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inpututil: bug fix: AppendJustReleasedGamepadButtons
and AppendJustReleasedStandardGamepadButtons
returned just-pressed buttons
Closes #3147
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parent
812feec1d5
commit
9127c30223
@ -436,14 +436,12 @@ func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Game
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}
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}
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if theInputState.gamepadButtonDurations[id][b] == 0 {
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if theInputState.gamepadButtonDurations[id][b] != 0 {
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continue
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continue
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}
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}
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if theInputState.prevGamepadButtonDurations[id][b] == 0 {
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if theInputState.prevGamepadButtonDurations[id][b] > 0 {
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continue
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continue
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}
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}
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buttons = append(buttons, b)
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buttons = append(buttons, b)
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}
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}
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@ -563,14 +561,12 @@ func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebi
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}
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}
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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if theInputState.standardGamepadButtonDurations[id][b] == 0 {
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if theInputState.standardGamepadButtonDurations[id][b] != 0 {
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continue
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continue
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}
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}
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if theInputState.prevStandardGamepadButtonDurations[id][b] == 0 {
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if theInputState.prevStandardGamepadButtonDurations[id][b] > 0 {
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continue
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continue
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}
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}
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buttons = append(buttons, b)
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buttons = append(buttons, b)
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}
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}
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