DirectInput: use correct joypad id

Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.

fixes #17566
This commit is contained in:
Andreas Haas 2020-07-31 20:16:51 +02:00
parent 7488b07220
commit 802a0316c5
No known key found for this signature in database
GPG key ID: 9F3EED28A00103B4

View file

@ -146,8 +146,8 @@ bool JoypadWindows::setup_dinput_joypad(const DIDEVICEINSTANCE *instance) {
if (have_device(instance->guidInstance) || num == -1)
return false;
d_joypads[joypad_count] = dinput_gamepad();
dinput_gamepad *joy = &d_joypads[joypad_count];
d_joypads[num] = dinput_gamepad();
dinput_gamepad *joy = &d_joypads[num];
const DWORD devtype = (instance->dwDevType & 0xFF);
@ -171,7 +171,7 @@ bool JoypadWindows::setup_dinput_joypad(const DIDEVICEINSTANCE *instance) {
WORD version = 0;
sprintf_s(uid, "%04x%04x%04x%04x%04x%04x%04x%04x", type, 0, vendor, 0, product, 0, version, 0);
id_to_change = joypad_count;
id_to_change = num;
slider_count = 0;
joy->di_joy->SetDataFormat(&c_dfDIJoystick2);