mirror of https://github.com/encounter/SDL.git
Fixed using WGI without XInput
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5394238cdc
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@ -1279,8 +1279,8 @@ RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uin
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{
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#if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT)
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RAWINPUT_DeviceContext *ctx = joystick->hwdata;
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SDL_bool rumbled = SDL_FALSE;
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#endif
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SDL_bool rumbled = SDL_FALSE;
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#ifdef SDL_JOYSTICK_RAWINPUT_WGI
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if (!rumbled && ctx->wgi_correlated) {
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@ -1590,13 +1590,18 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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RAWINPUT_FillMatchState(&match_state_xinput, ctx->match_state);
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#ifdef SDL_JOYSTICK_RAWINPUT_WGI
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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SDL_bool xinput_correlated = ctx->xinput_correlated;
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#else
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SDL_bool xinput_correlated = SDL_FALSE;
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#endif
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/* Parallel logic to WINDOWS_XINPUT below */
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RAWINPUT_UpdateWindowsGamingInput();
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if (ctx->wgi_correlated &&
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!joystick->low_frequency_rumble && !joystick->high_frequency_rumble &&
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!joystick->left_trigger_rumble && !joystick->right_trigger_rumble) {
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/* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */
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if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot, ctx->xinput_correlated)) {
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if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot, xinput_correlated)) {
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ctx->wgi_uncorrelate_count = 0;
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} else {
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++ctx->wgi_uncorrelate_count;
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@ -1625,7 +1630,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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if (RAWINPUT_MissingWindowsGamingInputSlot()) {
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Uint8 correlation_id;
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WindowsGamingInputGamepadState *slot_idx = NULL;
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if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx, ctx->xinput_correlated)) {
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if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx, xinput_correlated)) {
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/* we match exactly one WindowsGamingInput device */
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/* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need
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even more frames to be sure. */
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