diff --git a/internal/uidriver/js/input_js.go b/internal/uidriver/js/input_js.go index 06f187ae2..e601ae1a9 100644 --- a/internal/uidriver/js/input_js.go +++ b/internal/uidriver/js/input_js.go @@ -313,7 +313,7 @@ func (i *Input) updateGamepads() { g.mapping = gp.Get("mapping").String() axes := gp.Get("axes") - axesNum := axes.Get("length").Int() + axesNum := axes.Length() g.axisNum = axesNum for a := 0; a < len(g.axes); a++ { if axesNum <= a { @@ -323,7 +323,7 @@ func (i *Input) updateGamepads() { } buttons := gp.Get("buttons") - buttonsNum := buttons.Get("length").Int() + buttonsNum := buttons.Length() g.buttonNum = buttonsNum for b := 0; b < len(g.buttonPressed); b++ { if buttonsNum <= b { @@ -463,42 +463,6 @@ func (i *Input) updateForGo2Cpp() { Y: y.Int(), } } - - for k := range i.gamepads { - delete(i.gamepads, k) - } - gamepadCount := go2cpp.Get("gamepadCount").Int() - for idx := 0; idx < gamepadCount; idx++ { - g := gamepad{} - - // Avoid buggy devices on GLFW (#1173). - buttonCount := go2cpp.Call("getGamepadButtonCount", idx).Int() - if buttonCount > len(g.buttonPressed) { - continue - } - - axisCount := go2cpp.Call("getGamepadAxisCount", idx).Int() - if axisCount > len(g.axes) { - continue - } - - id := driver.GamepadID(go2cpp.Call("getGamepadId", idx).Int()) - - g.buttonNum = buttonCount - for j := 0; j < buttonCount; j++ { - g.buttonPressed[j] = go2cpp.Call("isGamepadButtonPressed", idx, j).Bool() - } - - g.axisNum = axisCount - for j := 0; j < axisCount; j++ { - g.axes[j] = go2cpp.Call("getGamepadAxis", idx, j).Float() - } - - if i.gamepads == nil { - i.gamepads = map[driver.GamepadID]gamepad{} - } - i.gamepads[id] = g - } } func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {