code: func IsGamepadJustDisconnected(id int) bool {
  	theInputState.m.RLock()
  	_, prev := theInputState.prevGamepadIDs[id]
  	_, current := theInputState.gamepadIDs[id]
  	theInputState.m.RUnlock()
  	return prev && !current
  }
docs: // IsGamepadJustDisconnected returns a boolean value indicating
  // whether the gamepad of the given id is released just in the current frame.
  //
  // IsGamepadJustDisconnected is concurrent safe.