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remove trailing whitespace
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@ -5349,15 +5349,15 @@ GLFWAPI const char* glfwGetGamepadName(int jid);
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GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
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/*! @brief Sets the intensity of a joystick's rumble effect.
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*
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*
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* This function sends vibration data to joysticks that implement haptic feedback
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* effects using two vibration motors: a low-frequency motor, and a
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* high-frequency motor.
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*
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* Vibration intensity is a value between 0.0 and 1.0 inclusive, where 0.0 is no
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*
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* Vibration intensity is a value between 0.0 and 1.0 inclusive, where 0.0 is no
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* vibration, and 1.0 is maximum vibration. It is set separately for the
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* joystick's low frequency and high frequency rumble motors.
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*
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*
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* If the specified joystick is not present or does not support the rumble effect,
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* this function will return `GLFW_FALSE` but will not generate an error.
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*
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@ -5366,7 +5366,7 @@ GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
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* @param[in] fastMotorIntensity The high frequency vibration intensity.
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* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is connected,
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* or the joystick does not support the rumble effect.
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*
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
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* GLFW_INVALID_ENUM.
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*
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@ -759,7 +759,7 @@ int _glfwPlatformSetJoystickRumble(_GLFWjoystick* js, float slowMotorIntensity,
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if (js->win32.device)
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return GLFW_FALSE;
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ZeroMemory(&effect, sizeof(XINPUT_VIBRATION));
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effect.wLeftMotorSpeed = (WORD)(65535.0f * slowMotorIntensity);
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@ -334,7 +334,7 @@ int main(void)
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nk_layout_row_dynamic(nk, 30, 2);
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nk_label(nk, "Slow rumble motor intensity", NK_TEXT_LEFT);
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nk_label(nk, "Fast rumble motor intensity", NK_TEXT_LEFT);
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nk_layout_row_dynamic(nk, 30, 2);
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slowRumble[i] = nk_slide_float(nk, 0.0f, slowRumble[i], 1.0f, 0.05f);
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fastRumble[i] = nk_slide_float(nk, 0.0f, fastRumble[i], 1.0f, 0.05f);
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