progress implementing SML-side handling of controller
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@@ -145,28 +145,6 @@ struct
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updateLoop (0, InputMailbox.getMessagesAndClear (), app)
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end
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fun getGamepadState () =
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let
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val () = Input.getGamepadState 0
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val () = Input.getGamepadState 1
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val () = Input.getGamepadState 2
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val () = Input.getGamepadState 3
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val () = Input.getGamepadState 4
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val () = Input.getGamepadState 5
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val () = Input.getGamepadState 6
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val () = Input.getGamepadState 7
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val () = Input.getGamepadState 8
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val () = Input.getGamepadState 9
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val () = Input.getGamepadState 10
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val () = Input.getGamepadState 11
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val () = Input.getGamepadState 12
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val () = Input.getGamepadState 13
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val () = Input.getGamepadState 14
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val () = Input.getGamepadState 15
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in
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()
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end
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fun helpLoop (app, shellState as {window, ...}: t) =
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case Glfw.windowShouldClose window of
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false =>
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@@ -176,13 +154,7 @@ fun getGamepadState () =
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val _ = Gles3.clearColor (0.89, 0.89, 0.89, 1.0)
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val _ = Gles3.clear ()
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val () = getGamepadState ()
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val xAxis = Input.getLeftJoystickXAxisState ()
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val yAxis = Input.getLeftJoystickYAxisState ()
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val () = print ("x axis = " ^ Real32.toString xAxis ^ "\n")
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val () = print ("y axis = " ^ Real32.toString yAxis ^ "\n")
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val () = print "\n"
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val () = GlfwGamepad.query ()
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val app = update app
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val _ = draw shellState
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