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Remove redundant explicit types in Godot Java code
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710effdaad
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@ -532,7 +532,7 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
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String main_pack_md5 = null;
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String main_pack_key = null;
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List<String> new_args = new LinkedList<String>();
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List<String> new_args = new LinkedList<>();
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for (int i = 0; i < command_line.length; i++) {
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boolean has_extra = i < command_line.length - 1;
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@ -321,8 +321,8 @@ public class GodotIO {
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am = p_activity.getAssets();
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activity = p_activity;
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//streams = new HashMap<Integer, AssetData>();
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streams = new SparseArray<AssetData>();
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dirs = new SparseArray<AssetDir>();
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streams = new SparseArray<>();
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dirs = new SparseArray<>();
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}
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/////////////////////////
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@ -60,7 +60,7 @@ public class GodotInputHandler implements InputDeviceListener {
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private final String tag = this.getClass().getSimpleName();
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private final SparseIntArray mJoystickIds = new SparseIntArray(4);
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private final SparseArray<Joystick> mJoysticksDevices = new SparseArray<Joystick>(4);
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private final SparseArray<Joystick> mJoysticksDevices = new SparseArray<>(4);
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public GodotInputHandler(GodotRenderView godotView) {
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mRenderView = godotView;
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@ -329,7 +329,7 @@ public class GodotInputHandler implements InputDeviceListener {
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//Helps with creating new joypad mappings.
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Log.i(tag, "=== New Input Device: " + joystick.name);
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Set<Integer> already = new HashSet<Integer>();
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Set<Integer> already = new HashSet<>();
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for (InputDevice.MotionRange range : device.getMotionRanges()) {
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boolean isJoystick = range.isFromSource(InputDevice.SOURCE_JOYSTICK);
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boolean isGamepad = range.isFromSource(InputDevice.SOURCE_GAMEPAD);
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@ -34,7 +34,7 @@ public class InputManagerV16 implements InputManagerCompat {
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public InputManagerV16(Context context) {
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mInputManager = (InputManager)context.getSystemService(Context.INPUT_SERVICE);
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mListeners = new HashMap<InputManagerCompat.InputDeviceListener, V16InputDeviceListener>();
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mListeners = new HashMap<>();
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}
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@Override
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@ -41,12 +41,12 @@ import java.util.List;
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class Joystick {
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int device_id;
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String name;
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List<Integer> axes = new ArrayList<Integer>();
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List<Integer> axes = new ArrayList<>();
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protected boolean hasAxisHat = false;
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/*
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* Keep track of values so we can prevent flooding the engine with useless events.
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*/
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protected final SparseArray<Float> axesValues = new SparseArray<Float>(4);
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protected final SparseArray<Float> axesValues = new SparseArray<>(4);
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protected int hatX;
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protected int hatY;
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}
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