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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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Source/Core/DolphinWX/Src/Android/ButtonManager.cpp
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223
Source/Core/DolphinWX/Src/Android/ButtonManager.cpp
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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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std::map<std::string, InputDevice*> m_controllers;
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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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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.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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// 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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for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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if ((*it)->GetButtonType() == button)
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pressed = (*it)->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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auto it = m_controllers.begin();
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if (it == m_controllers.end())
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return 0.0f;
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return it->second->AxisValue(axis);
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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 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;
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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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}
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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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// 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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}
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