2013-06-18 06:09:20 -06:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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2013-10-26 04:36:20 -06:00
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#include <unordered_map>
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2013-06-18 06:09:20 -06:00
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#include "GLInterface.h"
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#include "Android/TextureLoader.h"
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#include "Android/ButtonManager.h"
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extern void DrawButton(GLuint tex, float *coords);
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namespace ButtonManager
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{
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std::unordered_map<int, Button*> m_buttons;
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std::unordered_map<int, Axis*> m_axises;
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std::unordered_map<std::string, InputDevice*> m_controllers;
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const char *configStrings[] = { "InputA",
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"InputB",
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"InputStart",
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"InputX",
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"InputY",
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"InputZ",
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"DPadUp",
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"DPadDown",
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"DPadLeft",
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"DPadRight",
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"MainUp",
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"MainDown",
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"MainLeft",
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"MainRight",
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"CStickUp",
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"CStickDown",
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"CStickLeft",
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"CStickRight",
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"InputL",
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"InputR" };
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const int configStringNum = 20;
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void AddBind(std::string dev, sBind *bind)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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{
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it->second->AddBind(bind);
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return;
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}
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->AddBind(bind);
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}
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void Init()
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{
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// Initialize our touchscreen buttons
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m_buttons[BUTTON_A] = new Button();
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m_buttons[BUTTON_B] = new Button();
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m_buttons[BUTTON_START] = new Button();
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m_buttons[BUTTON_X] = new Button();
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m_buttons[BUTTON_Y] = new Button();
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m_buttons[BUTTON_Z] = new Button();
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m_buttons[BUTTON_UP] = new Button();
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m_buttons[BUTTON_DOWN] = new Button();
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m_buttons[BUTTON_LEFT] = new Button();
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m_buttons[BUTTON_RIGHT] = new Button();
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m_axises[STICK_MAIN_UP] = new Axis();
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m_axises[STICK_MAIN_DOWN] = new Axis();
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m_axises[STICK_MAIN_LEFT] = new Axis();
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m_axises[STICK_MAIN_RIGHT] = new Axis();
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m_axises[STICK_C_UP] = new Axis();
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m_axises[STICK_C_DOWN] = new Axis();
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m_axises[STICK_C_LEFT] = new Axis();
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m_axises[STICK_C_RIGHT] = new Axis();
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m_axises[TRIGGER_L] = new Axis();
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m_axises[TRIGGER_R] = new Axis();
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// Init our controller bindings
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IniFile ini;
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ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini"));
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for (int a = 0; a < configStringNum; ++a)
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{
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BindType type;
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int bindnum;
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char dev[128];
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bool hasbind = false;
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char modifier = 0;
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std::string value;
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ini.Get("Android", configStrings[a], &value, "None");
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if (value == "None")
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continue;
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if (std::string::npos != value.find("Axis"))
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{
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hasbind = true;
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type = BIND_AXIS;
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sscanf(value.c_str(), "Device '%[^\']'-Axis %d%c", dev, &bindnum, &modifier);
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}
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else if (std::string::npos != value.find("Button"))
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{
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hasbind = true;
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type = BIND_BUTTON;
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sscanf(value.c_str(), "Device '%[^\']'-Button %d", dev, &bindnum);
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}
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if (hasbind)
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AddBind(std::string(dev), new sBind((ButtonType)a, type, bindnum, modifier == '-' ? -1.0f : 1.0f));
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}
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}
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bool GetButtonPressed(ButtonType button)
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{
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bool pressed = false;
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pressed = m_buttons[button]->Pressed();
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for (auto it = m_controllers.begin(); it != m_controllers.end(); ++it)
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pressed |= it->second->ButtonValue(button);
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return pressed;
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}
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float GetAxisValue(ButtonType axis)
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{
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float value = 0.0f;
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value = m_axises[axis]->AxisValue();
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2013-06-18 06:09:20 -06:00
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auto it = m_controllers.begin();
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if (it == m_controllers.end())
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return value;
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return it->second->AxisValue(axis);
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}
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void TouchEvent(int button, int action)
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{
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m_buttons[button]->SetState(action ? BUTTON_PRESSED : BUTTON_RELEASED);
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}
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void TouchAxisEvent(int axis, float value)
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{
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m_axises[axis]->SetValue(value);
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}
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void GamepadEvent(std::string dev, int button, int action)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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{
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it->second->PressEvent(button, action);
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return;
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}
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->PressEvent(button, action);
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}
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void GamepadAxisEvent(std::string dev, int axis, float value)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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{
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it->second->AxisEvent(axis, value);
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return;
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}
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->AxisEvent(axis, value);
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}
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void Shutdown()
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{
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for(auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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delete it->second;
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for (auto it = m_controllers.begin(); it != m_controllers.end(); ++it)
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delete it->second;
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m_controllers.clear();
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m_buttons.clear();
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}
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// InputDevice
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void InputDevice::PressEvent(int button, int action)
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{
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m_buttons[button] = action == 0 ? true : false;
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}
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void InputDevice::AxisEvent(int axis, float value)
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{
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m_axises[axis] = value;
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}
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bool InputDevice::ButtonValue(ButtonType button)
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{
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auto it = m_binds.find(button);
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if (it == m_binds.end())
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return false;
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if (it->second->m_bindtype == BIND_BUTTON)
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return m_buttons[it->second->m_bind];
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else
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return AxisValue(button);
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}
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float InputDevice::AxisValue(ButtonType axis)
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{
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auto it = m_binds.find(axis);
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if (it == m_binds.end())
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return 0.0f;
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if (it->second->m_bindtype == BIND_BUTTON)
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return ButtonValue(axis);
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else
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return m_axises[it->second->m_bind] * it->second->m_neg;
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}
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2013-06-18 06:09:20 -06:00
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}
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