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internal/gamepad: refactoring
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2eb4ef1a94
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@ -142,7 +142,6 @@ var (
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procGetModuleHandleW = kernel32.NewProc("GetModuleHandleW")
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procCallWindowProcW = user32.NewProc("CallWindowProcW")
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procGetActiveWindow = user32.NewProc("GetActiveWindow")
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procGetRawInputDeviceInfoW = user32.NewProc("GetRawInputDeviceInfoW")
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procGetRawInputDeviceList = user32.NewProc("GetRawInputDeviceList")
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@ -166,11 +165,6 @@ func _CallWindowProcW(lpPrevWndFunc uintptr, hWnd uintptr, msg uint32, wParam, l
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return r
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}
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func _GetActiveWindow() windows.HWND {
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h, _, _ := procGetActiveWindow.Call()
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return windows.HWND(h)
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}
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func _GetRawInputDeviceInfoW(hDevice windows.Handle, uiCommand uint32, pData unsafe.Pointer, pcb *uint32) (uint32, error) {
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r, _, e := procGetRawInputDeviceInfoW.Call(uintptr(hDevice), uintptr(uiCommand), uintptr(pData), uintptr(unsafe.Pointer(pcb)))
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if uint32(r) == ^uint32(0) {
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