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internal/gamepad: add comments
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71e17efd80
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@ -90,6 +90,8 @@ func (g *gamepads) get(id driver.GamepadID) *Gamepad {
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return g.gamepads[id]
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return g.gamepads[id]
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}
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}
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// find can be invoked from callbacks on the OS's main thread.
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// As a callback can be called synchronously from update, using a mutex is not a good idea.
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func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
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func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
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for _, gp := range g.gamepads {
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for _, gp := range g.gamepads {
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if gp == nil {
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if gp == nil {
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@ -102,6 +104,8 @@ func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
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return nil
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return nil
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}
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}
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// add can be invoked from callbacks on the OS's main thread.
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// As a callback can be called synchronously from update, using a mutex is not a good idea.
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func (g *gamepads) add(name, sdlID string) *Gamepad {
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func (g *gamepads) add(name, sdlID string) *Gamepad {
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for i, gp := range g.gamepads {
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for i, gp := range g.gamepads {
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if gp == nil {
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if gp == nil {
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@ -122,6 +126,8 @@ func (g *gamepads) add(name, sdlID string) *Gamepad {
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return gp
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return gp
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}
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}
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// remove can be invoked from callbacks on the OS's main thread.
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// As a callback can be called synchronously from update, using a mutex is not a good idea.
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func (g *gamepads) remove(cond func(*Gamepad) bool) {
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func (g *gamepads) remove(cond func(*Gamepad) bool) {
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for i, gp := range g.gamepads {
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for i, gp := range g.gamepads {
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if gp == nil {
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if gp == nil {
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