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authorMike Krus <mike.krus@kdab.com>2019-09-30 17:06:13 +0100
committerMike Krus <mike.krus@kdab.com>2019-10-01 09:18:09 +0100
commit9e2279d1e30e5d2627c05bcb00d75c0237a81bc6 (patch)
tree02eb0a8d05b49ccf059d1177ff386cc0e144a00b
parent3234ae05f0d16886bda586585ed8e4c827349187 (diff)
Update QGamepadInput to use direct sync
Change-Id: I06ad1e36bfe3e1222550780c6a661ed6c3336f46 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r--src/input/frontend/qinputaspect.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/input/frontend/qinputaspect.cpp b/src/input/frontend/qinputaspect.cpp
index 44f4ec0ea..e109461f0 100644
--- a/src/input/frontend/qinputaspect.cpp
+++ b/src/input/frontend/qinputaspect.cpp
@@ -164,7 +164,7 @@ QInputAspect::QInputAspect(QInputAspectPrivate &dd, QObject *parent)
registerBackendType<QAbstractPhysicalDeviceProxy, true>(QBackendNodeMapperPtr(new Input::PhysicalDeviceProxyNodeFunctor(d_func()->m_inputHandler->physicalDeviceProxyManager())));
#ifdef HAVE_QGAMEPAD
- registerBackendType<QGamepadInput>(QBackendNodeMapperPtr(new Input::GenericDeviceBackendFunctor(this, d_func()->m_inputHandler.data())));
+ registerBackendType<QGamepadInput, true>(QBackendNodeMapperPtr(new Input::GenericDeviceBackendFunctor(this, d_func()->m_inputHandler.data())));
#endif
Q_D(QInputAspect);