diff --git a/src/joystick/windows/SDL_rawinputjoystick.c b/src/joystick/windows/SDL_rawinputjoystick.c index d0846636f..8e014fc62 100644 --- a/src/joystick/windows/SDL_rawinputjoystick.c +++ b/src/joystick/windows/SDL_rawinputjoystick.c @@ -561,7 +561,7 @@ RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx) hr = WindowsCreateStringReferenceFunc(pNamespace, (UINT32)SDL_wcslen(pNamespace), &hNamespaceStringHeader, &hNamespaceString); if (SUCCEEDED(hr)) { - RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &wgi_state.gamepad_statics); + RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, (void **)&wgi_state.gamepad_statics); } } FreeLibrary(hModule); @@ -1277,7 +1277,7 @@ RAWINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint gamepad_state->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16; hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration); if (!SUCCEEDED(hr)) { - return SDL_SetError("Setting vibration failed: 0x%x\n", hr); + return SDL_SetError("Setting vibration failed: 0x%lx\n", hr); } } return 0; @@ -1548,7 +1548,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick) SDL_bool new_correlation_count = 0; if (RAWINPUT_MissingWindowsGamingInputSlot()) { Uint8 correlation_id; - WindowsGamingInputGamepadState *slot_idx; + WindowsGamingInputGamepadState *slot_idx = NULL; if (RAWINPUT_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