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https://github.com/moonlight-stream/moonlight-qt.git
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Only call SDL_NumJoysticks() once per loop
It does non-trivial work when using sdl2-compat.
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@ -55,7 +55,8 @@ void SdlGamepadKeyNavigation::enable()
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SDL_FlushEvent(SDL_CONTROLLERDEVICEADDED);
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// Open all currently attached game controllers
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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int numJoysticks = SDL_NumJoysticks();
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for (int i = 0; i < numJoysticks; i++) {
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if (SDL_IsGameController(i)) {
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SDL_GameController* gc = SDL_GameControllerOpen(i);
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if (gc != nullptr) {
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@ -289,7 +290,8 @@ int SdlGamepadKeyNavigation::getConnectedGamepads()
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Q_ASSERT(m_Enabled);
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int count = 0;
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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int numJoysticks = SDL_NumJoysticks();
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for (int i = 0; i < numJoysticks; i++) {
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if (SDL_IsGameController(i)) {
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count++;
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}
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@ -913,7 +913,8 @@ QString SdlInputHandler::getUnmappedGamepads()
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MappingManager mappingManager;
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mappingManager.applyMappings();
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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int numJoysticks = SDL_NumJoysticks();
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for (int i = 0; i < numJoysticks; i++) {
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if (!SDL_IsGameController(i)) {
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char guidStr[33];
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
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@ -973,7 +974,8 @@ int SdlInputHandler::getAttachedGamepadMask()
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}
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count = mask = 0;
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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int numJoysticks = SDL_NumJoysticks();
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for (int i = 0; i < numJoysticks; i++) {
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if (SDL_IsGameController(i)) {
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char guidStr[33];
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
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