code: func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
  	theInputState.m.RLock()
  	prev := 0
  	if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
  		prev = theInputState.prevGamepadButtonDurations[id][button]
  	}
  	current := 0
  	if _, ok := theInputState.gamepadButtonDurations[id]; ok {
  		current = theInputState.gamepadButtonDurations[id][button]
  	}
  	theInputState.m.RUnlock()
  	return current == 0 && prev > 0
  }
docs: // IsGamepadButtonJustReleased returns a boolean value indicating
  // whether the given gamepad button of the gamepad id is released just in the current frame.
  //
  // IsGamepadButtonJustReleased is concurrent safe.