Use XINPUT_STATE instead of XINPUT_STATE_EX (thanks Andrew!)

XINPUT_STATE_EX isn't actually a thing, we can just use the normal XINPUT_STATE

Fixes https://github.com/libsdl-org/SDL/issues/2797
This commit is contained in:
Sam Lantinga committed 2023-11-04 22:24:55 -07:00
1 parent aa129c9257
commit e8f4045d0b
8 files changed
+12 -126

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-23
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@@ -3368,33 +3368,10 @@ asdf
[AS_HELP_STRING([--enable-xinput], [use Xinput for Windows [default=yes]])],
, enable_xinput=yes)
if test x$enable_xinput = xyes; then
have_xinput_gamepadex=no
have_xinput_stateex=no
AC_CHECK_HEADER(xinput.h, have_xinput=yes)
AC_MSG_CHECKING(for struct XINPUT_GAMEPAD_EX)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#include <windows.h>
#include <xinput.h>
XINPUT_GAMEPAD_EX x1;
]],[])], [have_xinput_gamepadex=yes],[])
AC_MSG_RESULT($have_xinput_gamepadex)
AC_MSG_CHECKING(for struct XINPUT_STATE_EX)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#include <windows.h>
#include <xinput.h>
XINPUT_STATE_EX s1;
]],[])], [have_xinput_stateex=yes],[])
AC_MSG_RESULT($have_xinput_stateex)
if test x$have_xinput = xyes; then
AC_DEFINE(HAVE_XINPUT_H, 1, [ ])
fi
if test x$have_xinput_gamepadex = xyes; then
AC_DEFINE(HAVE_XINPUT_GAMEPAD_EX, 1, [ ])
fi
if test x$have_xinput_stateex = xyes; then
AC_DEFINE(HAVE_XINPUT_STATE_EX, 1, [ ])
fi
fi
AC_MSG_CHECKING(for windows.gaming.input.h)