It's been introduced in SDL2 2.0.9, released on 2018/10/31.
Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- dlls/winebus.sys/bus_sdl.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/winebus.sys/bus_sdl.c b/dlls/winebus.sys/bus_sdl.c index 31915a9fa0d..f71da77b77e 100644 --- a/dlls/winebus.sys/bus_sdl.c +++ b/dlls/winebus.sys/bus_sdl.c @@ -102,11 +102,11 @@ MAKE_FUNCPTR(SDL_HapticRumbleSupported); MAKE_FUNCPTR(SDL_HapticRunEffect); MAKE_FUNCPTR(SDL_HapticStopAll); MAKE_FUNCPTR(SDL_JoystickIsHaptic); -MAKE_FUNCPTR(SDL_JoystickRumble); MAKE_FUNCPTR(SDL_memset); MAKE_FUNCPTR(SDL_GameControllerAddMapping); MAKE_FUNCPTR(SDL_RegisterEvents); MAKE_FUNCPTR(SDL_PushEvent); +static int (*pSDL_JoystickRumble)(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); static Uint16 (*pSDL_JoystickGetProduct)(SDL_Joystick * joystick); static Uint16 (*pSDL_JoystickGetProductVersion)(SDL_Joystick * joystick); static Uint16 (*pSDL_JoystickGetVendor)(SDL_Joystick * joystick); @@ -181,7 +181,7 @@ static BOOL descriptor_add_haptic(struct sdl_device *impl) pSDL_HapticRumbleInit(impl->sdl_haptic); }
- if (!pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0)) + if (pSDL_JoystickRumble && !pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0)) impl->effect_support |= WINE_SDL_JOYSTICK_RUMBLE;
if (impl->effect_support & EFFECT_SUPPORT_HAPTICS) @@ -658,12 +658,12 @@ NTSTATUS sdl_bus_init(void *args) LOAD_FUNCPTR(SDL_HapticRunEffect); LOAD_FUNCPTR(SDL_HapticStopAll); LOAD_FUNCPTR(SDL_JoystickIsHaptic); - LOAD_FUNCPTR(SDL_JoystickRumble); LOAD_FUNCPTR(SDL_memset); LOAD_FUNCPTR(SDL_GameControllerAddMapping); LOAD_FUNCPTR(SDL_RegisterEvents); LOAD_FUNCPTR(SDL_PushEvent); #undef LOAD_FUNCPTR + pSDL_JoystickRumble = dlsym(sdl_handle, "SDL_JoystickRumble"); pSDL_JoystickGetProduct = dlsym(sdl_handle, "SDL_JoystickGetProduct"); pSDL_JoystickGetProductVersion = dlsym(sdl_handle, "SDL_JoystickGetProductVersion"); pSDL_JoystickGetVendor = dlsym(sdl_handle, "SDL_JoystickGetVendor");