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33
internal/uidriver/mobile/gamepad_android.go
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33
internal/uidriver/mobile/gamepad_android.go
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@ -0,0 +1,33 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package mobile
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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// UpdateGamepads updates the gamepad states.
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// UpdateGamepads is called when the gamepad states are given from outside like Android.
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func (u *UserInterface) UpdateGamepads(gamepads []Gamepad) {
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u.input.updateGamepads(gamepads)
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if u.fpsMode == driver.FPSModeVsyncOffMinimum {
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u.renderRequester.RequestRenderIfNeeded()
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}
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}
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func (i *Input) updateGamepads(gamepads []Gamepad) {
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i.gamepads = i.gamepads[:0]
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i.gamepads = append(i.gamepads, gamepads...)
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}
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20
internal/uidriver/mobile/gamepad_ios.go
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20
internal/uidriver/mobile/gamepad_ios.go
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@ -0,0 +1,20 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ios
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// +build ios
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package mobile
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// TODO: Implement gamepad detection for iOS (#1105).
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@ -212,11 +212,6 @@ func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []Tou
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i.touches = append(i.touches, touches...)
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i.touches = append(i.touches, touches...)
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}
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}
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func (i *Input) updateGamepads(gamepads []Gamepad) {
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i.gamepads = i.gamepads[:0]
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i.gamepads = append(i.gamepads, gamepads...)
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}
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func (i *Input) resetForFrame() {
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func (i *Input) resetForFrame() {
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i.runes = nil
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i.runes = nil
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}
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}
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@ -475,15 +475,6 @@ func (u *UserInterface) UpdateInput(keys map[driver.Key]struct{}, runes []rune,
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}
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}
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}
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}
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// UpdateGamepads updates the gamepad states.
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// UpdateGamepads is called when the gamepad states are given from outside like Android.
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func (u *UserInterface) UpdateGamepads(gamepads []Gamepad) {
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u.input.updateGamepads(gamepads)
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if u.fpsMode == driver.FPSModeVsyncOffMinimum {
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u.renderRequester.RequestRenderIfNeeded()
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}
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}
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type RenderRequester interface {
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type RenderRequester interface {
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SetExplicitRenderingMode(explicitRendering bool)
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SetExplicitRenderingMode(explicitRendering bool)
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RequestRenderIfNeeded()
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RequestRenderIfNeeded()
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@ -18,8 +18,6 @@
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package ebitenmobileview
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package ebitenmobileview
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import (
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import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/uidriver/mobile"
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"github.com/hajimehoshi/ebiten/v2/internal/uidriver/mobile"
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)
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)
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@ -33,14 +31,10 @@ var (
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keys = map[driver.Key]struct{}{}
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keys = map[driver.Key]struct{}{}
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runes []rune
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runes []rune
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touches = map[driver.TouchID]position{}
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touches = map[driver.TouchID]position{}
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// gamepads is updated only at Android.
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gamepads = map[driver.GamepadID]mobile.Gamepad{}
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)
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)
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var (
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var (
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touchSlice []mobile.Touch
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touchSlice []mobile.Touch
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gamepadSlice []mobile.Gamepad
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)
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)
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func updateInput() {
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func updateInput() {
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@ -54,12 +48,4 @@ func updateInput() {
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}
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}
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mobile.Get().UpdateInput(keys, runes, touchSlice)
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mobile.Get().UpdateInput(keys, runes, touchSlice)
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if runtime.GOOS == "android" {
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gamepadSlice = gamepadSlice[:0]
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for _, g := range gamepads {
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gamepadSlice = append(gamepadSlice, g)
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}
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mobile.Get().UpdateGamepads(gamepadSlice)
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}
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}
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}
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@ -222,7 +222,7 @@ func OnKeyDownOnAndroid(keyCode int, unicodeChar int, source int, deviceID int)
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return
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return
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}
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}
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g.Buttons[button] = true
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g.Buttons[button] = true
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updateInput()
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updateGamepads()
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}
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}
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case source&sourceJoystick == sourceJoystick:
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case source&sourceJoystick == sourceJoystick:
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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@ -248,7 +248,7 @@ func OnKeyUpOnAndroid(keyCode int, source int, deviceID int) {
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return
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return
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}
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}
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g.Buttons[button] = false
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g.Buttons[button] = false
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updateInput()
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updateGamepads()
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}
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}
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case source&sourceJoystick == sourceJoystick:
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case source&sourceJoystick == sourceJoystick:
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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@ -272,7 +272,7 @@ func OnGamepadAxesChanged(deviceID int, axisID int, value float32) {
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return
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return
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}
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}
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g.Axes[aid] = value
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g.Axes[aid] = value
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updateInput()
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updateGamepads()
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}
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}
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func OnGamepadAdded(deviceID int, name string, buttonNum int, axisNum int, descriptor string, vendorID int, productID int, buttonMask int, axisMask int) {
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func OnGamepadAdded(deviceID int, name string, buttonNum int, axisNum int, descriptor string, vendorID int, productID int, buttonMask int, axisMask int) {
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@ -309,6 +309,7 @@ func OnGamepadAdded(deviceID int, name string, buttonNum int, axisNum int, descr
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ButtonNum: buttonNum,
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ButtonNum: buttonNum,
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AxisNum: axisNum,
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AxisNum: axisNum,
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}
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}
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updateGamepads()
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}
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}
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func OnInputDeviceRemoved(deviceID int) {
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func OnInputDeviceRemoved(deviceID int) {
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@ -316,4 +317,18 @@ func OnInputDeviceRemoved(deviceID int) {
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delete(gamepads, id)
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delete(gamepads, id)
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delete(deviceIDToGamepadID, deviceID)
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delete(deviceIDToGamepadID, deviceID)
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}
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}
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updateGamepads()
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}
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var (
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gamepads = map[driver.GamepadID]mobile.Gamepad{}
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gamepadSlice []mobile.Gamepad
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)
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func updateGamepads() {
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gamepadSlice = gamepadSlice[:0]
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for _, g := range gamepads {
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gamepadSlice = append(gamepadSlice, g)
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}
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mobile.Get().UpdateGamepads(gamepadSlice)
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}
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}
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