Fixed the joystick side of XInput haptic detection on Windows 8
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diff --git a/src/joystick/windows/SDL_dxjoystick.c b/src/joystick/windows/SDL_dxjoystick.c
index 68291ff..cd8fad0 100644
--- a/src/joystick/windows/SDL_dxjoystick.c
+++ b/src/joystick/windows/SDL_dxjoystick.c
@@ -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 */
@@ -987,7 +987,7 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
joystick->nbuttons = 15;
joystick->nballs = 0;
joystick->nhats = 0;
- }
+ }
} else { /* use DirectInput, not XInput. */
LPDIRECTINPUTDEVICE8 device;
DIPROPDWORD dipdw;
@@ -1675,7 +1675,7 @@ SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
/* return SDL_TRUE if this device was opened with XInput */
SDL_bool SDL_SYS_IsXInputJoystick(SDL_Joystick * joystick)
{
- return joystick->hwdata->bXInputDevice;
+ return joystick->hwdata->bXInputDevice;
}
#endif /* SDL_JOYSTICK_DINPUT */