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Fixed the joystick side of XInput haptic detection on Windows 8
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@ -959,12 +959,13 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
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SDL_zerop(joystick->hwdata);
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if (joystickdevice->bXInputDevice) {
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const SDL_bool bIs14OrLater = (SDL_XInputVersion >= ((1<<16)|4));
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const Uint8 userId = joystickdevice->XInputUserId;
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XINPUT_CAPABILITIES capabilities;
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XINPUT_VIBRATION state;
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SDL_assert(s_bXInputEnabled);
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SDL_assert(XINPUTGETCAPABILITIES);
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SDL_assert(XINPUTSETSTATE);
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SDL_assert(userId >= 0);
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SDL_assert(userId < SDL_XINPUT_MAX_DEVICES);
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@ -977,9 +978,8 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
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} else {
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/* Current version of XInput mistakenly returns 0 as the Type. Ignore it and ensure the subtype is a gamepad. */
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SDL_assert(capabilities.SubType == XINPUT_DEVSUBTYPE_GAMEPAD);
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if ((!bIs14OrLater) || (capabilities.Flags & XINPUT_CAPS_FFB_SUPPORTED)) {
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joystick->hwdata->bXInputHaptic = SDL_TRUE;
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}
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SDL_zero(state);
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joystick->hwdata->bXInputHaptic = (XINPUTSETSTATE(userId, &state) == ERROR_SUCCESS);
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joystick->hwdata->userid = userId;
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/* The XInput API has a hard coded button/axis mapping, so we just match it */
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