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internal/gamepad: refactoring
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@ -149,26 +149,8 @@ func (g *Gamepad) updateAndroidGamepadHat(hat int, xValue, yValue int) {
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// Update the gamepad buttons in addition to hats.
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// See https://github.com/libsdl-org/SDL/blob/47f2373dc13b66c48bf4024fcdab53cd0bdd59bb/src/joystick/android/SDL_sysjoystick.c#L290-L301
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switch {
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case xValue < 0:
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n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = true
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n.buttons[gamepaddb.SDLControllerButtonDpadRight] = false
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case xValue > 0:
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n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = false
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n.buttons[gamepaddb.SDLControllerButtonDpadRight] = true
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default:
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n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = false
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n.buttons[gamepaddb.SDLControllerButtonDpadRight] = false
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}
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switch {
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case yValue < 0:
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n.buttons[gamepaddb.SDLControllerButtonDpadUp] = true
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n.buttons[gamepaddb.SDLControllerButtonDpadDown] = false
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case yValue > 0:
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n.buttons[gamepaddb.SDLControllerButtonDpadUp] = false
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n.buttons[gamepaddb.SDLControllerButtonDpadDown] = true
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default:
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n.buttons[gamepaddb.SDLControllerButtonDpadUp] = false
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n.buttons[gamepaddb.SDLControllerButtonDpadDown] = false
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}
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n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = v&hatLeft != 0
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n.buttons[gamepaddb.SDLControllerButtonDpadRight] = v&hatRight != 0
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n.buttons[gamepaddb.SDLControllerButtonDpadUp] = v&hatUp != 0
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n.buttons[gamepaddb.SDLControllerButtonDpadDown] = v&hatDown != 0
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}
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