sdl2-compat: fix build.

From 9b7c0cb64344125f0ebe7b2405d0c3cc200d0c24 Mon Sep 17 00:00:00 2001
From: Ozkan Sezer <[EMAIL REDACTED]>
Date: Thu, 14 Sep 2023 17:39:40 +0300
Subject: [PATCH] fix build.

---
 src/sdl2_compat.c | 18 ++++++++++--------
 src/sdl2_compat.h |  8 +-------
 2 files changed, 11 insertions(+), 15 deletions(-)

diff --git a/src/sdl2_compat.c b/src/sdl2_compat.c
index 40cd2a0..df5302e 100644
--- a/src/sdl2_compat.c
+++ b/src/sdl2_compat.c
@@ -6030,20 +6030,21 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *controller,
             int i;
             for (i = 0; bindings[i]; ++i) {
                 SDL_GamepadBinding *binding = bindings[i];
-                if (binding->outputType == SDL_CONTROLLER_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
+                if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
                     bind.bindType = binding->inputType;
-                    if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+                    if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
                         /* FIXME: There might be multiple axes bound now that we have axis ranges... */
                         bind.value.axis = binding->input.axis.axis;
-                    } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
+                    } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
                         bind.value.button = binding->input.button;
-                    } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
+                    } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
                         bind.value.hat.hat = binding->input.hat.hat;
                         bind.value.hat.hat_mask = binding->input.hat.hat_mask;
                     }
                     break;
                 }
             }
+
             SDL_free(bindings);
         }
     }
@@ -6065,19 +6066,20 @@ SDL_GameControllerGetBindForButton(SDL_GameController *controller,
             int i;
             for (i = 0; bindings[i]; ++i) {
                 SDL_GamepadBinding *binding = bindings[i];
-                if (binding->outputType == SDL_CONTROLLER_BINDTYPE_BUTTON && binding->output.button == button) {
+                if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
                     bind.bindType = binding->inputType;
-                    if (binding->inputType == SDL_CONTROLLER_BINDTYPE_AXIS) {
+                    if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
                         bind.value.axis = binding->input.axis.axis;
-                    } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
+                    } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
                         bind.value.button = binding->input.button;
-                    } else if (binding->inputType == SDL_CONTROLLER_BINDTYPE_HAT) {
+                    } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
                         bind.value.hat.hat = binding->input.hat.hat;
                         bind.value.hat.hat_mask = binding->input.hat.hat_mask;
                     }
                     break;
                 }
             }
+
             SDL_free(bindings);
         }
     }
diff --git a/src/sdl2_compat.h b/src/sdl2_compat.h
index 1a08097..6259442 100644
--- a/src/sdl2_compat.h
+++ b/src/sdl2_compat.h
@@ -30,13 +30,7 @@ typedef SDL_Condition SDL_cond;
 typedef SDL_Mutex SDL_mutex;
 typedef SDL_Semaphore SDL_sem;
 
-typedef enum
-{
-    SDL_CONTROLLER_BINDTYPE_NONE = 0,
-    SDL_CONTROLLER_BINDTYPE_BUTTON,
-    SDL_CONTROLLER_BINDTYPE_AXIS,
-    SDL_CONTROLLER_BINDTYPE_HAT
-} SDL_GameControllerBindType;
+typedef SDL_GamepadBindingType SDL_GameControllerBindType;
 
 typedef struct SDL_GameControllerButtonBind
 {