Backed out minor optimization that prevented correlation_id from being set

This commit is contained in:
Sam Lantinga 2020-11-27 11:33:51 -08:00
parent 8973a25849
commit 4ddac485db

View File

@ -365,10 +365,6 @@ RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id,
*slot_idx = 0;
if (!state->any_data) {
return SDL_FALSE;
}
match_count = 0;
for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) {
if (!xinput_state[user_index].used && RAWINPUT_XInputSlotMatches(state, user_index)) {
@ -381,7 +377,10 @@ RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id,
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
data. */
return (match_count == 1) ? SDL_TRUE : SDL_FALSE;
if (match_count == 1 && state->any_data) {
return SDL_TRUE;
}
return SDL_FALSE;
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
@ -581,10 +580,6 @@ RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *corr
{
int match_count;
if (!state->any_data) {
return SDL_FALSE;
}
match_count = 0;
for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
@ -598,7 +593,10 @@ RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *corr
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
data. */
return (match_count == 1) ? SDL_TRUE : SDL_FALSE;
if (match_count == 1 && state->any_data) {
return SDL_TRUE;
}
return SDL_FALSE;
}
static void