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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) | |||||||
|                         buttonState = gamepadState.digitalButton[i]? SDL_PRESSED: SDL_RELEASED; |                         buttonState = gamepadState.digitalButton[i]? SDL_PRESSED: SDL_RELEASED; | ||||||
|                         SDL_PrivateJoystickButton(item->joystick, i, buttonState); |                         SDL_PrivateJoystickButton(item->joystick, i, buttonState); | ||||||
|                     } |                     } | ||||||
|  | 
 | ||||||
|  |                     /* store values to compare them in the next update */ | ||||||
|  |                     item->analogButton[i] = gamepadState.analogButton[i]; | ||||||
|  |                     item->digitalButton[i] = gamepadState.digitalButton[i]; | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 for(i = 0; i < item->naxes; i++) { |                 for(i = 0; i < item->naxes; i++) { | ||||||
| @ -358,17 +362,12 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick) | |||||||
|                         SDL_PrivateJoystickAxis(item->joystick, i, |                         SDL_PrivateJoystickAxis(item->joystick, i, | ||||||
|                                                   (Sint16) (32767.*gamepadState.axis[i])); |                                                   (Sint16) (32767.*gamepadState.axis[i])); | ||||||
|                     } |                     } | ||||||
|                 } |  | ||||||
| 
 | 
 | ||||||
|                 item->timestamp = gamepadState.timestamp; |                     /* store to compare in next update */ | ||||||
|                 for( i = 0; i < item->naxes; i++) { |  | ||||||
|                     item->axis[i] = gamepadState.axis[i]; |                     item->axis[i] = gamepadState.axis[i]; | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 for( i = 0; i < item->nbuttons; i++) { |                 item->timestamp = gamepadState.timestamp; | ||||||
|                     item->analogButton[i] = gamepadState.analogButton[i]; |  | ||||||
|                     item->digitalButton[i] = gamepadState.digitalButton[i]; |  | ||||||
|                 } |  | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|  | |||||||
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