func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
	theInputState.m.RLock()
	r := theInputState.mouseButtonDurations[button] == 0 &&
		theInputState.prevMouseButtonDurations[button] > 0
	theInputState.m.RUnlock()
	return r
}
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
	theInputState.m.RLock()
	r := theInputState.mouseButtonDurations[button] == 0 &&
		theInputState.prevMouseButtonDurations[button] > 0
	theInputState.m.RUnlock()
	return r
}
func IsMouseButtonJustReleased ( button ebiten . MouseButton ) bool { theInputState . m . RLock ( ) r := theInputState . mouseButtonDurations [ button ] == 0 && theInputState . prevMouseButtonDurations [ button ] > 0 theInputState . m . RUnlock ( ) return r }
// IsMouseButtonJustReleased returns a boolean value indicating
// whether the given mouse button is released just in the current frame.
//
// IsMouseButtonJustReleased is concurrent safe.
IsMouseButtonJustReleased returns a boolean value indicating whether the given mouse button is released just in the current frame . IsMouseButtonJustReleased is concurrent safe .