winebus.sys: Check for SDL_JoystickRumble presence at runtime.
It's been introduced in SDL2 2.0.9, released on 2018/10/31. Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -102,11 +102,11 @@ MAKE_FUNCPTR(SDL_HapticRumbleSupported);
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MAKE_FUNCPTR(SDL_HapticRunEffect);
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MAKE_FUNCPTR(SDL_HapticStopAll);
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MAKE_FUNCPTR(SDL_JoystickIsHaptic);
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MAKE_FUNCPTR(SDL_JoystickRumble);
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MAKE_FUNCPTR(SDL_memset);
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MAKE_FUNCPTR(SDL_GameControllerAddMapping);
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MAKE_FUNCPTR(SDL_RegisterEvents);
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MAKE_FUNCPTR(SDL_PushEvent);
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static int (*pSDL_JoystickRumble)(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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static Uint16 (*pSDL_JoystickGetProduct)(SDL_Joystick * joystick);
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static Uint16 (*pSDL_JoystickGetProductVersion)(SDL_Joystick * joystick);
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static Uint16 (*pSDL_JoystickGetVendor)(SDL_Joystick * joystick);
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@ -181,7 +181,7 @@ static BOOL descriptor_add_haptic(struct sdl_device *impl)
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pSDL_HapticRumbleInit(impl->sdl_haptic);
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}
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if (!pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0))
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if (pSDL_JoystickRumble && !pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0))
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impl->effect_support |= WINE_SDL_JOYSTICK_RUMBLE;
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if (impl->effect_support & EFFECT_SUPPORT_HAPTICS)
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@ -658,12 +658,12 @@ NTSTATUS sdl_bus_init(void *args)
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LOAD_FUNCPTR(SDL_HapticRunEffect);
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LOAD_FUNCPTR(SDL_HapticStopAll);
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LOAD_FUNCPTR(SDL_JoystickIsHaptic);
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LOAD_FUNCPTR(SDL_JoystickRumble);
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LOAD_FUNCPTR(SDL_memset);
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LOAD_FUNCPTR(SDL_GameControllerAddMapping);
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LOAD_FUNCPTR(SDL_RegisterEvents);
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LOAD_FUNCPTR(SDL_PushEvent);
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#undef LOAD_FUNCPTR
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pSDL_JoystickRumble = dlsym(sdl_handle, "SDL_JoystickRumble");
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pSDL_JoystickGetProduct = dlsym(sdl_handle, "SDL_JoystickGetProduct");
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pSDL_JoystickGetProductVersion = dlsym(sdl_handle, "SDL_JoystickGetProductVersion");
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pSDL_JoystickGetVendor = dlsym(sdl_handle, "SDL_JoystickGetVendor");
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