SDL: Improved handling of binding buttons and axes

From 71f3bf90edce26083056215124e65881f6c6ad26 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Tue, 3 Jan 2023 12:47:40 -0800
Subject: [PATCH] Improved handling of binding buttons and axes

---
 test/gamepadmap.c | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/test/gamepadmap.c b/test/gamepadmap.c
index 7bd855316ff1..c72f08cd8fe7 100644
--- a/test/gamepadmap.c
+++ b/test/gamepadmap.c
@@ -501,7 +501,7 @@ WatchJoystick(SDL_Joystick *joystick)
                     }
                 }
                 break;
-            case SDL_JOYBUTTONDOWN:
+            case SDL_JOYBUTTONUP:
                 if (event.jbutton.which == nJoystickID) {
                     SDL_GameControllerExtendedBind binding;
 
@@ -544,10 +544,10 @@ WatchJoystick(SDL_Joystick *joystick)
 
         SDL_Delay(15);
 
-        /* Wait 100 ms for joystick events to stop coming in,
+        /* Wait 30 ms for joystick events to stop coming in,
            in case a gamepad sends multiple events for a single control (e.g. axis and button for trigger)
         */
-        if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
+        if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 30) {
             SetCurrentBinding(s_iCurrentBinding + 1);
         }
     }