Should fix DInput crash.

This commit is contained in:
Themaister 2011-06-10 18:01:44 +02:00
parent 2dcccc7cda
commit b6ff98cf18

View File

@ -153,7 +153,7 @@ static bool sdl_axis_pressed(sdl_input_t *sdl, int port_num, uint32_t joyaxis)
}
#endif
static bool sdl_is_pressed(sdl_input_t *sdl, int port_num, const struct snes_keybind *key)
static bool sdl_is_pressed(sdl_input_t *sdl, unsigned port_num, const struct snes_keybind *key)
{
if (sdl->use_keyboard && sdl_key_pressed(key->key))
return true;
@ -185,7 +185,7 @@ static bool sdl_bind_button_pressed(void *data, int key)
}
static int16_t sdl_joypad_device_state(sdl_input_t *sdl, const struct snes_keybind **binds,
int port_num, int id)
unsigned port_num, int id)
{
const struct snes_keybind *snes_keybinds = binds[port_num];
@ -317,12 +317,18 @@ static void sdl_poll_mouse(sdl_input_t *sdl)
static void sdl_input_poll(void *data)
{
sdl_input_t *sdl = data;
SDL_PumpEvents();
SDL_Event event;
#ifdef HAVE_DINPUT
sdl_dinput_poll(sdl->di);
#else
SDL_JoystickUpdate();
#endif
sdl_poll_mouse(data);
sdl_input_t *sdl = data;
// Search for events...
while (SDL_PollEvent(&event))
{