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internal/gamepad: refactoring
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@ -53,9 +53,6 @@ func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, ax
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gp := g.add(name, sdlID)
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gp.androidDeviceID = androidDeviceID
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gp.axisCount_ = axisCount
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gp.buttonCount_ = buttonCount
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gp.hatCount_ = hatCount
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gp.axes = make([]float64, axisCount)
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gp.buttons = make([]bool, buttonCount)
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gp.hats = make([]int, hatCount)
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@ -113,7 +110,7 @@ func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
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g.m.Lock()
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defer g.m.Unlock()
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if axis < 0 || axis >= g.axisCount_ {
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if axis < 0 || axis >= len(g.axes) {
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return
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}
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g.axes[axis] = value
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@ -123,7 +120,7 @@ func (g *Gamepad) updateAndroidGamepadButton(button driver.GamepadButton, presse
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g.m.Lock()
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defer g.m.Unlock()
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if button < 0 || int(button) >= g.buttonCount_ {
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if button < 0 || int(button) >= len(g.buttons) {
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return
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}
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g.buttons[button] = pressed
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@ -133,7 +130,7 @@ func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, valu
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g.m.Lock()
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defer g.m.Unlock()
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if hat < 0 || hat >= g.hatCount_ {
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if hat < 0 || hat >= len(g.hats) {
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return
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}
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v := g.hats[hat]
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@ -31,10 +31,6 @@ func (*nativeGamepads) update(gamepads *gamepads) error {
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type nativeGamepad struct {
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androidDeviceID int
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axisCount_ int
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buttonCount_ int
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hatCount_ int
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axes []float64
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buttons []bool
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hats []int
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@ -50,15 +46,15 @@ func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
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}
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func (g *nativeGamepad) axisCount() int {
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return g.axisCount_
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return len(g.axes)
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}
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func (g *nativeGamepad) buttonCount() int {
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return g.buttonCount_
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return len(g.buttons)
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}
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func (g *nativeGamepad) hatCount() int {
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return g.hatCount_
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return len(g.hats)
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}
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func (g *nativeGamepad) axisValue(axis int) float64 {
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