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https://github.com/dolphin-emu/dolphin.git
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[Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly
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@ -1,92 +0,0 @@
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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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#include <vector>
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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::vector<Button*> m_buttons;
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// XXX: This needs to not be here so we can load the locations from file
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// This will allow customizable button locations in the future
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// These are the OpenGL on screen coordinates
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float m_coords[][8] = { // X, Y, X, EY, EX, EY, EX, Y
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{0.75f, -1.0f, 0.75f, -0.75f, 1.0f, -0.75f, 1.0f, -1.0f}, // A
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{0.50f, -1.0f, 0.50f, -0.75f, 0.75f, -0.75f, 0.75f, -1.0f}, // B
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{-0.10f, -1.0f, -0.10f, -0.80f, 0.10f, -0.80f, 0.10f, -1.0f}, // Start
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};
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void Init()
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{
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// Initialize our buttons
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m_buttons.push_back(new Button("ButtonA.png", BUTTON_A, m_coords[0]));
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m_buttons.push_back(new Button("ButtonB.png", BUTTON_B, m_coords[1]));
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m_buttons.push_back(new Button("ButtonStart.png", BUTTON_START, m_coords[2]));
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}
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bool GetButtonPressed(ButtonType button)
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{
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for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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if ((*it)->GetButtonType() == button)
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return (*it)->Pressed();
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return false;
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}
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void TouchEvent(int action, float x, float y)
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{
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// Actions
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// 0 is press
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// 1 is let go
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// 2 is move
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for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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{
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float *coords = (*it)->GetCoords();
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if ( x >= coords[0] &&
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x <= coords[4] &&
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y >= coords[1] &&
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y <= coords[3])
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{
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if (action == 0)
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(*it)->SetState(BUTTON_PRESSED);
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if (action == 1)
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(*it)->SetState(BUTTON_RELEASED);
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if (action == 2)
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; // XXX: Be used later for analog stick
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}
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}
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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;
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}
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void DrawButtons()
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for(auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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DrawButton((*it)->GetTexture(), (*it)->GetCoords());
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glDisable(GL_BLEND);
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}
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}
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@ -1,63 +0,0 @@
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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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#include <string>
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#include "CommonPaths.h"
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#include "Android/TextureLoader.h"
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namespace ButtonManager
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{
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enum ButtonType
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{
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BUTTON_A = 0,
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BUTTON_B,
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BUTTON_START,
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};
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enum ButtonState
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{
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BUTTON_RELEASED = 0,
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BUTTON_PRESSED = 1
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};
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class Button
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{
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private:
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GLuint m_tex;
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ButtonType m_button;
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ButtonState m_state;
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float m_coords[8];
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public:
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Button(std::string filename, ButtonType button, float *coords)
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{
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m_tex = LoadPNG((std::string(DOLPHIN_DATA_DIR "/") + filename).c_str());
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m_button = button;
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memcpy(m_coords, coords, sizeof(float) * 8);
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m_state = BUTTON_RELEASED;
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}
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void SetState(ButtonState state) { m_state = state; }
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bool Pressed() { return m_state == BUTTON_PRESSED; }
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ButtonType GetButtonType() { return m_button; }
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GLuint GetTexture() { return m_tex; }
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float *GetCoords() { return m_coords; }
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~Button() { glDeleteTextures(1, &m_tex); }
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};
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void Init();
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void DrawButtons();
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bool GetButtonPressed(ButtonType button);
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void TouchEvent(int action, float x, float y);
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void Shutdown();
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}
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@ -48,6 +48,20 @@ Touchscreen::Touchscreen()
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AddInput(new Button(ButtonManager::BUTTON_A));
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AddInput(new Button(ButtonManager::BUTTON_B));
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AddInput(new Button(ButtonManager::BUTTON_START));
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AddInput(new Button(ButtonManager::BUTTON_X));
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AddInput(new Button(ButtonManager::BUTTON_Y));
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AddInput(new Button(ButtonManager::BUTTON_Z));
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AddInput(new Button(ButtonManager::BUTTON_UP));
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AddInput(new Button(ButtonManager::BUTTON_DOWN));
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AddInput(new Button(ButtonManager::BUTTON_LEFT));
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AddInput(new Button(ButtonManager::BUTTON_RIGHT));
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AddAnalogInputs(new Axis(ButtonManager::STICK_MAIN_LEFT), new Axis(ButtonManager::STICK_MAIN_RIGHT));
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AddAnalogInputs(new Axis(ButtonManager::STICK_MAIN_UP), new Axis(ButtonManager::STICK_MAIN_DOWN));
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AddAnalogInputs(new Axis(ButtonManager::STICK_C_UP), new Axis(ButtonManager::STICK_C_DOWN));
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AddAnalogInputs(new Axis(ButtonManager::STICK_C_LEFT), new Axis(ButtonManager::STICK_C_RIGHT));
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AddAnalogInputs(new Axis(ButtonManager::TRIGGER_L), new Axis(ButtonManager::TRIGGER_L));
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AddAnalogInputs(new Axis(ButtonManager::TRIGGER_R), new Axis(ButtonManager::TRIGGER_R));
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}
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// Buttons and stuff
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@ -62,6 +76,17 @@ ControlState Touchscreen::Button::GetState() const
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{
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return ButtonManager::GetButtonPressed(m_index);
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}
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std::string Touchscreen::Axis::GetName() const
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{
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std::ostringstream ss;
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ss << "Axis " << (int)m_index;
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return ss.str();
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}
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ControlState Touchscreen::Axis::GetState() const
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{
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return ButtonManager::GetAxisValue(m_index);
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}
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}
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}
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Button(ButtonManager::ButtonType index) : m_index(index) {}
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ControlState GetState() const;
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private:
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const ButtonManager::ButtonType m_index;
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const ButtonManager::ButtonType m_index;
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};
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class Axis : public Input
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{
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public:
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std::string GetName() const;
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Axis(ButtonManager::ButtonType index) : m_index(index) {}
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ControlState GetState() const;
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private:
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const ButtonManager::ButtonType m_index;
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};
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public:
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