Fixed warnings with Windows SDK 10.0.19041

Fixes https://github.com/libsdl-org/SDL/issues/4998
Also breaks https://github.com/libsdl-org/SDL/issues/4998 for older SDKs, but we're going to ignore them, they're just incorrect.
main
Sam Lantinga 2021-11-27 20:18:29 -08:00
parent c2904c8ce7
commit dd2f91118e
1 changed files with 4 additions and 12 deletions

View File

@ -222,12 +222,8 @@ static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_Release(__FI
return 1;
}
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdded(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController **_e)
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdded(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController *e)
{
/* The function prototype is incorrect, _e is actually __x_ABI_CWindows_CGaming_CInput_CIRawGameController *
You'll get a crash if you try to indirect it and use it as the prototype suggests
*/
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *e = (__x_ABI_CWindows_CGaming_CInput_CIRawGameController *)_e;
HRESULT hr;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller = NULL;
@ -387,12 +383,8 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
return S_OK;
}
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeRemoved(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController **_e)
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeRemoved(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController *e)
{
/* The function prototype is incorrect, _e is actually __x_ABI_CWindows_CGaming_CInput_CIRawGameController *
You'll get a crash if you try to indirect it and use it as the prototype suggests
*/
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *e = (__x_ABI_CWindows_CGaming_CInput_CIRawGameController *)_e;
HRESULT hr;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller = NULL;
@ -557,7 +549,7 @@ WGI_JoystickInit(void)
hr = __FIVectorView_1_Windows__CGaming__CInput__CRawGameController_GetAt(controllers, i, &controller);
if (SUCCEEDED(hr) && controller) {
IEventHandler_CRawGameControllerVtbl_InvokeAdded(&controller_added, NULL, (__x_ABI_CWindows_CGaming_CInput_CIRawGameController **)controller);
IEventHandler_CRawGameControllerVtbl_InvokeAdded(&controller_added, NULL, controller);
}
}
}
@ -839,7 +831,7 @@ WGI_JoystickQuit(void)
{
if (wgi.statics) {
while (wgi.controller_count > 0) {
IEventHandler_CRawGameControllerVtbl_InvokeRemoved(&controller_removed, NULL, (__x_ABI_CWindows_CGaming_CInput_CIRawGameController **)wgi.controllers[wgi.controller_count - 1].controller);
IEventHandler_CRawGameControllerVtbl_InvokeRemoved(&controller_removed, NULL, wgi.controllers[wgi.controller_count - 1].controller);
}
if (wgi.controllers) {
SDL_free(wgi.controllers);