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internal/gamepad: simplify the implementation by making the APIs concurrent-unsafe
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parent
5edfd1b743
commit
71e17efd80
@ -39,7 +39,6 @@ const (
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type gamepads struct {
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gamepads []*Gamepad
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m sync.Mutex
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nativeGamepads
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}
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@ -51,14 +50,17 @@ func init() {
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theGamepads.nativeGamepads.gamepads = &theGamepads
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}
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// AppendGamepadIDs must be called on the main thread.
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func AppendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
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return theGamepads.appendGamepadIDs(ids)
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}
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// Update must be called on the main thread.
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func Update() {
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theGamepads.update()
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}
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// Get must be called on the main thread.
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func Get(id driver.GamepadID) *Gamepad {
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return theGamepads.get(id)
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}
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@ -73,9 +75,6 @@ func (g *gamepads) appendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
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}
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func (g *gamepads) update() {
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g.m.Lock()
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defer g.m.Unlock()
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g.nativeGamepads.update()
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for _, gp := range g.gamepads {
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if gp != nil {
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@ -85,12 +84,6 @@ func (g *gamepads) update() {
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}
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func (g *gamepads) get(id driver.GamepadID) *Gamepad {
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g.m.Lock()
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defer g.m.Unlock()
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return g.getImpl(id)
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}
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func (g *gamepads) getImpl(id driver.GamepadID) *Gamepad {
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if id < 0 || int(id) >= len(g.gamepads) {
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return nil
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}
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@ -98,12 +91,6 @@ func (g *gamepads) getImpl(id driver.GamepadID) *Gamepad {
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}
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func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
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g.m.Lock()
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defer g.m.Unlock()
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return g.findImpl(cond)
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}
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func (g *gamepads) findImpl(cond func(*Gamepad) bool) *Gamepad {
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for _, gp := range g.gamepads {
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if gp == nil {
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continue
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@ -116,12 +103,6 @@ func (g *gamepads) findImpl(cond func(*Gamepad) bool) *Gamepad {
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}
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func (g *gamepads) add(name, sdlID string) *Gamepad {
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g.m.Lock()
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defer g.m.Unlock()
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return g.addImpl(name, sdlID)
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}
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func (g *gamepads) addImpl(name, sdlID string) *Gamepad {
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for i, gp := range g.gamepads {
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if gp == nil {
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gp := &Gamepad{
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@ -142,12 +123,6 @@ func (g *gamepads) addImpl(name, sdlID string) *Gamepad {
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}
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func (g *gamepads) remove(cond func(*Gamepad) bool) {
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g.m.Lock()
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defer g.m.Unlock()
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g.removeImpl(cond)
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}
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func (g *gamepads) removeImpl(cond func(*Gamepad) bool) {
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for i, gp := range g.gamepads {
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if gp == nil {
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continue
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@ -67,7 +67,7 @@ func (g *nativeGamepads) update() {
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g.indices[index] = struct{}{}
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// The gamepad is not registered yet, register this.
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gamepad := g.gamepads.findImpl(func(gamepad *Gamepad) bool {
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gamepad := g.gamepads.find(func(gamepad *Gamepad) bool {
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return index == gamepad.index
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})
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if gamepad == nil {
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@ -78,7 +78,7 @@ func (g *nativeGamepads) update() {
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var sdlID [16]byte
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copy(sdlID[:], []byte(name))
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gamepad = g.gamepads.addImpl(name, hex.EncodeToString(sdlID[:]))
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gamepad = g.gamepads.add(name, hex.EncodeToString(sdlID[:]))
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gamepad.index = index
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gamepad.mapping = gp.Get("mapping").String()
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}
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@ -86,7 +86,7 @@ func (g *nativeGamepads) update() {
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}
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// Remove an unused gamepads.
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g.gamepads.removeImpl(func(gamepad *Gamepad) bool {
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g.gamepads.remove(func(gamepad *Gamepad) bool {
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_, ok := g.indices[gamepad.index]
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return !ok
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})
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@ -26,16 +26,29 @@ import (
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type nativeGamepads struct{}
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// updateGamepads must be called on the main thread.
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func (i *Input) updateGamepads() {
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gamepadpkg.Update()
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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return gamepadpkg.AppendGamepadIDs(gamepadIDs)
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var gs []driver.GamepadID
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i.ui.t.Call(func() {
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gs = gamepadpkg.AppendGamepadIDs(gamepadIDs)
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})
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return gs
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}
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func (i *Input) gamepad(id driver.GamepadID) *gamepadpkg.Gamepad {
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var g *gamepadpkg.Gamepad
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i.ui.t.Call(func() {
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g = gamepadpkg.Get(id)
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})
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return g
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return ""
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}
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@ -43,7 +56,7 @@ func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return ""
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}
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@ -51,7 +64,7 @@ func (i *Input) GamepadName(id driver.GamepadID) string {
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return 0
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}
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@ -59,7 +72,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return 0
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}
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@ -67,7 +80,7 @@ func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return 0
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}
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@ -77,7 +90,7 @@ func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return false
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}
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@ -97,7 +110,7 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return false
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}
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@ -105,7 +118,7 @@ func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return 0
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}
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@ -113,7 +126,7 @@ func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.Standa
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return 0
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}
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@ -121,7 +134,7 @@ func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.St
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return false
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}
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@ -129,7 +142,7 @@ func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button drive
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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g := gamepadpkg.Get(id)
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g := i.gamepad(id)
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if g == nil {
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return
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}
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