func JustConnectedGamepadIDs() []int {
	var ids []int
	theInputState.m.RLock()
	for id := range theInputState.gamepadIDs {
		if _, ok := theInputState.prevGamepadIDs[id]; !ok {
			ids = append(ids, id)
		}
	}
	theInputState.m.RUnlock()
	sort.Ints(ids)
	return ids
}
func JustConnectedGamepadIDs() []int {
	var ids []int
	theInputState.m.RLock()
	for id := range theInputState.gamepadIDs {
		if _, ok := theInputState.prevGamepadIDs[id]; !ok {
			ids = append(ids, id)
		}
	}
	theInputState.m.RUnlock()
	sort.Ints(ids)
	return ids
}
// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
//
// JustConnectedGamepadIDs might return nil when there is no connected gamepad.
//
// JustConnectedGamepadIDs is concurrent safe.