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Fixed mingw-w64 build

Sam Lantinga 6 年 前
コミット
20dfda4489
3 ファイル変更12 行追加4 行削除
  1. 7 0
      configure
  2. 5 0
      configure.in
  3. 0 4
      src/render/direct3d11/SDL_render_d3d11.c

+ 7 - 0
configure

@@ -24299,6 +24299,13 @@ $as_echo "#define SDL_JOYSTICK_WINMM 1" >>confdefs.h
             SOURCES="$SOURCES $srcdir/src/joystick/windows/*.c"
             have_joystick=yes
         fi
+        if test x$enable_joystick = xyes -a x$enable_hidapi = xyes; then
+
+$as_echo "#define SDL_JOYSTICK_HIDAPI 1" >>confdefs.h
+
+            EXTRA_CFLAGS="$EXTRA_CFLAGS -I$srcdir/src/hidapi/hidapi"
+            SOURCES="$SOURCES $srcdir/src/joystick/hidapi/*.c"
+        fi
         if test x$enable_haptic = xyes; then
             if test x$have_dinput = xyes -o x$have_xinput = xyes; then
                 if test x$have_xinput = xyes; then

+ 5 - 0
configure.in

@@ -3631,6 +3631,11 @@ AC_HELP_STRING([--enable-render-d3d], [enable the Direct3D render driver [[defau
             SOURCES="$SOURCES $srcdir/src/joystick/windows/*.c"
             have_joystick=yes
         fi
+        if test x$enable_joystick = xyes -a x$enable_hidapi = xyes; then
+            AC_DEFINE(SDL_JOYSTICK_HIDAPI, 1, [ ])
+            EXTRA_CFLAGS="$EXTRA_CFLAGS -I$srcdir/src/hidapi/hidapi"
+            SOURCES="$SOURCES $srcdir/src/joystick/hidapi/*.c"
+        fi
         if test x$enable_haptic = xyes; then
             if test x$have_dinput = xyes -o x$have_xinput = xyes; then
                 if test x$have_xinput = xyes; then

+ 0 - 4
src/render/direct3d11/SDL_render_d3d11.c

@@ -2223,8 +2223,6 @@ static int
 D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                  const SDL_Rect * srcrect, const SDL_FRect * dstrect)
 {
-    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
-    D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
     float minu, maxu, minv, maxv;
     Float4 color;
     VertexPositionColor vertices[4];
@@ -2296,8 +2294,6 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                    const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                    const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
 {
-    D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
-    D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
     float minu, maxu, minv, maxv;
     Float4 color;
     Float4X4 modelMatrix;