diff --git a/src/sdl/i_gamepad.c b/src/sdl/i_gamepad.c index 28f9681bec0376f1622fd0cbddf1aeb1a13ba2a1..dbafc1f63a1eb53f907457d102b2f3107165e0dc 100644 --- a/src/sdl/i_gamepad.c +++ b/src/sdl/i_gamepad.c @@ -39,10 +39,8 @@ static boolean InitGamepadSubsystems(void) { if (M_CheckParm("-noxinput")) SDL_SetHintWithPriority(SDL_HINT_XINPUT_ENABLED, "0", SDL_HINT_OVERRIDE); -#if SDL_VERSION_ATLEAST(2,0,9) if (M_CheckParm("-nohidapi")) SDL_SetHintWithPriority(SDL_HINT_JOYSTICK_HIDAPI, "0", SDL_HINT_OVERRIDE); -#endif if (SDL_WasInit(GAMEPAD_INIT_FLAGS) == 0) { @@ -201,7 +199,6 @@ static boolean Controller_OpenDevice(UINT8 which, INT32 devindex) CONS_Debug(DBG_GAMELOGIC, M_GetText("Controller %d: %s\n"), which, SDL_GameControllerName(controller->dev)); -#if SDL_VERSION_ATLEAST(2,0,12) #define GAMEPAD_TYPE_CASE(ctrl) \ case SDL_CONTROLLER_TYPE_##ctrl: \ controller->info->type = GAMEPAD_TYPE_##ctrl; \ @@ -214,22 +211,15 @@ static boolean Controller_OpenDevice(UINT8 which, INT32 devindex) GAMEPAD_TYPE_CASE(XBOXONE); GAMEPAD_TYPE_CASE(PS3); GAMEPAD_TYPE_CASE(PS4); -#if SDL_VERSION_ATLEAST(2,0,14) GAMEPAD_TYPE_CASE(PS5); -#endif GAMEPAD_TYPE_CASE(NINTENDO_SWITCH_PRO); -#if SDL_VERSION_ATLEAST(2,0,16) GAMEPAD_TYPE_CASE(GOOGLE_STADIA); GAMEPAD_TYPE_CASE(AMAZON_LUNA); -#endif GAMEPAD_TYPE_CASE(VIRTUAL); default: break; } + #undef GAMEPAD_BUTTON_CASE -#else - // Under older versions of SDL, we aren't provided controller type information. - controller->info->type = GAMEPAD_TYPE_UNKNOWN; -#endif // SDL_VERSION_ATLEAST(2,0,12) // Check the device vendor and product to find out what controller this actually is Uint16 vendor = SDL_JoystickGetDeviceVendor(devindex);