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internal/uidriver/js: Bug fix: nil map
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2dadfdb88e
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@ -329,6 +329,9 @@ func (i *Input) updateGamepads() {
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g.buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
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}
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if i.gamepads == nil {
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i.gamepads = map[driver.GamepadID]gamepad{}
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}
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i.gamepads[id] = g
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}
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}
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@ -405,6 +408,9 @@ func (in *Input) updateTouchesFromEvent(e js.Value) {
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for i := 0; i < j.Length(); i++ {
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jj := j.Call("item", i)
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id := driver.TouchID(jj.Get("identifier").Int())
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if in.touches == nil {
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in.touches = map[driver.TouchID]pos{}
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}
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in.touches[id] = pos{
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X: jj.Get("clientX").Int(),
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Y: jj.Get("clientY").Int(),
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@ -425,6 +431,9 @@ func (i *Input) updateForGo2Cpp() {
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id := go2cpp.Call("getTouchId", idx)
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x := go2cpp.Call("getTouchX", idx)
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y := go2cpp.Call("getTouchY", idx)
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if i.touches == nil {
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i.touches = map[driver.TouchID]pos{}
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}
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i.touches[driver.TouchID(id.Int())] = pos{
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X: x.Int(),
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Y: y.Int(),
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@ -461,6 +470,9 @@ func (i *Input) updateForGo2Cpp() {
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g.axes[j] = go2cpp.Call("getGamepadAxis", idx, j).Float()
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}
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if i.gamepads == nil {
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i.gamepads = map[driver.GamepadID]gamepad{}
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}
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i.gamepads[id] = g
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}
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}
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