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inpututil: Replace JustDisconnectedGamepadIDs with IsGamepadJustDisconnected (#505)
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@ -32,12 +32,21 @@ const (
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screenHeight = 480
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)
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var (
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gamepadIDs = map[int]struct{}{}
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)
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func update(screen *ebiten.Image) error {
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// Log the gamepad connection events.
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for _, id := range inpututil.JustConnectedGamepadIDs() {
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log.Printf("gamepad connected: id: %d", id)
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gamepadIDs[id] = struct{}{}
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}
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for _, id := range inpututil.JustDisconnectedGamepadIDs() {
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for id := range gamepadIDs {
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if inpututil.IsGamepadJustDisconnected(id) {
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log.Printf("gamepad disconnected: id: %d", id)
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delete(gamepadIDs, id)
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}
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}
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ids := ebiten.GamepadIDs()
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@ -56,7 +65,7 @@ func update(screen *ebiten.Image) error {
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pressedButtons[id] = append(pressedButtons[id], strconv.Itoa(int(b)))
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}
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// Log some events.
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// Log button events.
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if inpututil.IsGamepadButtonJustPressed(id, b) {
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log.Printf("button pressed: id: %d, button: %d", id, b)
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}
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@ -243,22 +243,16 @@ func JustConnectedGamepadIDs() []int {
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return ids
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}
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// JustDisconnectedGamepadIDs returns gamepad IDs that are disconnected just in the current frame.
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// IsGamepadJustDisconnected returns a boolean value indicating
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// whether the gamepad of the given id is released just in the current frame.
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//
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// JustDisconnectedGamepadIDs might return nil when there is no disconnected gamepad.
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//
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// JustDisconnectedGamepadIDs is concurrent safe.
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func JustDisconnectedGamepadIDs() []int {
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var ids []int
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id int) bool {
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theInputState.m.RLock()
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for id := range theInputState.prevGamepadIDs {
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if _, ok := theInputState.gamepadIDs[id]; !ok {
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ids = append(ids, id)
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}
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}
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_, prev := theInputState.prevGamepadIDs[id]
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_, current := theInputState.gamepadIDs[id]
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theInputState.m.RUnlock()
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sort.Ints(ids)
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return ids
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return prev && !current
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}
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// IsGamepadButtonJustPressed returns a boolean value indicating
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