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Web: Avoid unnecessary gamepad polling when no gamepads are connected
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@@ -829,6 +829,9 @@ void DisplayServerWeb::gamepad_callback(int p_index, int p_connected, const char
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void DisplayServerWeb::_gamepad_callback(int p_index, int p_connected, const String &p_id, const String &p_guid) {
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Input *input = Input::get_singleton();
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DisplayServerWeb *ds = get_singleton();
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ds->active_gamepad_sample_count = -1; // Invalidate cache
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if (p_connected) {
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input->joy_connection_changed(p_index, true, p_id, p_guid);
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} else {
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@@ -1406,7 +1409,10 @@ DisplayServer::VSyncMode DisplayServerWeb::window_get_vsync_mode(WindowID p_vsyn
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void DisplayServerWeb::process_events() {
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process_keys();
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Input::get_singleton()->flush_buffered_events();
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if (godot_js_input_gamepad_sample() == OK) {
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if (active_gamepad_sample_count == -1) {
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active_gamepad_sample_count = godot_js_input_gamepad_sample();
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}
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if (active_gamepad_sample_count > 0) {
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process_joypads();
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}
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}
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@@ -104,6 +104,8 @@ private:
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bool swap_cancel_ok = false;
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NativeMenu *native_menu = nullptr;
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int active_gamepad_sample_count = -1;
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MouseMode mouse_mode_base = MOUSE_MODE_VISIBLE;
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MouseMode mouse_mode_override = MOUSE_MODE_VISIBLE;
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bool mouse_mode_override_enabled = false;
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@@ -205,6 +205,7 @@ const GodotInputGamepads = {
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sample: function () {
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const pads = GodotInputGamepads.get_pads();
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const samples = [];
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let active = 0;
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for (let i = 0; i < pads.length; i++) {
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const pad = pads[i];
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if (!pad) {
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@@ -224,8 +225,10 @@ const GodotInputGamepads = {
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s.axes.push(pad.axes[a]);
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}
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samples.push(s);
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active++;
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}
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GodotInputGamepads.samples = samples;
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return active;
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},
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init: function (onchange) {
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@@ -651,8 +654,7 @@ const GodotInput = {
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godot_js_input_gamepad_sample__proxy: 'sync',
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godot_js_input_gamepad_sample__sig: 'i',
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godot_js_input_gamepad_sample: function () {
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GodotInputGamepads.sample();
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return 0;
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return GodotInputGamepads.sample();
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},
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godot_js_input_gamepad_sample_get__proxy: 'sync',
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