diff --git a/src/joystick/windows/SDL_rawinputjoystick.c b/src/joystick/windows/SDL_rawinputjoystick.c index 3e2b270fa9..f37a1d81ce 100644 --- a/src/joystick/windows/SDL_rawinputjoystick.c +++ b/src/joystick/windows/SDL_rawinputjoystick.c @@ -158,6 +158,7 @@ struct joystick_hwdata Uint8 wgi_correlation_count; Uint8 wgi_uncorrelate_count; WindowsGamingInputGamepadState *wgi_slot; + struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration; #endif bool triggers_rumbling; @@ -449,7 +450,6 @@ typedef struct WindowsGamingInputGamepadState bool used; // Is currently mapped to an SDL device bool connected; // Just used during update to track disconnected Uint8 correlation_id; - struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration; } WindowsGamingInputGamepadState; static struct @@ -1482,12 +1482,11 @@ static bool RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency #ifdef SDL_JOYSTICK_RAWINPUT_WGI // Save off the motor state in case trigger rumble is started - WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot; - HRESULT hr; - gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16; - gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16; + ctx->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16; + ctx->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16; if (!rumbled && ctx->wgi_correlated) { - hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration); + WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot; + HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, ctx->vibration); if (SUCCEEDED(hr)) { rumbled = true; } @@ -1509,12 +1508,11 @@ static bool RAWINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_ #ifdef SDL_JOYSTICK_RAWINPUT_WGI RAWINPUT_DeviceContext *ctx = joystick->hwdata; + ctx->vibration.LeftTrigger = (DOUBLE)left_rumble / SDL_MAX_UINT16; + ctx->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16; if (ctx->wgi_correlated) { WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot; - HRESULT hr; - gamepad_state->vibration.LeftTrigger = (DOUBLE)left_rumble / SDL_MAX_UINT16; - gamepad_state->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16; - hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration); + HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, ctx->vibration); if (!SUCCEEDED(hr)) { return SDL_SetError("Setting vibration failed: 0x%lx", hr); }