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1  Java Game APIs & Engines / JInput / Re: On button release on: 2013-08-13 14:27:03
sorry i meant to put lastbuttonpressed should be false

and also can someone help explain why i get different results for these thanks:
This works:
          
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if (Controllers.isCirclePressed() == true) {circlePressed = true;}
if (Controllers.isCirclePressed() == false && circlePressed == true)
    {
         if (jAutonomyBox.isSelected()) {jAutonomyBox.setSelected(false);}
         else {jAutonomyBox.setSelected(true);}
         circlePressed = false;
     }
 

but if i use
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circlePressed = Controllers.isCirclePressed();
 instead of if(Controllers.isCirclePressed() == true)... it never gets called.
                    
2  Java Game APIs & Engines / JInput / Re: On button release on: 2013-08-12 19:01:00
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boolean lastTimeButtonPressed = buttonPressed;
buttonPressed = checkIfButtonIsPressed();

if(lastTimeButtonPressed && !buttonPressed) {
    System.out.println("The button has been released");
    buttonPressed = false;
}
3  Java Game APIs & Engines / JInput / Re: On button release on: 2013-08-12 18:47:47
Ok thanks Cheesy but you would have to set buttonPressed to false in that otherwise it would keep going.
4  Java Game APIs & Engines / JInput / Re: On button release on: 2013-08-12 16:57:46
But if i say if buttonPressed == false, that would be all the time that it isnt pressed not just after it is pressed. Thanks though
5  Java Game APIs & Engines / JInput / Re: On button release on: 2013-08-12 16:13:29
Oh sorry, im using the newest build of JInput.
6  Java Game APIs & Engines / JInput / On button release on: 2013-08-12 15:29:47
I couldnt find a method for on button release. Im using this so the user can hold down a button and it wont register it XX amount of times due to the refresh rate of the event loop. Thanks.
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