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renamed gamepad to device in inputDeviceManager
renamed as not every device is a gamepad
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@ -246,23 +246,40 @@ consider_add_js_device(int js_index) {
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#endif
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/**
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* Description: Returns all currently connected gamepad devices.
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* Description: Returns all currently connected devices.
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*/
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InputDeviceSet InputDeviceManager::
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get_gamepads() const {
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InputDeviceSet gamepads;
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get_devices() const {
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InputDeviceSet devices;
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LightMutexHolder holder(_lock);
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for (size_t i = 0; i < _connected_devices.size(); ++i) {
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InputDevice *device = _connected_devices[i];
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if (device->get_device_class() == InputDevice::DC_gamepad) {
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gamepads.add_device(device);
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devices.add_device(device);
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}
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return devices;
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}
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/**
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* Description: Returns all currently connected devices of the given device class.
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*/
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InputDeviceSet InputDeviceManager::
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get_devices(InputDevice::DeviceClass device_class) const {
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InputDeviceSet devices;
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LightMutexHolder holder(_lock);
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for (size_t i = 0; i < _connected_devices.size(); ++i) {
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InputDevice *device = _connected_devices[i];
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if (device->get_device_class() == device_class) {
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devices.add_device(device);
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}
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}
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return gamepads;
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return devices;
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}
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/**
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* Called when a new device has been discovered. This may also be used to
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* register virtual devices.
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@ -38,7 +38,8 @@ private:
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#endif
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public:
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InputDeviceSet get_gamepads() const;
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InputDeviceSet get_devices() const;
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InputDeviceSet get_devices(InputDevice::DeviceClass device_class) const;
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PUBLISHED:
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void add_device(InputDevice *device);
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@ -48,8 +49,8 @@ PUBLISHED:
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INLINE static InputDeviceManager *get_global_ptr();
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// The set of all currently connected gamepad devices.
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MAKE_PROPERTY(gamepads, get_gamepads);
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// The set of all currently connected devices.
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MAKE_PROPERTY(devices, get_devices);
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private:
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LightMutex _lock;
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