Fixed the joystick side of XInput haptic detection on Windows 8

This commit is contained in:
Sam Lantinga 2014-03-31 10:38:26 -07:00
parent 764aa147ad
commit c3c24a335d

View file

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