclude Include="..\..\src\hidapi\hidapi\hidapi.h" />
     <ClInclude Include="..\..\src\joystick\controller_type.h" />
     <ClInclude Include="..\..\src\joystick\hidapi\SDL_hidapijoystick_c.h" />
+    <ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
     <ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
     <ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
     <ClInclude Include="..\..\src\joystick\virtual\SDL_virtualjoystick_c.h" />
     <ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h" />
+    <ClInclude Include="..\..\src\joystick\windows\SDL_rawinputjoystick_c.h" />
     <ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h" />
     <ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
     <ClInclude Include="..\..\src\libm\math_libm.h" />
@@ -432,6 +435,7 @@
     <ClCompile Include="..\..\src\joystick\virtual\SDL_virtualjoystick.c" />
     <ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" />
     <ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
+    <ClCompile Include="..\..\src\joystick\windows\SDL_rawinputjoystick.c" />
     <ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c" />
     <ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c" />
     <ClCompile Include="..\..\src\libm\e_atan2.c" />

+ 4 - 0
VisualC/SDL/SDL.vcxproj.filters

@@ -323,6 +323,9 @@
     <ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" />
     <ClInclude Include="..\..\src\video\windows\wmmsg.h" />
     <ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
+    <ClInclude Include="..\..\src\joystick\windows\SDL_rawinputjoystick_c.h" />
+    <ClInclude Include="..\..\src\hidapi\hidapi\hidapi.h" />
+    <ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
@@ -478,6 +481,7 @@
     <ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
     <ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
     <ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
+    <ClCompile Include="..\..\src\joystick\windows\SDL_rawinputjoystick.c" />
   </ItemGroup>
   <ItemGroup>
     <ResourceCompile Include="..\..\src\main\windows\version.rc" />

+ 2 - 0
configure

@@ -24336,6 +24336,8 @@ fi
 
 $as_echo "#define SDL_JOYSTICK_HIDAPI 1" >>confdefs.h
 
+$as_echo "#define SDL_JOYSTICK_RAWINPUT 1" >>confdefs.h
+
             EXTRA_CFLAGS="$EXTRA_CFLAGS -I$srcdir/src/hidapi/hidapi"
             SOURCES="$SOURCES $srcdir/src/joystick/hidapi/*.c"
             SOURCES="$SOURCES $srcdir/src/hidapi/SDL_hidapi.c"

+ 1 - 0
configure.ac

@@ -3316,6 +3316,7 @@ AS_HELP_STRING([--enable-hidapi], [use HIDAPI for low level joystick drivers [[d
 
         if test x$hidapi_support = xyes; then
             AC_DEFINE(SDL_JOYSTICK_HIDAPI, 1, [ ])
+            AC_DEFINE(SDL_JOYSTICK_RAWINPUT, 1, [ ])
             EXTRA_CFLAGS="$EXTRA_CFLAGS -I$srcdir/src/hidapi/hidapi"
             SOURCES="$SOURCES $srcdir/src/joystick/hidapi/*.c"
             SOURCES="$SOURCES $srcdir/src/hidapi/SDL_hidapi.c"

+ 1 - 0
include/SDL_config.h.in

@@ -289,6 +289,7 @@
 #undef SDL_JOYSTICK_USBHID
 #undef SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H
 #undef SDL_JOYSTICK_HIDAPI
+#undef SDL_JOYSTICK_RAWINPUT
 #undef SDL_JOYSTICK_EMSCRIPTEN
 #undef SDL_JOYSTICK_VIRTUAL
 #undef SDL_HAPTIC_DUMMY

+ 1 - 0
include/SDL_config_windows.h

@@ -197,6 +197,7 @@ typedef unsigned int uintptr_t;
 #define SDL_JOYSTICK_DINPUT 1
 #define SDL_JOYSTICK_XINPUT 1
 #define SDL_JOYSTICK_HIDAPI 1
+#define SDL_JOYSTICK_RAWINPUT 1
 #define SDL_HAPTIC_DINPUT   1
 #define SDL_HAPTIC_XINPUT   1
 

+ 23 - 1
include/SDL_hints.h

@@ -634,10 +634,23 @@ extern "C" {
  *    "0"       - HIDAPI driver is not used
  *    "1"       - HIDAPI driver is used
  *
- *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ *  The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
  */
 #define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
 
+ /**
+  *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated
+  *      data from XInput.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - HIDAPI Xbox driver will only use HIDAPI data
+  *    "1"       - HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button
+  *                presses, and rumble support
+  *
+  *  The default is "1".  This hint applies to any joysticks opened after setting the hint.
+  */
+#define SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT   "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT"
+
 /**
  *  \brief  A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
  *
@@ -660,6 +673,15 @@ extern "C" {
  */
 #define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
 
+ /**
+  *  \brief  A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - RAWINPUT drivers are not used
+  *    "1"       - RAWINPUT drivers are used (the default)
+  *
+  */
+#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
 
 /**
  *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.

+ 6 - 0
src/joystick/SDL_gamecontroller.c

@@ -439,6 +439,12 @@ static ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickG
             /* This is a HIDAPI device */
             return s_pHIDAPIMapping;
         }
+#if SDL_JOYSTICK_RAWINPUT
+        if (SDL_IsJoystickRAWINPUT(*guid)) {
+            /* This is a RAWINPUT device - same data as HIDAPI */
+            return s_pHIDAPIMapping;
+        }
+#endif
 #if SDL_JOYSTICK_XINPUT
         if (SDL_IsJoystickXInput(*guid)) {
             /* This is an XInput device */

+ 13 - 3
src/joystick/SDL_joystick.c

@@ -51,6 +51,13 @@
 #endif
 
 static SDL_JoystickDriver *SDL_joystick_drivers[] = {
+#ifdef SDL_JOYSTICK_RAWINPUT /* Before WINDOWS_ driver, as WINDOWS wants to check if this driver is handling things */
+    /* Also before HIDAPI, as HIDAPI wants to check if this driver is handling things */
+    &SDL_RAWINPUT_JoystickDriver,
+#endif
+#ifdef SDL_JOYSTICK_HIDAPI /* Before WINDOWS_ driver, as WINDOWS wants to check if this driver is handling things */
+    &SDL_HIDAPI_JoystickDriver,
+#endif
 #if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
     &SDL_WINDOWS_JoystickDriver,
 #endif
@@ -75,9 +82,6 @@ static SDL_JoystickDriver *SDL_joystick_drivers[] = {
 #ifdef SDL_JOYSTICK_USBHID  /* !!! FIXME: "USBHID" is a generic name, and doubly-confusing with HIDAPI next to it. This is the *BSD interface, rename this. */
     &SDL_BSD_JoystickDriver,
 #endif
-#ifdef SDL_JOYSTICK_HIDAPI
-    &SDL_HIDAPI_JoystickDriver,
-#endif
 #ifdef SDL_JOYSTICK_VIRTUAL
     &SDL_VIRTUAL_JoystickDriver,
 #endif
@@ -1729,6 +1733,12 @@ SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid)
     return (guid.data[14] == 'h') ? SDL_TRUE : SDL_FALSE;
 }
 
+SDL_bool
+SDL_IsJoystickRAWINPUT(SDL_JoystickGUID guid)
+{
+    return (guid.data[14] == 'r') ? SDL_TRUE : SDL_FALSE;
+}
+
 SDL_bool
 SDL_IsJoystickVirtual(SDL_JoystickGUID guid)
 {

+ 3 - 0
src/joystick/SDL_joystick_c.h

@@ -73,6 +73,9 @@ extern SDL_bool SDL_IsJoystickXInput(SDL_JoystickGUID guid);
 /* Function to return whether a joystick guid comes from the HIDAPI driver */
 extern SDL_bool SDL_IsJoystickHIDAPI(SDL_JoystickGUID guid);
 
+/* Function to return whether a joystick guid comes from the RAWINPUT driver */
+extern SDL_bool SDL_IsJoystickRAWINPUT(SDL_JoystickGUID guid);
+
 /* Function to return whether a joystick guid comes from the Virtual driver */
 extern SDL_bool SDL_IsJoystickVirtual(SDL_JoystickGUID guid);
 

+ 1 - 0
src/joystick/SDL_sysjoystick.h

@@ -150,6 +150,7 @@ extern SDL_JoystickDriver SDL_DUMMY_JoystickDriver;
 extern SDL_JoystickDriver SDL_EMSCRIPTEN_JoystickDriver;
 extern SDL_JoystickDriver SDL_HAIKU_JoystickDriver;
 extern SDL_JoystickDriver SDL_HIDAPI_JoystickDriver;
+extern SDL_JoystickDriver SDL_RAWINPUT_JoystickDriver;
 extern SDL_JoystickDriver SDL_IOS_JoystickDriver;
 extern SDL_JoystickDriver SDL_LINUX_JoystickDriver;
 extern SDL_JoystickDriver SDL_VIRTUAL_JoystickDriver;

+ 4 - 4
src/joystick/hidapi/SDL_hidapi_gamecube.c

@@ -176,11 +176,11 @@ HIDAPI_DriverGameCube_InitDevice(SDL_HIDAPI_Device *device)
             if (curSlot[0] & 0x30) { /* 0x10 - Wired, 0x20 - Wireless */
                 if (ctx->joysticks[i] == -1) {
                     ResetAxisRange(ctx, i);
-                    HIDAPI_JoystickConnected(device, &ctx->joysticks[i]);
+                    HIDAPI_JoystickConnected(device, &ctx->joysticks[i], SDL_FALSE);
                 }
             } else {
                 if (ctx->joysticks[i] != -1) {
-                    HIDAPI_JoystickDisconnected(device, ctx->joysticks[i]);
+                    HIDAPI_JoystickDisconnected(device, ctx->joysticks[i], SDL_FALSE);
                     ctx->joysticks[i] = -1;
                 }
                 continue;
@@ -252,7 +252,7 @@ HIDAPI_DriverGameCube_UpdateDevice(SDL_HIDAPI_Device *device)
             if (curSlot[0] & 0x30) { /* 0x10 - Wired, 0x20 - Wireless */
                 if (ctx->joysticks[i] == -1) {
                     ResetAxisRange(ctx, i);
-                    HIDAPI_JoystickConnected(device, &ctx->joysticks[i]);
+                    HIDAPI_JoystickConnected(device, &ctx->joysticks[i], SDL_FALSE);
                 }
                 joystick = SDL_JoystickFromInstanceID(ctx->joysticks[i]);
 
@@ -262,7 +262,7 @@ HIDAPI_DriverGameCube_UpdateDevice(SDL_HIDAPI_Device *device)
                 }
             } else {
                 if (ctx->joysticks[i] != -1) {
-                    HIDAPI_JoystickDisconnected(device, ctx->joysticks[i]);
+                    HIDAPI_JoystickDisconnected(device, ctx->joysticks[i], SDL_FALSE);
                     ctx->joysticks[i] = -1;
                 }
                 continue;

+ 2 - 2
src/joystick/hidapi/SDL_hidapi_ps4.c

@@ -213,7 +213,7 @@ SetLedsForPlayerIndex(DS4EffectsState_t *effects, int player_index)
 static SDL_bool
 HIDAPI_DriverPS4_InitDevice(SDL_HIDAPI_Device *device)
 {
-    return HIDAPI_JoystickConnected(device, NULL);
+    return HIDAPI_JoystickConnected(device, NULL, SDL_FALSE);
 }
 
 static int
@@ -496,7 +496,7 @@ HIDAPI_DriverPS4_UpdateDevice(SDL_HIDAPI_Device *device)
 
     if (size < 0) {
         /* Read error, device is disconnected */
-        HIDAPI_JoystickDisconnected(device, joystick->instance_id);
+        HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
     }
     return (size >= 0);
 }

+ 2 - 2
src/joystick/hidapi/SDL_hidapi_switch.c

@@ -671,7 +671,7 @@ static Uint8 RemapButton(SDL_DriverSwitch_Context *ctx, Uint8 button)
 static SDL_bool
 HIDAPI_DriverSwitch_InitDevice(SDL_HIDAPI_Device *device)
 {
-    return HIDAPI_JoystickConnected(device, NULL);
+    return HIDAPI_JoystickConnected(device, NULL, SDL_FALSE);
 }
 
 static int
@@ -1121,7 +1121,7 @@ HIDAPI_DriverSwitch_UpdateDevice(SDL_HIDAPI_Device *device)
 
     if (size < 0) {
         /* Read error, device is disconnected */
-        HIDAPI_JoystickDisconnected(device, joystick->instance_id);
+        HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
     }
     return (size >= 0);
 }

+ 734 - 186
src/joystick/hidapi/SDL_hidapi_xbox360.c

@@ -47,34 +47,190 @@
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
 #include "../../core/windows/SDL_windows.h"
+typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
+#define GamepadButtons_GUIDE 0x40000000
 #define COBJMACROS
 #include "windows.gaming.input.h"
 #endif
 
+#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT)
+#define SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+#endif
 
 typedef struct {
     Uint8 last_state[USB_PACKET_LENGTH];
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    Uint32 match_state; /* Low 16 bits for button states, high 16 for 4 4bit axes */
+    Uint32 last_state_packet;
+#endif
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
     SDL_bool xinput_enabled;
+    SDL_bool xinput_correlated;
+    Uint8 xinput_correlation_id;
+    Uint8 xinput_correlation_count;
+    Uint8 xinput_uncorrelate_count;
     Uint8 xinput_slot;
 #endif
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
-    SDL_bool coinitialized;
-    __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
-    __x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
-    struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
+    SDL_bool wgi_correlated;
+    Uint8 wgi_correlation_id;
+    Uint8 wgi_correlation_count;
+    Uint8 wgi_uncorrelate_count;
+    WindowsGamingInputGamepadState *wgi_slot;
 #endif
 } SDL_DriverXbox360_Context;
 
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+static struct {
+    Uint32 last_state_packet;
+    SDL_Joystick *joystick;
+    SDL_Joystick *last_joystick;
+} guide_button_candidate;
+
+typedef struct WindowsMatchState {
+    SHORT match_axes[4];
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    WORD xinput_buttons;
+#endif
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
+    Uint32 wgi_buttons;
+#endif
+    SDL_bool any_data;
+} WindowsMatchState;
+
+static void HIDAPI_DriverXbox360_FillMatchState(WindowsMatchState *state, Uint32 match_state)
+{
+    int ii;
+    state->any_data = SDL_FALSE;
+    /*  SHORT state->match_axes[4] = {
+            (match_state & 0x000F0000) >> 4,
+            (match_state & 0x00F00000) >> 8,
+            (match_state & 0x0F000000) >> 12,
+            (match_state & 0xF0000000) >> 16,
+        }; */
+    for (ii = 0; ii < 4; ii++) {
+        state->match_axes[ii] = (match_state & (0x000F0000 << (ii * 4))) >> (4 + ii * 4);
+        if ((Uint32)(state->match_axes[ii] + 0x1000) > 0x2000) { /* match_state bit is not 0xF, 0x1, or 0x2 */
+            state->any_data = SDL_TRUE;
+        }
+    }
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    /* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
+#define XInputAxesMatch(gamepad) (\
+   (Uint32)(gamepad.sThumbLX - state->match_axes[0] + 0x1000) <= 0x2fff && \
+   (Uint32)(~gamepad.sThumbLY - state->match_axes[1] + 0x1000) <= 0x2fff && \
+   (Uint32)(gamepad.sThumbRX - state->match_axes[2] + 0x1000) <= 0x2fff && \
+   (Uint32)(~gamepad.sThumbRY - state->match_axes[3] + 0x1000) <= 0x2fff)
+    /* Explicit
+#define XInputAxesMatch(gamepad) (\
+    SDL_abs((Sint8)((gamepad.sThumbLX & 0xF000) >> 8) - ((match_state & 0x000F0000) >> 12)) <= 0x10 && \
+    SDL_abs((Sint8)((~gamepad.sThumbLY & 0xF000) >> 8) - ((match_state & 0x00F00000) >> 16)) <= 0x10 && \
+    SDL_abs((Sint8)((gamepad.sThumbRX & 0xF000) >> 8) - ((match_state & 0x0F000000) >> 20)) <= 0x10 && \
+    SDL_abs((Sint8)((~gamepad.sThumbRY & 0xF000) >> 8) - ((match_state & 0xF0000000) >> 24)) <= 0x10) */
+
+
+    state->xinput_buttons =
+        /* Bitwise map .RLDUWVQTS.KYXBA -> YXBA..WVQTKSRLDU */
+        match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11;
+    /*  Explicit
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? XINPUT_GAMEPAD_X : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? XINPUT_GAMEPAD_Y : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? XINPUT_GAMEPAD_BACK : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? XINPUT_GAMEPAD_START : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? XINPUT_GAMEPAD_LEFT_THUMB : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? XINPUT_GAMEPAD_RIGHT_THUMB: 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? XINPUT_GAMEPAD_LEFT_SHOULDER : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? XINPUT_GAMEPAD_RIGHT_SHOULDER : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? XINPUT_GAMEPAD_DPAD_UP : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? XINPUT_GAMEPAD_DPAD_DOWN : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? XINPUT_GAMEPAD_DPAD_LEFT : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? XINPUT_GAMEPAD_DPAD_RIGHT : 0);
+    */
+
+    if (state->xinput_buttons)
+        state->any_data = SDL_TRUE;
+#endif
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
+    /* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
+#define WindowsGamingInputAxesMatch(gamepad) (\
+    (Uint16)(((Sint16)(gamepad.LeftThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[0] + 0x1000) <= 0x2fff && \
+    (Uint16)((~(Sint16)(gamepad.LeftThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[1] + 0x1000) <= 0x2fff && \
+    (Uint16)(((Sint16)(gamepad.RightThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[2] + 0x1000) <= 0x2fff && \
+    (Uint16)((~(Sint16)(gamepad.RightThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[3] + 0x1000) <= 0x2fff)
+
+
+    state->wgi_buttons =
+        /* Bitwise map .RLD UWVQ TS.K YXBA -> ..QT WVRL DUYX BAKS */
+        /*  RStick/LStick (QT)         RShould/LShould  (WV)                 DPad R/L/D/U                          YXBA                         bac(K)                      (S)tart */
+        (match_state & 0x0180) << 5 | (match_state & 0x0600) << 1 | (match_state & 0x7800) >> 5 | (match_state & 0x000F) << 2 | (match_state & 0x0010) >> 3 | (match_state & 0x0040) >> 6;
+    /*  Explicit
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? GamepadButtons_A : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? GamepadButtons_B : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? GamepadButtons_X : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? GamepadButtons_Y : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? GamepadButtons_View : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? GamepadButtons_Menu : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? GamepadButtons_LeftThumbstick : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? GamepadButtons_RightThumbstick: 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? GamepadButtons_LeftShoulder: 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? GamepadButtons_RightShoulder: 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? GamepadButtons_DPadUp : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? GamepadButtons_DPadDown : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? GamepadButtons_DPadLeft : 0) |
+        ((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? GamepadButtons_DPadRight : 0); */
+
+    if (state->wgi_buttons)
+        state->any_data = SDL_TRUE;
+#endif
+
+}
+
+
+#endif
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
-static Uint8 xinput_slots;
+static struct {
+    XINPUT_STATE_EX state;
+    SDL_bool connected; /* Currently has an active XInput device */
+    SDL_bool used; /* Is currently mapped to an SDL device */
+    Uint8 correlation_id;
+} xinput_state[XUSER_MAX_COUNT];
+static SDL_bool xinput_device_change = SDL_TRUE;
+static SDL_bool xinput_state_dirty = SDL_TRUE;
+
+static void
+HIDAPI_DriverXbox360_UpdateXInput()
+{
+    DWORD user_index;
+    if (xinput_device_change) {
+        for (user_index = 0; user_index < XUSER_MAX_COUNT; user_index++) {
+            XINPUT_CAPABILITIES capabilities;
+            xinput_state[user_index].connected = XINPUTGETCAPABILITIES(user_index, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS;
+        }
+        xinput_device_change = SDL_FALSE;
+        xinput_state_dirty = SDL_TRUE;
+    }
+    if (xinput_state_dirty) {
+        xinput_state_dirty = SDL_FALSE;
+        for (user_index = 0; user_index < SDL_arraysize(xinput_state); ++user_index) {
+            if (xinput_state[user_index].connected) {
+                if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {
+                    xinput_state[user_index].connected = SDL_FALSE;
+                }
+            }
+        }
+    }
+}
 
 static void
 HIDAPI_DriverXbox360_MarkXInputSlotUsed(Uint8 xinput_slot)
 {
     if (xinput_slot != XUSER_INDEX_ANY) {
-        xinput_slots |= (0x01 << xinput_slot);
+        xinput_state[xinput_slot].used = SDL_TRUE;
     }
 }
 
@@ -82,58 +238,209 @@ static void
 HIDAPI_DriverXbox360_MarkXInputSlotFree(Uint8 xinput_slot)
 {
     if (xinput_slot != XUSER_INDEX_ANY) {
-        xinput_slots &= ~(0x01 << xinput_slot);
+        xinput_state[xinput_slot].used = SDL_FALSE;
     }
 }
-
 static SDL_bool
 HIDAPI_DriverXbox360_MissingXInputSlot()
 {
-    return xinput_slots != 0x0F;
+    int ii;
+    for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
+        if (xinput_state[ii].connected && !xinput_state[ii].used) {
+            return SDL_TRUE;
+        }
+    }
+    return SDL_FALSE;
 }
 
-static Uint8
-HIDAPI_DriverXbox360_GuessXInputSlot(WORD wButtons)
+static SDL_bool
+HIDAPI_DriverXbox360_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx)
 {
-    DWORD user_index;
-    int match_count;
-    Uint8 match_slot;
-
-    if (!XINPUTGETSTATE) {
-        return XUSER_INDEX_ANY;
+    if (xinput_state[slot_idx].connected) {
+        WORD xinput_buttons = xinput_state[slot_idx].state.Gamepad.wButtons;
+        if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons && XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)) {
+            return SDL_TRUE;
+        }
     }
+    return SDL_FALSE;
+}
+
+
+static SDL_bool
+HIDAPI_DriverXbox360_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, Uint8 *slot_idx)
+{
+    int user_index;
+    int match_count;
 
     match_count = 0;
     for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) {
-        XINPUT_STATE_EX xinput_state;
-
-        if (XINPUTGETSTATE(user_index, &xinput_state) == ERROR_SUCCESS) {
-            if (xinput_state.Gamepad.wButtons == wButtons) {
-                ++match_count;
-                match_slot = (Uint8)user_index;
-            }
+        if (!xinput_state[user_index].used && HIDAPI_DriverXbox360_XInputSlotMatches(state, user_index)) {
+            ++match_count;
+            *slot_idx = (Uint8)user_index;
+            /* Incrementing correlation_id for any match, as negative evidence for others being correlated */
+            *correlation_id = ++xinput_state[user_index].correlation_id;
         }
     }
-    if (match_count == 1) {
-        return match_slot;
+    /* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
+       Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
+       data. */
+    if (match_count == 1 && state->any_data) {
+        return SDL_TRUE;
     }
-    return XUSER_INDEX_ANY;
+    return SDL_FALSE;
 }
 
 #endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
 
+typedef struct WindowsGamingInputGamepadState {
+    __x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
+    struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
+    SDL_DriverXbox360_Context *correlated_context;
+    SDL_bool used; /* Is currently mapped to an SDL device */
+    SDL_bool connected; /* Just used during update to track disconnected */
+    Uint8 correlation_id;
+    struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
+} WindowsGamingInputGamepadState;
+
+static struct {
+    WindowsGamingInputGamepadState **per_gamepad;
+    int per_gamepad_count;
+    SDL_bool initialized;
+    SDL_bool dirty;
+    SDL_bool need_device_list_update;
+    int ref_count;
+    __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
+} wgi_state;
+
 static void
-HIDAPI_DriverXbox360_InitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
+HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotUsed(WindowsGamingInputGamepadState *wgi_slot, SDL_DriverXbox360_Context *ctx)
+{
+    wgi_slot->used = SDL_TRUE;
+    wgi_slot->correlated_context = ctx;
+}
+
+static void
+HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotFree(WindowsGamingInputGamepadState *wgi_slot)
+{
+    wgi_slot->used = SDL_FALSE;
+    wgi_slot->correlated_context = NULL;
+}
+
+static SDL_bool
+HIDAPI_DriverXbox360_MissingWindowsGamingInputSlot()
+{
+    int ii;
+    for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
+        if (!wgi_state.per_gamepad[ii]->used) {
+            return SDL_TRUE;
+        }
+    }
+    return SDL_FALSE;
+}
+
+static void
+HIDAPI_DriverXbox360_UpdateWindowsGamingInput()
 {
-    /* I think this takes care of RoInitialize() in a way that is compatible with the rest of SDL */
-    if (FAILED(WIN_CoInitialize())) {
+    int ii;
+    if (!wgi_state.gamepad_statics)
+        return;
+
+    if (!wgi_state.dirty)
         return;
+    wgi_state.dirty = SDL_FALSE;
+
+    if (wgi_state.need_device_list_update) {
+        wgi_state.need_device_list_update = SDL_FALSE;
+        for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
+            wgi_state.per_gamepad[ii]->connected = SDL_FALSE;
+        }
+        HRESULT hr;
+        __FIVectorView_1_Windows__CGaming__CInput__CGamepad *gamepads;
+
+        hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_get_Gamepads(wgi_state.gamepad_statics, &gamepads);
+        if (SUCCEEDED(hr)) {
+            unsigned int num_gamepads;
+
+            hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_get_Size(gamepads, &num_gamepads);
+            if (SUCCEEDED(hr)) {
+                unsigned int i;
+                for (i = 0; i < num_gamepads; ++i) {
+                    __x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
+
+                    hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, i, &gamepad);
+                    if (SUCCEEDED(hr)) {
+                        SDL_bool found = SDL_FALSE;
+                        int jj;
+                        for (jj = 0; jj < wgi_state.per_gamepad_count ; jj++) {
+                            if (wgi_state.per_gamepad[jj]->gamepad == gamepad) {
+                                found = SDL_TRUE;
+                                wgi_state.per_gamepad[jj]->connected = SDL_TRUE;
+                                break;
+                            }
+                        }
+                        if (!found) {
+                            /* New device, add it */
+                            wgi_state.per_gamepad_count++;
+                            wgi_state.per_gamepad = SDL_realloc(wgi_state.per_gamepad, sizeof(wgi_state.per_gamepad[0]) * wgi_state.per_gamepad_count);
+                            if (!wgi_state.per_gamepad) {
+                                SDL_OutOfMemory();
+                                return;
+                            }
+                            WindowsGamingInputGamepadState *gamepad_state = SDL_calloc(1, sizeof(*gamepad_state));
+                            if (!gamepad_state) {
+                                SDL_OutOfMemory();
+                                return;
+                            }
+                            wgi_state.per_gamepad[wgi_state.per_gamepad_count - 1] = gamepad_state;
+                            gamepad_state->gamepad = gamepad;
+                            gamepad_state->connected = SDL_TRUE;
+                        } else {
+                            /* Already tracked */
+                            __x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
+                        }
+                    }
+                }
+                for (ii = wgi_state.per_gamepad_count - 1; ii >= 0; ii--) {
+                    WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[ii];
+                    if (!gamepad_state->connected) {
+                        /* Device missing, must be disconnected */
+                        if (gamepad_state->correlated_context) {
+                            gamepad_state->correlated_context->wgi_correlated = SDL_FALSE;
+                            gamepad_state->correlated_context->wgi_slot = NULL;
+                        }
+                        __x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad_state->gamepad);
+                        SDL_free(gamepad_state);
+                        wgi_state.per_gamepad[ii] = wgi_state.per_gamepad[wgi_state.per_gamepad_count - 1];
+                        --wgi_state.per_gamepad_count;
+                    }
+                }
+            }
+            __FIVectorView_1_Windows__CGaming__CInput__CGamepad_Release(gamepads);
+        }
+    } /* need_device_list_update */
+
+    for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
+        HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(wgi_state.per_gamepad[ii]->gamepad, &wgi_state.per_gamepad[ii]->state);
+        if (!SUCCEEDED(hr)) {
+            wgi_state.per_gamepad[ii]->connected = SDL_FALSE; /* Not used by anything, currently */
+        }
     }
-    ctx->coinitialized = SDL_TRUE;
+}
+static void
+HIDAPI_DriverXbox360_InitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
+{
+    wgi_state.need_device_list_update = SDL_TRUE;
+    wgi_state.ref_count++;
+    if (!wgi_state.initialized) {
+        /* I think this takes care of RoInitialize() in a way that is compatible with the rest of SDL */
+        if (FAILED(WIN_CoInitialize())) {
+            return;
+        }
+        wgi_state.initialized = SDL_TRUE;
+        wgi_state.dirty = SDL_TRUE;
 
-    {
         static const IID SDL_IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
         HRESULT hr;
         HMODULE hModule = LoadLibraryA("combase.dll");
@@ -151,7 +458,7 @@ HIDAPI_DriverXbox360_InitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
 
                 hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
                 if (SUCCEEDED(hr)) {
-                    RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &ctx->gamepad_statics);
+                    RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &wgi_state.gamepad_statics);
                     WindowsDeleteStringFunc(hNamespaceString);
                 }
             }
@@ -160,90 +467,112 @@ HIDAPI_DriverXbox360_InitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
     }
 }
 
-static Uint8
-HIDAPI_DriverXbox360_GetGamepadButtonsForMatch(__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad)
+static SDL_bool
+HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot)
 {
-    HRESULT hr;
-    struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
-    Uint8 buttons = 0;
+    Uint32 wgi_buttons = slot->state.Buttons;
+    if ((wgi_buttons & 0x3FFF) == state->wgi_buttons && WindowsGamingInputAxesMatch(slot->state)) {
+        return SDL_TRUE;
+    }
+    return SDL_FALSE;
+}
+
+static SDL_bool
+HIDAPI_DriverXbox360_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, WindowsGamingInputGamepadState **slot)
+{
+    int match_count;
 
-    hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(gamepad, &state);
-    if (SUCCEEDED(hr)) {
-        if (state.Buttons & GamepadButtons_A) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_A);
+    match_count = 0;
+    for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
+        WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
+        if (HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(state, gamepad_state)) {
+            ++match_count;
+            *slot = gamepad_state;
+            /* Incrementing correlation_id for any match, as negative evidence for others being correlated */
+            *correlation_id = ++gamepad_state->correlation_id;
         }
-        if (state.Buttons & GamepadButtons_B) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_B);
+    }
+    /* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
+       Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
+       data. */
+    if (match_count == 1 && state->any_data) {
+        return SDL_TRUE;
+    }
+    return SDL_FALSE;
+}
+
+static void
+HIDAPI_DriverXbox360_QuitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
+{
+    wgi_state.need_device_list_update = SDL_TRUE;
+    --wgi_state.ref_count;
+    if (!wgi_state.ref_count && wgi_state.initialized) {
+        for (int ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
+            __x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(wgi_state.per_gamepad[ii]->gamepad);
         }
-        if (state.Buttons & GamepadButtons_X) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_X);
+        if (wgi_state.per_gamepad) {
+            SDL_free(wgi_state.per_gamepad);
+            wgi_state.per_gamepad = NULL;
         }
-        if (state.Buttons & GamepadButtons_Y) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_Y);
+        wgi_state.per_gamepad_count = 0;
+        if (wgi_state.gamepad_statics) {
+            __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(wgi_state.gamepad_statics);
+            wgi_state.gamepad_statics = NULL;
         }
+        WIN_CoUninitialize();
+        wgi_state.initialized = SDL_FALSE;
     }
-    return buttons;
 }
 
+#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
+
 static void
-HIDAPI_DriverXbox360_GuessGamepad(SDL_DriverXbox360_Context *ctx, Uint8 buttons)
+HIDAPI_DriverXbox360_PostUpdate(void)
 {
-    HRESULT hr;
-    __FIVectorView_1_Windows__CGaming__CInput__CGamepad *gamepads;
-
-    hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_get_Gamepads(ctx->gamepad_statics, &gamepads);
-    if (SUCCEEDED(hr)) {
-        unsigned int i, num_gamepads;
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    SDL_bool unmapped_guide_pressed = SDL_FALSE;
 
-        hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_get_Size(gamepads, &num_gamepads);
-        if (SUCCEEDED(hr)) {
-            int match_count;
-            unsigned int match_slot;
-
-            match_count = 0;
-            for (i = 0; i < num_gamepads; ++i) {
-                __x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
-
-                hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, i, &gamepad);
-                if (SUCCEEDED(hr)) {
-                    Uint8 gamepad_buttons = HIDAPI_DriverXbox360_GetGamepadButtonsForMatch(gamepad);
-                    if (buttons == gamepad_buttons) {
-                        ++match_count;
-                        match_slot = i;
-                    }
-                    __x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
-                }
-            }
-            if (match_count == 1) {
-                hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, match_slot, &ctx->gamepad);
-                if (SUCCEEDED(hr)) {
-                }
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
+    if (!wgi_state.dirty) {
+        int ii;
+        for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
+            WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[ii];
+            if (!gamepad_state->used && (gamepad_state->state.Buttons & GamepadButtons_GUIDE)) {
+                unmapped_guide_pressed = SDL_TRUE;
+                break;
             }
         }
-        __FIVectorView_1_Windows__CGaming__CInput__CGamepad_Release(gamepads);
     }
-}
+    wgi_state.dirty = SDL_TRUE;
+#endif
 
-static void
-HIDAPI_DriverXbox360_QuitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
-{
-    if (ctx->gamepad_statics) {
-        __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(ctx->gamepad_statics);
-        ctx->gamepad_statics = NULL;
-    }
-    if (ctx->gamepad) {
-        __x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(ctx->gamepad);
-        ctx->gamepad = NULL;
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    if (!xinput_state_dirty) {
+        int ii;
+        for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
+            if (xinput_state[ii].connected && !xinput_state[ii].used && (xinput_state[ii].state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE)) {
+                unmapped_guide_pressed = SDL_TRUE;
+                break;
+            }
+        }
     }
+    xinput_state_dirty = SDL_TRUE;
+#endif
 
-    if (ctx->coinitialized) {
-        WIN_CoUninitialize();
-        ctx->coinitialized = SDL_FALSE;
+    if (unmapped_guide_pressed) {
+        if (guide_button_candidate.joystick && !guide_button_candidate.last_joystick) {
+            SDL_PrivateJoystickButton(guide_button_candidate.joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_PRESSED);
+            guide_button_candidate.last_joystick = guide_button_candidate.joystick;
+        }
+    } else if (guide_button_candidate.last_joystick) {
+        SDL_PrivateJoystickButton(guide_button_candidate.last_joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
+        guide_button_candidate.last_joystick = NULL;
     }
+    guide_button_candidate.joystick = NULL;
+#endif
 }
 
-#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
-
 #if defined(__MACOSX__)
 static SDL_bool
 IsBluetoothXboxOneController(Uint16 vendor_id, Uint16 product_id)
@@ -320,7 +649,7 @@ static SDL_bool SetSlotLED(hid_device *dev, Uint8 slot)
 static SDL_bool
 HIDAPI_DriverXbox360_InitDevice(SDL_HIDAPI_Device *device)
 {
-    return HIDAPI_JoystickConnected(device, NULL);
+    return HIDAPI_JoystickConnected(device, NULL, SDL_FALSE);
 }
 
 static int
@@ -349,17 +678,20 @@ HIDAPI_DriverXbox360_OpenJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joyst
         return SDL_FALSE;
     }
 
-    device->dev = hid_open_path(device->path, 0);
-    if (!device->dev) {
-        SDL_free(ctx);
-        SDL_SetError("Couldn't open %s", device->path);
-        return SDL_FALSE;
+    if (device->path) { /* else opened for RAWINPUT driver */
+        device->dev = hid_open_path(device->path, 0);
+        if (!device->dev) {
+            SDL_SetError("Couldn't open %s", device->path);
+            SDL_free(ctx);
+            return SDL_FALSE;
+        }
     }
     device->context = ctx;
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
-    ctx->xinput_enabled = SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE);
-    if (ctx->xinput_enabled && WIN_LoadXInputDLL() < 0) {
+    xinput_device_change = SDL_TRUE;
+    ctx->xinput_enabled = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT, SDL_TRUE);
+    if (ctx->xinput_enabled && (WIN_LoadXInputDLL() < 0 || !XINPUTGETSTATE)) {
         ctx->xinput_enabled = SDL_FALSE;
     }
     ctx->xinput_slot = XUSER_INDEX_ANY;
@@ -370,7 +702,7 @@ HIDAPI_DriverXbox360_OpenJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joyst
 
     /* Set the controller LED */
     player_index = SDL_JoystickGetPlayerIndex(joystick);
-    if (player_index >= 0) {
+    if (player_index >= 0 && device->dev) {
         SetSlotLED(device->dev, (player_index % 4));
     }
 
@@ -393,12 +725,12 @@ HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joy
     SDL_bool rumbled = SDL_FALSE;
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
-    if (!rumbled && ctx->gamepad) {
+    if (!rumbled && ctx->wgi_correlated) {
+        WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
         HRESULT hr;
-
-        ctx->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
-        ctx->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
-        hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(ctx->gamepad, ctx->vibration);
+        gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
+        gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
+        hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
         if (SUCCEEDED(hr)) {
             rumbled = SDL_TRUE;
         }
@@ -406,7 +738,7 @@ HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joy
 #endif
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
-    if (!rumbled && ctx->xinput_slot != XUSER_INDEX_ANY) {
+    if (!rumbled && ctx->xinput_correlated) {
         XINPUT_VIBRATION XVibration;
 
         if (!XINPUTSETSTATE) {
@@ -473,6 +805,13 @@ HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joy
 static void
 HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
 {
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    Uint32 match_state = ctx->match_state;
+    /* Update match_state with button bit, then fall through */
+#   define SDL_PrivateJoystickButton(joystick, button, state) if (state) match_state |= 1 << (button); else match_state &=~(1<<(button)); SDL_PrivateJoystickButton(joystick, button, state)
+    /* Grab high 4 bits of value, then fall through */
+#   define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < 4) match_state = (match_state & ~(0xF << (4 * axis + 16))) | ((value) & 0xF000) << (4 * axis + 4); SDL_PrivateJoystickAxis(joystick, axis, value)
+#endif
     Sint16 axis;
     SDL_bool has_trigger_data = SDL_FALSE;
 
@@ -543,96 +882,56 @@ HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev,
     axis = (int)*(Uint16*)(&data[6]) - 0x8000;
     SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTY, axis);
 
-#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
-    if (ctx->gamepad_statics && !ctx->gamepad) {
-        Uint8 buttons = 0;
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+#undef SDL_PrivateJoystickAxis
+#endif
 
-        if (data[10] & 0x01) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_A);
-        }
-        if (data[10] & 0x02) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_B);
-        }
-        if (data[10] & 0x04) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_X);
-        }
-        if (data[10] & 0x08) {
-            buttons |= (1 << SDL_CONTROLLER_BUTTON_Y);
-        }
-        if (buttons != 0) {
-            HIDAPI_DriverXbox360_GuessGamepad(ctx, buttons);
-        }
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    /* Prefer XInput over WindowsGamingInput, it continues to provide data in the background */
+    if (!has_trigger_data && ctx->xinput_enabled && ctx->xinput_correlated) {
+        has_trigger_data = SDL_TRUE;
     }
+#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
 
-    if (ctx->gamepad) {
-        HRESULT hr;
-        struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
-        
-        hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(ctx->gamepad, &state);
-        if (SUCCEEDED(hr)) {
-            SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (state.Buttons & 0x40000000) ? SDL_PRESSED : SDL_RELEASED);
-            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)(state.LeftTrigger * SDL_MAX_UINT16)) - 32768);
-            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)(state.RightTrigger * SDL_MAX_UINT16)) - 32768);
-            has_trigger_data = SDL_TRUE;
-        }
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
+    if (!has_trigger_data && ctx->wgi_correlated) {
+        has_trigger_data = SDL_TRUE;
     }
 #endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
 
-#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
-    if (ctx->xinput_enabled) {
-        if (ctx->xinput_slot == XUSER_INDEX_ANY && HIDAPI_DriverXbox360_MissingXInputSlot()) {
-            WORD wButtons = 0;
-
-            if (data[10] & 0x01) {
-                wButtons |= XINPUT_GAMEPAD_A;
-            }
-            if (data[10] & 0x02) {
-                wButtons |= XINPUT_GAMEPAD_B;
-            }
-            if (data[10] & 0x04) {
-                wButtons |= XINPUT_GAMEPAD_X;
-            }
-            if (data[10] & 0x08) {
-                wButtons |= XINPUT_GAMEPAD_Y;
-            }
-            if (wButtons != 0) {
-                Uint8 xinput_slot = HIDAPI_DriverXbox360_GuessXInputSlot(wButtons);
-                if (xinput_slot != XUSER_INDEX_ANY) {
-                    HIDAPI_DriverXbox360_MarkXInputSlotUsed(xinput_slot);
-                    ctx->xinput_slot = xinput_slot;
-                }
-            }
-        }
-
-        if (!has_trigger_data && ctx->xinput_slot != XUSER_INDEX_ANY) {
-            XINPUT_STATE_EX xinput_state;
-
-            if (XINPUTGETSTATE(ctx->xinput_slot, &xinput_state) == ERROR_SUCCESS) {
-                SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (xinput_state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
-                SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)xinput_state.Gamepad.bLeftTrigger * 257) - 32768);
-                SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)xinput_state.Gamepad.bRightTrigger * 257) - 32768);
-                has_trigger_data = SDL_TRUE;
-            }
-        }
-    }
-#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
-
     if (!has_trigger_data) {
         axis = (data[9] * 257) - 32768;
         if (data[9] < 0x80) {
             axis = -axis * 2 - 32769;
+            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
             SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, axis);
         } else if (data[9] > 0x80) {
             axis = axis * 2 - 32767;
             SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, axis);
+            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
         } else {
             SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
             SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
         }
     }
 
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    ctx->match_state = match_state;
+    ctx->last_state_packet = SDL_GetTicks();
+#undef SDL_PrivateJoystickButton
+#endif
     SDL_memcpy(ctx->last_state, data, SDL_min(size, sizeof(ctx->last_state)));
 }
+
+#ifdef SDL_JOYSTICK_RAWINPUT
+static void
+HIDAPI_DriverXbox360_HandleStatePacketFromRAWINPUT(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint8 *data, int size)
+{
+    SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
+    HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, data, size);
+}
+#endif
+
 #else
 
 static void
@@ -689,13 +988,243 @@ HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev,
 }
 #endif /* __WIN32__ */
 
+static void
+HIDAPI_DriverXbox360_UpdateOtherAPIs(SDL_HIDAPI_Device *device, SDL_Joystick *joystick)
+{
+    SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
+    SDL_bool has_trigger_data = SDL_FALSE;
+    SDL_bool correlated = SDL_FALSE;
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    WindowsMatchState match_state_xinput;
+#endif
+
+    /* Poll for trigger data once (not per-state-packet) */
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    /* Prefer XInput over WindowsGamingInput, it continues to provide data in the background */
+    if (!has_trigger_data && ctx->xinput_enabled && ctx->xinput_correlated) {
+        HIDAPI_DriverXbox360_UpdateXInput();
+        if (xinput_state[ctx->xinput_slot].connected) {
+            SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (xinput_state[ctx->xinput_slot].state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
+            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)xinput_state[ctx->xinput_slot].state.Gamepad.bLeftTrigger * 257) - 32768);
+            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)xinput_state[ctx->xinput_slot].state.Gamepad.bRightTrigger * 257) - 32768);
+            has_trigger_data = SDL_TRUE;
+        }
+    }
+#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
+    if (!has_trigger_data && ctx->wgi_correlated) {
+        HIDAPI_DriverXbox360_UpdateWindowsGamingInput(); /* May detect disconnect / cause uncorrelation */
+        if (ctx->wgi_correlated) { /* Still connected */
+            struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading *state = &ctx->wgi_slot->state;
+            SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (state->Buttons & GamepadButtons_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
+            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)(state->LeftTrigger * SDL_MAX_UINT16)) - 32768);
+            SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)(state->RightTrigger * SDL_MAX_UINT16)) - 32768);
+            has_trigger_data = SDL_TRUE;
+        }
+    }
+#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    HIDAPI_DriverXbox360_FillMatchState(&match_state_xinput, ctx->match_state);
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
+    /* Parallel logic to WINDOWS_XINPUT below */
+    HIDAPI_DriverXbox360_UpdateWindowsGamingInput();
+    if (ctx->wgi_correlated) {
+        /* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */
+        if (HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot)) {
+            ctx->wgi_uncorrelate_count = 0;
+        } else {
+            ++ctx->wgi_uncorrelate_count;
+            /* Only un-correlate if this is consistent over multiple Update() calls - the timing of polling/event
+              pumping can easily cause this to uncorrelate for a frame.  2 seemed reliable in my testing, but
+              let's set it to 3 to be safe.  An incorrect un-correlation will simply result in lower precision
+              triggers for a frame. */
+            if (ctx->wgi_uncorrelate_count >= 3) {
+#ifdef DEBUG_JOYSTICK
+                SDL_Log("UN-Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, ctx->wgi_slot);
+#endif
+                HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotFree(ctx->wgi_slot);
+                ctx->wgi_correlated = SDL_FALSE;
+                ctx->wgi_correlation_count = 0;
+                /* Force immediate update of triggers */
+                HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
+                /* Force release of Guide button, it can't possibly be down on this device now. */
+                /* It gets left down if we were actually correlated incorrectly and it was released on the WindowsGamingInput
+                  device but we didn't get a state packet. */
+                SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
+            }
+        }
+    }
+    if (!ctx->wgi_correlated) {
+        SDL_bool new_correlation_count = 0;
+        if (HIDAPI_DriverXbox360_MissingWindowsGamingInputSlot()) {
+            Uint8 correlation_id;
+            WindowsGamingInputGamepadState *slot_idx;
+            if (HIDAPI_DriverXbox360_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
+                /* we match exactly one WindowsGamingInput device */
+                /* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need
+                   even more frames to be sure. */
+                if (ctx->wgi_correlation_count && ctx->wgi_slot == slot_idx) {
+                    /* was correlated previously, and still the same device */
+                    if (ctx->wgi_correlation_id + 1 == correlation_id) {
+                        /* no one else was correlated in the meantime */
+                        new_correlation_count = ctx->wgi_correlation_count + 1;
+                        if (new_correlation_count == 2) {
+                            /* correlation stayed steady and uncontested across multiple frames, guaranteed match */
+                            ctx->wgi_correlated = SDL_TRUE;
+#ifdef DEBUG_JOYSTICK
+                            SDL_Log("Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, slot_idx);
+#endif
+                            correlated = SDL_TRUE;
+                            HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotUsed(ctx->wgi_slot, ctx);
+                            /* If the generalized Guide button was using us, it doesn't need to anymore */
+                            if (guide_button_candidate.joystick == joystick)
+                                guide_button_candidate.joystick = NULL;
+                            if (guide_button_candidate.last_joystick == joystick)
+                                guide_button_candidate.last_joystick = NULL;
+                            /* Force immediate update of guide button / triggers */
+                            HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
+                        }
+                    } else {
+                        /* someone else also possibly correlated to this device, start over */
+                        new_correlation_count = 1;
+                    }
+                } else {
+                    /* new possible correlation */
+                    new_correlation_count = 1;
+                    ctx->wgi_slot = slot_idx;
+                }
+                ctx->wgi_correlation_id = correlation_id;
+            } else {
+                /* Match multiple WindowsGamingInput devices, or none (possibly due to no buttons pressed) */
+            }
+        }
+        ctx->wgi_correlation_count = new_correlation_count;
+    } else {
+        correlated = SDL_TRUE;
+    }
+#endif
+
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    /* Parallel logic to WINDOWS_GAMING_INPUT above */
+    if (ctx->xinput_enabled) {
+        HIDAPI_DriverXbox360_UpdateXInput();
+        if (ctx->xinput_correlated) {
+            /* We have been previously correlated, ensure we are still matching */
+            /* This is required to deal with two (mostly) un-preventable mis-correlation situations:
+              A) Since the HID data stream does not provide an initial state (but polling XInput does), if we open
+                 5 controllers (#1-4 XInput mapped, #5 is not), and controller 1 had the A button down (and we don't
+                 know), and the user presses A on controller #5, we'll see exactly 1 controller with A down (#5) and
+                 exactly 1 XInput device with A down (#1), and incorrectly correlate.  This code will then un-correlate
+                 when A is released from either controller #1 or #5.
+              B) Since the app may not open all controllers, we could have a similar situation where only controller #5
+                 is opened, and the user holds A on controllers #1 and #5 simultaneously - again we see only 1 controller
+                 with A down and 1 XInput device with A down, and incorrectly correlate.  This should be very unusual
+                 (only when apps do not open all controllers, yet are listening to Guide button presses, yet
+                 for some reason want to ignore guide button presses on the un-opened controllers, yet users are
+                 pressing buttons on the unopened controllers), and will resolve itself when either button is released
+                 and we un-correlate.  We could prevent this by processing the state packets for *all* controllers,
+                 even un-opened ones, as that would allow more precise correlation.
+            */
+            if (HIDAPI_DriverXbox360_XInputSlotMatches(&match_state_xinput, ctx->xinput_slot)) {
+                ctx->xinput_uncorrelate_count = 0;
+            } else {
+                ++ctx->xinput_uncorrelate_count;
+                /* Only un-correlate if this is consistent over multiple Update() calls - the timing of polling/event
+                  pumping can easily cause this to uncorrelate for a frame.  2 seemed reliable in my testing, but
+                  let's set it to 3 to be safe.  An incorrect un-correlation will simply result in lower precision
+                  triggers for a frame. */
+                if (ctx->xinput_uncorrelate_count >= 3) {
+#ifdef DEBUG_JOYSTICK
+                    SDL_Log("UN-Correlated joystick %d to XInput device #%d\n", joystick->instance_id, ctx->xinput_slot);
+#endif
+                    HIDAPI_DriverXbox360_MarkXInputSlotFree(ctx->xinput_slot);
+                    ctx->xinput_correlated = SDL_FALSE;
+                    ctx->xinput_correlation_count = 0;
+                    /* Force immediate update of triggers */
+                    HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
+                    /* Force release of Guide button, it can't possibly be down on this device now. */
+                    /* It gets left down if we were actually correlated incorrectly and it was released on the XInput
+                      device but we didn't get a state packet. */
+                    SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
+                }
+            }
+        }
+        if (!ctx->xinput_correlated) {
+            SDL_bool new_correlation_count = 0;
+            if (HIDAPI_DriverXbox360_MissingXInputSlot()) {
+                Uint8 correlation_id;
+                Uint8 slot_idx;
+                if (HIDAPI_DriverXbox360_GuessXInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
+                    /* we match exactly one XInput device */
+                    /* Probably can do without xinput_correlation_count, just check and clear xinput_slot to ANY, unless
+                       we need even more frames to be sure */
+                    if (ctx->xinput_correlation_count && ctx->xinput_slot == slot_idx) {
+                        /* was correlated previously, and still the same device */
+                        if (ctx->xinput_correlation_id + 1 == correlation_id) {
+                            /* no one else was correlated in the meantime */
+                            new_correlation_count = ctx->xinput_correlation_count + 1;
+                            if (new_correlation_count == 2) {
+                                /* correlation stayed steady and uncontested across multiple frames, guaranteed match */
+                                ctx->xinput_correlated = SDL_TRUE;
+#ifdef DEBUG_JOYSTICK
+                                SDL_Log("Correlated joystick %d to XInput device #%d\n", joystick->instance_id, slot_idx);
+#endif
+                                correlated = SDL_TRUE;
+                                HIDAPI_DriverXbox360_MarkXInputSlotUsed(ctx->xinput_slot);
+                                /* If the generalized Guide button was using us, it doesn't need to anymore */
+                                if (guide_button_candidate.joystick == joystick)
+                                    guide_button_candidate.joystick = NULL;
+                                if (guide_button_candidate.last_joystick == joystick)
+                                    guide_button_candidate.last_joystick = NULL;
+                                /* Force immediate update of guide button / triggers */
+                                HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
+                            }
+                        } else {
+                            /* someone else also possibly correlated to this device, start over */
+                            new_correlation_count = 1;
+                        }
+                    } else {
+                        /* new possible correlation */
+                        new_correlation_count = 1;
+                        ctx->xinput_slot = slot_idx;
+                    }
+                    ctx->xinput_correlation_id = correlation_id;
+                } else {
+                    /* Match multiple XInput devices, or none (possibly due to no buttons pressed) */
+                }
+            }
+            ctx->xinput_correlation_count = new_correlation_count;
+        } else {
+            correlated = SDL_TRUE;
+        }
+    }
+#endif
+
+    if (!correlated) {
+        if (!guide_button_candidate.joystick ||
+            (ctx->last_state_packet && (
+                !guide_button_candidate.last_state_packet ||
+                SDL_TICKS_PASSED(ctx->last_state_packet, guide_button_candidate.last_state_packet)
+            ))
+        ) {
+            guide_button_candidate.joystick = joystick;
+            guide_button_candidate.last_state_packet = ctx->last_state_packet;
+        }
+    }
+#endif
+
+}
+
 static SDL_bool
 HIDAPI_DriverXbox360_UpdateDevice(SDL_HIDAPI_Device *device)
 {
     SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
     SDL_Joystick *joystick = NULL;
     Uint8 data[USB_PACKET_LENGTH];
-    int size;
+    int size = 0;
 
     if (device->num_joysticks > 0) {
         joystick = SDL_JoystickFromInstanceID(device->joysticks[0]);
@@ -704,14 +1233,17 @@ HIDAPI_DriverXbox360_UpdateDevice(SDL_HIDAPI_Device *device)
         return SDL_FALSE;
     }
 
-    while ((size = hid_read_timeout(device->dev, data, sizeof(data), 0)) > 0) {
+    while (device->dev && (size = hid_read_timeout(device->dev, data, sizeof(data), 0)) > 0) {
         HIDAPI_DriverXbox360_HandleStatePacket(joystick, device->dev, ctx, data, size);
     }
 
     if (size < 0) {
         /* Read error, device is disconnected */
-        HIDAPI_JoystickDisconnected(device, joystick->instance_id);
+        HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
+    } else {
+        HIDAPI_DriverXbox360_UpdateOtherAPIs(device, joystick);
     }
+    
     return (size >= 0);
 }
 
@@ -721,10 +1253,20 @@ HIDAPI_DriverXbox360_CloseJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joys
 #if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT)
     SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
 #endif
+    
+#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
+    if (guide_button_candidate.joystick == joystick)
+        guide_button_candidate.joystick = NULL;
+    if (guide_button_candidate.last_joystick == joystick)
+        guide_button_candidate.last_joystick = NULL;
+#endif
 
 #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
+    xinput_device_change = SDL_TRUE;
     if (ctx->xinput_enabled) {
-        HIDAPI_DriverXbox360_MarkXInputSlotFree(ctx->xinput_slot);
+        if (ctx->xinput_correlated) {
+            HIDAPI_DriverXbox360_MarkXInputSlotFree(ctx->xinput_slot);
+        }
         WIN_UnloadXInputDLL();
     }
 #endif
@@ -732,8 +1274,10 @@ HIDAPI_DriverXbox360_CloseJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joys
     HIDAPI_DriverXbox360_QuitWindowsGamingInput(ctx);
 #endif
 
-    hid_close(device->dev);
-    device->dev = NULL;
+    if (device->dev) {
+        hid_close(device->dev);
+        device->dev = NULL;
+    }
 
     SDL_free(device->context);
     device->context = NULL;
@@ -757,7 +1301,11 @@ SDL_HIDAPI_DeviceDriver SDL_HIDAPI_DriverXbox360 =
     HIDAPI_DriverXbox360_OpenJoystick,
     HIDAPI_DriverXbox360_RumbleJoystick,
     HIDAPI_DriverXbox360_CloseJoystick,
-    HIDAPI_DriverXbox360_FreeDevice
+    HIDAPI_DriverXbox360_FreeDevice,
+    HIDAPI_DriverXbox360_PostUpdate,
+#ifdef SDL_JOYSTICK_RAWINPUT
+    HIDAPI_DriverXbox360_HandleStatePacketFromRAWINPUT,
+#endif
 };
 
 #endif /* SDL_JOYSTICK_HIDAPI_XBOX360 */

+ 3 - 3
src/joystick/hidapi/SDL_hidapi_xbox360w.c

@@ -231,10 +231,10 @@ HIDAPI_DriverXbox360W_UpdateDevice(SDL_HIDAPI_Device *device)
                 if (connected) {
                     SDL_JoystickID joystickID;
 
-                    HIDAPI_JoystickConnected(device, &joystickID);
+                    HIDAPI_JoystickConnected(device, &joystickID, SDL_FALSE);
 
                 } else if (device->num_joysticks > 0) {
-                    HIDAPI_JoystickDisconnected(device, device->joysticks[0]);
+                    HIDAPI_JoystickDisconnected(device, device->joysticks[0], SDL_FALSE);
                 }
             }
         } else if (size == 29 && data[0] == 0x00 && data[1] == 0x0f && data[2] == 0x00 && data[3] == 0xf0) {
@@ -262,7 +262,7 @@ HIDAPI_DriverXbox360W_UpdateDevice(SDL_HIDAPI_Device *device)
     if (joystick) {
         if (size < 0) {
             /* Read error, device is disconnected */
-            HIDAPI_JoystickDisconnected(device, joystick->instance_id);
+            HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
         }
     }
     return (size >= 0);

+ 3 - 3
src/joystick/hidapi/SDL_hidapi_xboxone.c

@@ -279,7 +279,7 @@ HIDAPI_DriverXboxOne_GetDeviceName(Uint16 vendor_id, Uint16 product_id)
 static SDL_bool
 HIDAPI_DriverXboxOne_InitDevice(SDL_HIDAPI_Device *device)
 {
-    return HIDAPI_JoystickConnected(device, NULL);
+    return HIDAPI_JoystickConnected(device, NULL, SDL_FALSE);
 }
 
 static int
@@ -694,7 +694,7 @@ HIDAPI_DriverXboxOne_UpdateDevice(SDL_HIDAPI_Device *device)
         !ControllerSendsWaitingForInit(device->vendor_id, device->product_id)) {
         if (SDL_TICKS_PASSED(SDL_GetTicks(), ctx->start_time + CONTROLLER_INIT_DELAY_MS)) {
             if (!SendControllerInit(device, ctx)) {
-                HIDAPI_JoystickDisconnected(device, joystick->instance_id);
+                HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
                 return SDL_FALSE;
             }
             ctx->initialized = SDL_TRUE;
@@ -737,7 +737,7 @@ HIDAPI_DriverXboxOne_UpdateDevice(SDL_HIDAPI_Device *device)
                     SDL_Log("Delay after init: %ums\n", SDL_GetTicks() - ctx->start_time);
 #endif
                     if (!SendControllerInit(device, ctx)) {
-                        HIDAPI_JoystickDisconnected(device, joystick->instance_id);
+                        HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
                         return SDL_FALSE;
                     }
                     ctx->initialized = SDL_TRUE;

+ 30 - 6
src/joystick/hidapi/SDL_hidapijoystick.c

@@ -37,6 +37,7 @@
 
 #if defined(__WIN32__)
 #include "../../core/windows/SDL_windows.h"
+#include "../windows/SDL_rawinputjoystick_c.h"
 #endif
 
 #if defined(__MACOSX__)
@@ -419,6 +420,13 @@ HIDAPI_GetDeviceDriver(SDL_HIDAPI_Device *device)
         return NULL;
     }
 
+#ifdef SDL_JOYSTICK_RAWINPUT
+    if (RAWINPUT_IsDevicePresent(device->vendor_id, device->product_id, device->version)) {
+        /* The RAWINPUT driver is taking care of this device */
+        return NULL;
+    }
+#endif
+
     if (device->usage_page && device->usage_page != USAGE_PAGE_GENERIC_DESKTOP) {
         return NULL;
     }
@@ -502,7 +510,7 @@ HIDAPI_CleanupDeviceDriver(SDL_HIDAPI_Device *device)
 
     /* Disconnect any joysticks */
     while (device->num_joysticks) {
-        HIDAPI_JoystickDisconnected(device, device->joysticks[0]);
+        HIDAPI_JoystickDisconnected(device, device->joysticks[0], SDL_FALSE);
     }
 
     device->driver->FreeDevice(device);
@@ -575,6 +583,11 @@ HIDAPI_JoystickInit(void)
         return -1;
     }
 
+#ifdef __WINDOWS__
+    /* On Windows, turns out HIDAPI for Xbox controllers doesn't allow background input, so off by default */
+    SDL_SetHintWithPriority(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0", SDL_HINT_DEFAULT);
+#endif
+
     for (i = 0; i < SDL_arraysize(SDL_HIDAPI_drivers); ++i) {
         SDL_HIDAPI_DeviceDriver *driver = SDL_HIDAPI_drivers[i];
         SDL_AddHintCallback(driver->hint, SDL_HIDAPIDriverHintChanged, NULL);
@@ -591,7 +604,7 @@ HIDAPI_JoystickInit(void)
 }
 
 SDL_bool
-HIDAPI_JoystickConnected(SDL_HIDAPI_Device *device, SDL_JoystickID *pJoystickID)
+HIDAPI_JoystickConnected(SDL_HIDAPI_Device *device, SDL_JoystickID *pJoystickID, SDL_bool is_external)
 {
     SDL_JoystickID joystickID;
     SDL_JoystickID *joysticks = (SDL_JoystickID *)SDL_realloc(device->joysticks, (device->num_joysticks + 1)*sizeof(*device->joysticks));
@@ -602,7 +615,9 @@ HIDAPI_JoystickConnected(SDL_HIDAPI_Device *device, SDL_JoystickID *pJoystickID)
     joystickID = SDL_GetNextJoystickInstanceID();
     device->joysticks = joysticks;
     device->joysticks[device->num_joysticks++] = joystickID;
-    ++SDL_HIDAPI_numjoysticks;
+    if (!is_external) {
+        ++SDL_HIDAPI_numjoysticks;
+    }
 
     SDL_PrivateJoystickAdded(joystickID);
 
@@ -613,20 +628,22 @@ HIDAPI_JoystickConnected(SDL_HIDAPI_Device *device, SDL_JoystickID *pJoystickID)
 }
 
 void
-HIDAPI_JoystickDisconnected(SDL_HIDAPI_Device *device, SDL_JoystickID joystickID)
+HIDAPI_JoystickDisconnected(SDL_HIDAPI_Device *device, SDL_JoystickID joystickID, SDL_bool is_external)
 {
     int i;
 
     for (i = 0; i < device->num_joysticks; ++i) {
         if (device->joysticks[i] == joystickID) {
             SDL_Joystick *joystick = SDL_JoystickFromInstanceID(joystickID);
-            if (joystick) {
+            if (joystick && !is_external) {
                 HIDAPI_JoystickClose(joystick);
             }
 
             SDL_memmove(&device->joysticks[i], &device->joysticks[i+1], device->num_joysticks - i - 1);
             --device->num_joysticks;
-            --SDL_HIDAPI_numjoysticks;
+            if (!is_external) {
+                --SDL_HIDAPI_numjoysticks;
+            }
             if (device->num_joysticks == 0) {
                 SDL_free(device->joysticks);
                 device->joysticks = NULL;
@@ -882,6 +899,7 @@ HIDAPI_IsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version, cons
 static void
 HIDAPI_JoystickDetect(void)
 {
+    int i;
     if (SDL_AtomicTryLock(&SDL_HIDAPI_spinlock)) {
         HIDAPI_UpdateDiscovery();
         if (SDL_HIDAPI_discovery.m_bHaveDevicesChanged) {
@@ -891,6 +909,12 @@ HIDAPI_JoystickDetect(void)
         }
         SDL_AtomicUnlock(&SDL_HIDAPI_spinlock);
     }
+    for (i = 0; i < SDL_arraysize(SDL_HIDAPI_drivers); ++i) {
+        SDL_HIDAPI_DeviceDriver *driver = SDL_HIDAPI_drivers[i];
+        if (driver->enabled && driver->PostUpdate) {
+            driver->PostUpdate();
+        }
+    }
 }
 
 void

+ 6 - 4
src/joystick/hidapi/SDL_hidapijoystick_c.h

@@ -40,8 +40,6 @@
 #ifdef __WINDOWS__
 /* On Windows, Xbox One controllers are handled by the Xbox 360 driver */
 #undef SDL_JOYSTICK_HIDAPI_XBOXONE
-/* It turns out HIDAPI for Xbox controllers doesn't allow background input */
-#undef SDL_JOYSTICK_HIDAPI_XBOX360
 #endif
 
 #ifdef __MACOSX__
@@ -103,6 +101,10 @@ typedef struct _SDL_HIDAPI_DeviceDriver
     int (*RumbleJoystick)(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble);
     void (*CloseJoystick)(SDL_HIDAPI_Device *device, SDL_Joystick *joystick);
     void (*FreeDevice)(SDL_HIDAPI_Device *device);
+    void (*PostUpdate)(void);
+#ifdef SDL_JOYSTICK_RAWINPUT
+    void (*HandleStatePacketFromRAWINPUT)(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint8 *data, int size);
+#endif
 
 } SDL_HIDAPI_DeviceDriver;
 
@@ -120,8 +122,8 @@ extern SDL_HIDAPI_DeviceDriver SDL_HIDAPI_DriverGameCube;
 extern SDL_bool HIDAPI_IsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version, const char *name);
 
 extern void HIDAPI_UpdateDevices(void);
-extern SDL_bool HIDAPI_JoystickConnected(SDL_HIDAPI_Device *device, SDL_JoystickID *pJoystickID);
-extern void HIDAPI_JoystickDisconnected(SDL_HIDAPI_Device *device, SDL_JoystickID joystickID);
+extern SDL_bool HIDAPI_JoystickConnected(SDL_HIDAPI_Device *device, SDL_JoystickID *pJoystickID, SDL_bool is_external);
+extern void HIDAPI_JoystickDisconnected(SDL_HIDAPI_Device *device, SDL_JoystickID joystickID, SDL_bool is_external);
 
 #endif /* SDL_JOYSTICK_HIDAPI_H */
 

+ 9 - 0
src/joystick/windows/SDL_dinputjoystick.c

@@ -26,6 +26,7 @@
 
 #include "SDL_windowsjoystick_c.h"
 #include "SDL_dinputjoystick_c.h"
+#include "SDL_rawinputjoystick_c.h"
 #include "SDL_xinputjoystick_c.h"
 #include "../hidapi/SDL_hidapijoystick_c.h"
 
@@ -672,6 +673,14 @@ EnumJoysticksCallback(const DIDEVICEINSTANCE * pdidInstance, VOID * pContext)
     }
 #endif
 
+#ifdef SDL_JOYSTICK_RAWINPUT
+    if (RAWINPUT_IsDevicePresent(vendor, product, 0)) {
+        /* The RAWINPUT driver is taking care of this device */
+        SDL_free(pNewJoystick);
+        return DIENUM_CONTINUE;
+    }
+#endif
+
     WINDOWS_AddJoystickDevice(pNewJoystick);
 
     return DIENUM_CONTINUE; /* get next device, please */

+ 21 - 0
src/joystick/windows/SDL_xinputjoystick.c

@@ -30,6 +30,7 @@
 #include "SDL_timer.h"
 #include "SDL_windowsjoystick_c.h"
 #include "SDL_xinputjoystick_c.h"
+#include "SDL_rawinputjoystick_c.h"
 #include "../hidapi/SDL_hidapijoystick_c.h"
 
 /*
@@ -292,6 +293,14 @@ AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pContext)
     }
 #endif
 
+#ifdef SDL_JOYSTICK_RAWINPUT
+    if (RAWINPUT_IsDevicePresent(vendor, product, version)) {
+        /* The RAWINPUT driver is taking care of this device */
+        SDL_free(pNewJoystick);
+        return;
+    }
+#endif
+
     WINDOWS_AddJoystickDevice(pNewJoystick);
 }
 
@@ -318,6 +327,18 @@ SDL_XINPUT_JoystickDetect(JoyStick_DeviceData **pContext)
         const Uint8 userid = (Uint8)iuserid;
         XINPUT_CAPABILITIES capabilities;
         if (XINPUTGETCAPABILITIES(userid, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS) {
+            /* Adding a new device, must handle all removes first, or GuessXInputDevice goes terribly wrong (returns
+              a product/vendor ID that is not even attached to the system) when we get a remove and add on the same tick
+              (e.g. when disconnecting a device and the OS reassigns which userid an already-attached controller is)
+            */
+            int iuserid2;
+            for (iuserid2 = iuserid - 1; iuserid2 >= 0; iuserid2--) {
+                const Uint8 userid2 = (Uint8)iuserid2;
+                XINPUT_CAPABILITIES capabilities2;
+                if (XINPUTGETCAPABILITIES(userid2, XINPUT_FLAG_GAMEPAD, &capabilities2) != ERROR_SUCCESS) {
+                    DelXInputDevice(userid2);
+                }
+            }
             AddXInputDevice(userid, capabilities.SubType, pContext);
         } else {
             DelXInputDevice(userid);

+ 12 - 2
src/video/windows/SDL_windowswindow.c

@@ -30,6 +30,7 @@
 #include "../../events/SDL_keyboard_c.h"
 #include "../../events/SDL_mouse_c.h"
 
+#include "../../joystick/windows/SDL_rawinputjoystick_c.h"
 #include "SDL_windowsvideo.h"
 #include "SDL_windowswindow.h"
 #include "SDL_hints.h"
@@ -808,9 +809,18 @@ WIN_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
     }
 }
 
+static LRESULT CALLBACK SDL_HelperWindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+#if SDL_JOYSTICK_RAWINPUT
+    if (RAWINPUT_WindowProc(hWnd, msg, wParam, lParam) == 0) {
+        return 0;
+    }
+#endif
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
 
 /*
- * Creates a HelperWindow used for DirectInput events.
+ * Creates a HelperWindow used for DirectInput and RawInput events.
  */
 int
 SDL_HelperWindowCreate(void)
@@ -825,7 +835,7 @@ SDL_HelperWindowCreate(void)
 
     /* Create the class. */
     SDL_zero(wce);
-    wce.lpfnWndProc = DefWindowProc;
+    wce.lpfnWndProc = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_RAWINPUT, SDL_TRUE) ? SDL_HelperWindowProc : DefWindowProc;
     wce.lpszClassName = (LPCWSTR) SDL_HelperWindowClassName;
     wce.hInstance = hInstance;