From bb0b6dd42ece3f766e5c4ffc5311b444ce26863d Mon Sep 17 00:00:00 2001 From: Jan200101 Date: Mon, 2 May 2022 20:12:13 +0200 Subject: [PATCH] Fixed using WGI without XInput --- src/joystick/windows/SDL_rawinputjoystick.c | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/src/joystick/windows/SDL_rawinputjoystick.c b/src/joystick/windows/SDL_rawinputjoystick.c index 629093a13..4795733f3 100644 --- a/src/joystick/windows/SDL_rawinputjoystick.c +++ b/src/joystick/windows/SDL_rawinputjoystick.c @@ -1279,8 +1279,8 @@ RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uin { #if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT) RAWINPUT_DeviceContext *ctx = joystick->hwdata; - SDL_bool rumbled = SDL_FALSE; #endif + SDL_bool rumbled = SDL_FALSE; #ifdef SDL_JOYSTICK_RAWINPUT_WGI if (!rumbled && ctx->wgi_correlated) { @@ -1590,13 +1590,18 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) RAWINPUT_FillMatchState(&match_state_xinput, ctx->match_state); #ifdef SDL_JOYSTICK_RAWINPUT_WGI + #ifdef SDL_JOYSTICK_RAWINPUT_XINPUT + SDL_bool xinput_correlated = ctx->xinput_correlated; + #else + SDL_bool xinput_correlated = SDL_FALSE; + #endif /* Parallel logic to WINDOWS_XINPUT below */ RAWINPUT_UpdateWindowsGamingInput(); if (ctx->wgi_correlated && !joystick->low_frequency_rumble && !joystick->high_frequency_rumble && !joystick->left_trigger_rumble && !joystick->right_trigger_rumble) { /* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */ - if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot, ctx->xinput_correlated)) { + if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot, xinput_correlated)) { ctx->wgi_uncorrelate_count = 0; } else { ++ctx->wgi_uncorrelate_count; @@ -1625,7 +1630,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) if (RAWINPUT_MissingWindowsGamingInputSlot()) { Uint8 correlation_id; WindowsGamingInputGamepadState *slot_idx = NULL; - if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx, ctx->xinput_correlated)) { + if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx, xinput_correlated)) { /* 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. */