code: 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
  }
docs: // 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.