Fixed using WGI without XInput

This commit is contained in:
Jan200101 2022-05-02 20:12:13 +02:00 committed by Sam Lantinga
parent 5394238cdc
commit bb0b6dd42e
1 changed files with 8 additions and 3 deletions

View File

@ -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) #if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT)
RAWINPUT_DeviceContext *ctx = joystick->hwdata; RAWINPUT_DeviceContext *ctx = joystick->hwdata;
SDL_bool rumbled = SDL_FALSE;
#endif #endif
SDL_bool rumbled = SDL_FALSE;
#ifdef SDL_JOYSTICK_RAWINPUT_WGI #ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!rumbled && ctx->wgi_correlated) { if (!rumbled && ctx->wgi_correlated) {
@ -1590,13 +1590,18 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
RAWINPUT_FillMatchState(&match_state_xinput, ctx->match_state); RAWINPUT_FillMatchState(&match_state_xinput, ctx->match_state);
#ifdef SDL_JOYSTICK_RAWINPUT_WGI #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 */ /* Parallel logic to WINDOWS_XINPUT below */
RAWINPUT_UpdateWindowsGamingInput(); RAWINPUT_UpdateWindowsGamingInput();
if (ctx->wgi_correlated && if (ctx->wgi_correlated &&
!joystick->low_frequency_rumble && !joystick->high_frequency_rumble && !joystick->low_frequency_rumble && !joystick->high_frequency_rumble &&
!joystick->left_trigger_rumble && !joystick->right_trigger_rumble) { !joystick->left_trigger_rumble && !joystick->right_trigger_rumble) {
/* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */ /* 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; ctx->wgi_uncorrelate_count = 0;
} else { } else {
++ctx->wgi_uncorrelate_count; ++ctx->wgi_uncorrelate_count;
@ -1625,7 +1630,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
if (RAWINPUT_MissingWindowsGamingInputSlot()) { if (RAWINPUT_MissingWindowsGamingInputSlot()) {
Uint8 correlation_id; Uint8 correlation_id;
WindowsGamingInputGamepadState *slot_idx = NULL; 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 */ /* we match exactly one WindowsGamingInput device */
/* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need /* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need
even more frames to be sure. */ even more frames to be sure. */