inpututil: bug fix: AppendJustReleasedGamepadButtons and AppendJustReleasedStandardGamepadButtons returned just-pressed buttons

Closes #3147
This commit is contained in:
Hajime Hoshi 2024-10-26 17:29:58 +09:00
parent aeff4c2843
commit c5e47c7166

View File

@ -461,14 +461,12 @@ func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Game
} }
for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ { for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
if theInputState.gamepadButtonDurations[id][b] == 0 { if theInputState.gamepadButtonDurations[id][b] != 0 {
continue continue
} }
if theInputState.prevGamepadButtonDurations[id][b] == 0 {
if theInputState.prevGamepadButtonDurations[id][b] > 0 {
continue continue
} }
buttons = append(buttons, b) buttons = append(buttons, b)
} }
@ -586,14 +584,12 @@ func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebi
} }
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ { for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
if theInputState.standardGamepadButtonDurations[id][b] == 0 { if theInputState.standardGamepadButtonDurations[id][b] != 0 {
continue continue
} }
if theInputState.prevStandardGamepadButtonDurations[id][b] == 0 {
if theInputState.prevStandardGamepadButtonDurations[id][b] > 0 {
continue continue
} }
buttons = append(buttons, b) buttons = append(buttons, b)
} }