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inpututil: Admit some functions to return nil
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parent
e33ca9a4c1
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@ -227,9 +227,11 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
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//
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// JustConnectedGamepadIDs might return nil when there is no connected gamepad.
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//
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// JustConnectedGamepadIDs is concurrent safe.
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func JustConnectedGamepadIDs() []int {
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ids := []int{}
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var ids []int
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theInputState.m.RLock()
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for id := range theInputState.gamepadIDs {
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if _, ok := theInputState.prevGamepadIDs[id]; !ok {
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@ -243,9 +245,11 @@ func JustConnectedGamepadIDs() []int {
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// JustDisconnectedGamepadIDs returns gamepad IDs that are disconnected 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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ids := []int{}
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var ids []int
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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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@ -298,9 +302,11 @@ func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
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// JustPressedTouches returns touch IDs that are created just in the current frame.
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//
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// JustPressedTouches might return nil when there is not touch.
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//
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// JustPressedTouches is concurrent safe.
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func JustPressedTouches() []int {
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ids := []int{}
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var ids []int
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theInputState.m.RLock()
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for id, s := range theInputState.touchDurations {
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if s == 1 {
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