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examples/blocks: Remove anyGamepadButtonPressed variable
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@ -23,7 +23,6 @@ import (
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// Input manages the input state including gamepads and keyboards.
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type Input struct {
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anyGamepadButtonPressed bool
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virtualGamepadButtonStates map[virtualGamepadButton]int
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gamepadConfig gamepadConfig
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}
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@ -31,7 +30,13 @@ type Input struct {
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// IsAnyGamepadButtonPressed returns a boolean value indicating
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// whether any gamepad button is pressed.
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func (i *Input) IsAnyGamepadButtonPressed() bool {
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return i.anyGamepadButtonPressed
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const gamepadID = 0
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if ebiten.IsGamepadButtonPressed(gamepadID, b) {
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return true
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}
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}
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return false
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}
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func (i *Input) stateForVirtualGamepadButton(b virtualGamepadButton) int {
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@ -42,15 +47,6 @@ func (i *Input) stateForVirtualGamepadButton(b virtualGamepadButton) int {
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}
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func (i *Input) Update() {
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const gamepadID = 0
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i.anyGamepadButtonPressed = false
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if ebiten.IsGamepadButtonPressed(gamepadID, b) {
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i.anyGamepadButtonPressed = true
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break
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}
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}
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if i.virtualGamepadButtonStates == nil {
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i.virtualGamepadButtonStates = map[virtualGamepadButton]int{}
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}
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