code: func (c *gamepadConfig) IsButtonPressed(b virtualGamepadButton) bool {
  	if !c.gamepadIDInitialized {
  		panic("not reached")
  	}
  
  	c.initializeIfNeeded()
  
  	bb, ok := c.buttons[b]
  	if ok {
  		return ebiten.IsGamepadButtonPressed(c.gamepadID, bb)
  	}
  
  	a, ok := c.axes[b]
  	if ok {
  		v := ebiten.GamepadAxis(c.gamepadID, a.id)
  		if a.positive {
  			return axisThreshold <= v && v <= 1.0
  		} else {
  			return -1.0 <= v && v <= -axisThreshold
  		}
  	}
  	return false
  }
docs: // IsButtonPressed returns a boolean value indicating whether
  // the given virtual button b is pressed.