WGI: Only call RoUninitialize() if RoInitialize() succeeded
diff --git a/src/joystick/windows/SDL_windows_gaming_input.c b/src/joystick/windows/SDL_windows_gaming_input.c
index 39fadea..6c5ec55 100644
--- a/src/joystick/windows/SDL_windows_gaming_input.c
+++ b/src/joystick/windows/SDL_windows_gaming_input.c
@@ -68,6 +68,7 @@ static struct {
EventRegistrationToken controller_added_token;
EventRegistrationToken controller_removed_token;
int controller_count;
+ SDL_bool ro_initialized;
WindowsGamingInputControllerState *controllers;
} wgi;
@@ -443,6 +444,7 @@ WGI_JoystickInit(void)
if (FAILED(WIN_RoInitialize())) {
return SDL_SetError("RoInitialize() failed");
}
+ wgi.ro_initialized = SDL_TRUE;
#ifndef __WINRT__
{
@@ -871,9 +873,12 @@ WGI_JoystickQuit(void)
__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_remove_RawGameControllerRemoved(wgi.statics, wgi.controller_removed_token);
__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_Release(wgi.statics);
}
- SDL_zero(wgi);
- WIN_RoUninitialize();
+ if (wgi.ro_initialized) {
+ WIN_RoUninitialize();
+ }
+
+ SDL_zero(wgi);
}
static SDL_bool