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@ -3050,6 +3050,86 @@ static bool GetMouseButtonStatus(int button) |
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#endif |
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} |
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static GamepadButton GetGamepadButton(int button) |
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{ |
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GamepadButton b = GAMEPAD_BUTTON_UNKNOWN; |
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#if defined(PLATFORM_DESKTOP) |
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switch (button) |
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{ |
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case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; |
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case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break; |
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case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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} |
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#endif |
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#if defined(PLATFORM_WEB) |
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//TODO: TEST |
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//https://www.w3.org/TR/gamepad/#gamepad-interface |
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switch (button) |
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{ |
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case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; |
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case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; |
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case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; |
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case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; |
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case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; |
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case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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} |
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#endif |
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return b; |
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} |
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static GamepadAxis GetGamepadAxis(int axis) |
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{ |
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GamepadAxis a = GAMEPAD_AXIS_UNKNOWN; |
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#if defined(PLATFORM_DESKTOP) |
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switch(axis) |
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{ |
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case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break; |
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case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break; |
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case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break; |
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case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break; |
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case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break; |
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case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break; |
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} |
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#endif |
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#if defined(PLATFORM_WEB) |
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//TODO: TEST |
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switch(axis) |
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{ |
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case 0: a = GAMEPAD_AXIS_LEFT_X; |
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case 1: a = GAMEPAD_AXIS_LEFT_Y; |
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case 2: a = GAMEPAD_AXIS_RIGHT_X; |
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case 3: a = GAMEPAD_AXIS_RIGHT_X; |
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} |
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#endif |
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return a; |
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} |
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// Poll (store) all input events |
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static void PollInputEvents(void) |
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{ |
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@ -3114,7 +3194,7 @@ static void PollInputEvents(void) |
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#if defined(PLATFORM_DESKTOP) |
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// Check if gamepads are ready |
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// NOTE: We do it here in case of disconection |
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// NOTE: We do it here in case of disconnection |
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for (int i = 0; i < MAX_GAMEPADS; i++) |
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{ |
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if (glfwJoystickPresent(i)) gamepadReady[i] = true; |
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@ -3131,33 +3211,37 @@ static void PollInputEvents(void) |
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// Get current gamepad state |
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// NOTE: There is no callback available, so we get it manually |
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k">const unsigned char *buttons; |
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int buttonsCount; |
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buttons = glfwGetJoystickButtons(i, &buttonsCount); |
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o">//Get remapped buttons |
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GLFWgamepadstate state; |
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glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same |
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const unsigned char *buttons = state.buttons; |
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for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) |
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) |
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{ |
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const GamepadButton button = GetGamepadButton(k); |
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if (buttons[k] == GLFW_PRESS) |
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{ |
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currentGamepadState[i][k] = 1; |
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lastGamepadButtonPressed = k; |
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currentGamepadState[i][button] = 1; |
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lastGamepadButtonPressed = button; |
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} |
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else currentGamepadState[i][k] = 0; |
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else currentGamepadState[i][button] = 0; |
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} |
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// Get current axis state |
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const float *axes; |
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int axisCount = 0; |
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axes = glfwGetJoystickAxes(i, &axisCount); |
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const float *axes = state.axes; |
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for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) |
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) |
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{ |
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gamepadAxisState[i][k] = axes[k]; |
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const GamepadAxis axis = GetGamepadAxis(k); |
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gamepadAxisState[i][axis] = axes[k]; |
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} |
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gamepadAxisCount = axisCount; |
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//Register buttons for 2nd triggers |
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currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); |
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currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); |
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gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST; |
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} |
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} |
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@ -3191,12 +3275,13 @@ static void PollInputEvents(void) |
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// Register buttons data for every connected gamepad |
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for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) |
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{ |
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const GamepadButton button = GetGamepadButton(j); |
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if (gamepadState.digitalButton[j] == 1) |
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{ |
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currentGamepadState[i][j] = 1; |
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lastGamepadButtonPressed = j; |
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currentGamepadState[i][button] = 1; |
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lastGamepadButtonPressed = button; |
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} |
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else currentGamepadState[i][j] = 0; |
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else currentGamepadState[i][button] = 0; |
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//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); |
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} |
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@ -3204,7 +3289,8 @@ static void PollInputEvents(void) |
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// Register axis data for every connected gamepad |
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) |
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{ |
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gamepadAxisState[i][j] = gamepadState.axis[j]; |
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const GamepadAxis axis = GetGamepadAxis(k); |
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gamepadAxisState[i][axis] = gamepadState.axis[j]; |
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} |
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gamepadAxisCount = gamepadState.numAxes; |
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