SDL: SDL_IsXInputDevice() shouldn't return true if XInput isn't enabled

From 0ad8d9d2923fbc78211dbc933cf8a239a60417ac Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Wed, 7 Sep 2022 15:31:24 -0700
Subject: [PATCH] SDL_IsXInputDevice() shouldn't return true if XInput isn't
 enabled

---
 src/joystick/windows/SDL_dinputjoystick.c | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/joystick/windows/SDL_dinputjoystick.c b/src/joystick/windows/SDL_dinputjoystick.c
index 95cd09a495c..2f060537009 100644
--- a/src/joystick/windows/SDL_dinputjoystick.c
+++ b/src/joystick/windows/SDL_dinputjoystick.c
@@ -238,6 +238,7 @@ SetDIerror(const char *function, HRESULT code)
 static SDL_bool
 SDL_IsXInputDevice(Uint16 vendor_id, Uint16 product_id, const char* hidPath)
 {
+#ifdef SDL_JOYSTICK_XINPUT
     SDL_GameControllerType type;
 
     /* XInput and RawInput backends will pick up XInput-compatible devices */
@@ -261,6 +262,7 @@ SDL_IsXInputDevice(Uint16 vendor_id, Uint16 product_id, const char* hidPath)
         (vendor_id == USB_VENDOR_VALVE && product_id == USB_PRODUCT_STEAM_VIRTUAL_GAMEPAD)) {
         return SDL_TRUE;
     }
+#endif /* SDL_JOYSTICK_XINPUT */
 
     return SDL_FALSE;
 }