forked from dolphin-emu/dolphin
		
	The SDL backend crashes when you close a joystick after SDL_Quit has been called. Some backends don't need to be shutdown and re-initialized everytime, we can just ask to enumerate devices again.
		
			
				
	
	
		
			220 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerInterface/Android/Android.h"
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#include <sstream>
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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namespace ciface
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{
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namespace Android
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{
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void PopulateDevices()
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{
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  for (int i = 0; i < 8; ++i)
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    g_controller_interface.AddDevice(std::make_shared<Touchscreen>(i));
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}
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// Touchscreens and stuff
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std::string Touchscreen::GetName() const
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{
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  return "Touchscreen";
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}
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std::string Touchscreen::GetSource() const
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{
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  return "Android";
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}
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Touchscreen::Touchscreen(int padID) : _padID(padID)
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{
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  // GC
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  AddInput(new Button(_padID, ButtonManager::BUTTON_A));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_B));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_START));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_X));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_Y));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_Z));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_UP));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT));
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  AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT),
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                  new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_UP),
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                  new Axis(_padID, ButtonManager::STICK_MAIN_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_LEFT),
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                  new Axis(_padID, ButtonManager::STICK_C_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_UP),
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                  new Axis(_padID, ButtonManager::STICK_C_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_L),
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                  new Axis(_padID, ButtonManager::TRIGGER_L));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_R),
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                  new Axis(_padID, ButtonManager::TRIGGER_R));
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  // Wiimote
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_A));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_B));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_MINUS));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_PLUS));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_HOME));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_1));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_2));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_UP));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_DOWN));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_LEFT));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_RIGHT));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_IR_HIDE));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_TILT_MODIFIER));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_X));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Y));
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  AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Z));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_UP),
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                  new Axis(_padID, ButtonManager::WIIMOTE_IR_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_LEFT),
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                  new Axis(_padID, ButtonManager::WIIMOTE_IR_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_FORWARD),
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                  new Axis(_padID, ButtonManager::WIIMOTE_IR_BACKWARD));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_UP),
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                  new Axis(_padID, ButtonManager::WIIMOTE_SWING_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_LEFT),
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                  new Axis(_padID, ButtonManager::WIIMOTE_SWING_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_FORWARD),
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                  new Axis(_padID, ButtonManager::WIIMOTE_SWING_BACKWARD));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_TILT_LEFT),
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                  new Axis(_padID, ButtonManager::WIIMOTE_TILT_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_TILT_FORWARD),
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                  new Axis(_padID, ButtonManager::WIIMOTE_TILT_BACKWARD));
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  // Wii ext: Nunchuk
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  AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_C));
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  AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_Z));
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  AddInput(new Button(_padID, ButtonManager::NUNCHUK_TILT_MODIFIER));
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  AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_X));
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  AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Y));
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  AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Z));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_STICK_LEFT),
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                  new Axis(_padID, ButtonManager::NUNCHUK_STICK_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_STICK_UP),
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                  new Axis(_padID, ButtonManager::NUNCHUK_STICK_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_LEFT),
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                  new Axis(_padID, ButtonManager::NUNCHUK_SWING_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_UP),
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                  new Axis(_padID, ButtonManager::NUNCHUK_SWING_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_FORWARD),
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                  new Axis(_padID, ButtonManager::NUNCHUK_SWING_BACKWARD));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_TILT_LEFT),
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                  new Axis(_padID, ButtonManager::NUNCHUK_TILT_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_TILT_FORWARD),
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                  new Axis(_padID, ButtonManager::NUNCHUK_TILT_BACKWARD));
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  // Wii ext: Classic
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_A));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_B));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_X));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_Y));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_MINUS));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_PLUS));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_HOME));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZL));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZR));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_UP));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_DOWN));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_LEFT));
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  AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_LEFT),
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                  new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_UP),
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                  new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_LEFT),
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                  new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_UP),
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                  new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L),
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                  new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R),
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                  new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R));
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  // Wii-ext: Guitar
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  AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_MINUS));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_PLUS));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_GREEN));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_RED));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_YELLOW));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_BLUE));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_ORANGE));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_UP));
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  AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_STICK_LEFT),
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                  new Axis(_padID, ButtonManager::GUITAR_STICK_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_STICK_UP),
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                  new Axis(_padID, ButtonManager::GUITAR_STICK_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR),
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                  new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR));
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  // Wii-ext: Drums
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  AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_MINUS));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_PLUS));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_RED));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_YELLOW));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BLUE));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_GREEN));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_ORANGE));
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  AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BASS));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::DRUMS_STICK_LEFT),
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                  new Axis(_padID, ButtonManager::DRUMS_STICK_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::DRUMS_STICK_UP),
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                  new Axis(_padID, ButtonManager::DRUMS_STICK_DOWN));
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  // Wii-ext: Turntable
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_LEFT));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_LEFT));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_LEFT));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_RIGHT));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_RIGHT));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_RIGHT));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_MINUS));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_PLUS));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_HOME));
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  AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_EUPHORIA));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_LEFT),
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                  new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_LEFT),
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                  new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_STICK_LEFT),
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                  new Axis(_padID, ButtonManager::TURNTABLE_STICK_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_STICK_UP),
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                  new Axis(_padID, ButtonManager::TURNTABLE_STICK_DOWN));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_LEFT),
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                  new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_RIGHT));
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  AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL),
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                  new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL));
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}
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// Buttons and stuff
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std::string Touchscreen::Button::GetName() const
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{
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  std::ostringstream ss;
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  ss << "Button " << (int)_index;
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  return ss.str();
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}
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ControlState Touchscreen::Button::GetState() const
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{
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  return ButtonManager::GetButtonPressed(_padID, _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)_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(_padID, _index) * _neg;
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}
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}
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}
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