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Emscripten: Simplified implementation of joystick update function.
The function was implemented using four loops but only needed two.
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@@ -350,6 +350,10 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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buttonState = gamepadState.digitalButton[i]? SDL_PRESSED: SDL_RELEASED;
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SDL_PrivateJoystickButton(item->joystick, i, buttonState);
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}
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/* store values to compare them in the next update */
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item->analogButton[i] = gamepadState.analogButton[i];
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item->digitalButton[i] = gamepadState.digitalButton[i];
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}
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for(i = 0; i < item->naxes; i++) {
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@@ -358,17 +362,12 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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SDL_PrivateJoystickAxis(item->joystick, i,
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(Sint16) (32767.*gamepadState.axis[i]));
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}
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}
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item->timestamp = gamepadState.timestamp;
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for( i = 0; i < item->naxes; i++) {
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/* store to compare in next update */
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item->axis[i] = gamepadState.axis[i];
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}
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for( i = 0; i < item->nbuttons; i++) {
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item->analogButton[i] = gamepadState.analogButton[i];
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item->digitalButton[i] = gamepadState.digitalButton[i];
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}
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item->timestamp = gamepadState.timestamp;
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}
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}
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}
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