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SDL_windows_gaming_input.c: work-around to build against old SDKs.
Fixes https://github.com/libsdl-org/SDL/issues/15646
(cherry picked from commit 42c4a0e30f)
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2f660cb332
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eb8caad5a4
1 changed files with 2 additions and 2 deletions
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@ -61,7 +61,7 @@ typedef struct WindowsGamingInputControllerState
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int steam_virtual_gamepad_slot;
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} WindowsGamingInputControllerState;
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typedef HRESULT(WINAPI *CoIncrementMTAUsage_t)(CO_MTA_USAGE_COOKIE *pCookie);
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typedef HRESULT(WINAPI *CoIncrementMTAUsage_t)(HANDLE* pCookie); // CO_MTA_USAGE_COOKIE*
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typedef HRESULT(WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void **factory);
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typedef HRESULT(WINAPI *WindowsCreateStringReference_t)(PCWSTR sourceString, UINT32 length, HSTRING_HEADER *hstringHeader, HSTRING *string);
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typedef HRESULT(WINAPI *WindowsDeleteString_t)(HSTRING string);
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@ -609,7 +609,7 @@ static bool WGI_JoystickInit(void)
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* As a workaround, we will keep a reference to the MTA to prevent COM from unloading DLLs later.
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* See https://github.com/libsdl-org/SDL/issues/5552 for more details.
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*/
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static CO_MTA_USAGE_COOKIE cookie = NULL;
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static HANDLE cookie = NULL; // CO_MTA_USAGE_COOKIE*
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if (!cookie) {
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hr = wgi.CoIncrementMTAUsage(&cookie);
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if (FAILED(hr)) {
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