From bb0b6dd42ece3f766e5c4ffc5311b444ce26863d Mon Sep 17 00:00:00 2001
From: Jan200101 <[EMAIL REDACTED]>
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 629093a13ee..4795733f366 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. */