methods for working on controller binds
doc parts of the InputController class
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aeddb144e0
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cf31db9f87
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@ -98,7 +98,7 @@ namespace HeavenStudio.InputSystem
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{
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public class InputJoyshock : InputController
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{
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static string[] joyShockNames =
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static readonly string[] joyShockNames =
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{
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"Unknown",
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"Joy-Con (L)",
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@ -108,7 +108,7 @@ namespace HeavenStudio.InputSystem
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"DualSense"
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};
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static int[] dsPlayerColours = new[]
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static readonly int[] dsPlayerColours = new[]
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{
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0xd41817,
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0x04d4fa,
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@ -119,8 +119,7 @@ namespace HeavenStudio.InputSystem
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0x888888
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};
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//TODO: see if single joy-con mappings differ from a normal pad (they don't!)
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int[] defaultMappings = new[]
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static readonly int[] defaultMappings = new[]
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{
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ButtonMaskUp,
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ButtonMaskDown,
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@ -135,7 +134,7 @@ namespace HeavenStudio.InputSystem
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ButtonMaskPlus,
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-1
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};
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int[] defaultMappingsL = new[]
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static readonly int[] defaultMappingsL = new[]
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{
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-1,
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-1,
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@ -150,7 +149,7 @@ namespace HeavenStudio.InputSystem
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ButtonMaskMinus,
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-1
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};
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int[] defaultMappingsR = new[]
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static readonly int[] defaultMappingsR = new[]
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{
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-1,
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-1,
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@ -189,6 +188,7 @@ namespace HeavenStudio.InputSystem
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JSL_SETTINGS joySettings;
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InputJoyshock otherHalf;
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bool isPair;
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public struct JoyshockButtonState
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{
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@ -215,20 +215,21 @@ namespace HeavenStudio.InputSystem
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int GetButtonForSplitType(int action)
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{
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if (currentBindings.ControllerName == null) return -1;
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if (action < 0 || action >= BINDS_MAX) return -1;
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ControlBindings actionMap = currentBindings;
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if (otherHalf == null)
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{
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switch (splitType)
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{
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case SplitLeft:
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return defaultMappingsL[action];
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case SplitRight:
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return defaultMappingsR[action];
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return actionMap.Pad[action];
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default:
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return defaultMappings[action];
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}
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}
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return defaultMappings[action];
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return actionMap.Pad[action];
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}
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public static void JslEventInit()
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@ -239,7 +240,7 @@ namespace HeavenStudio.InputSystem
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static void JslEventCallback(int handle, JOY_SHOCK_STATE state, JOY_SHOCK_STATE lastState,
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IMU_STATE imuState, IMU_STATE lastImuState, float deltaTime)
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{
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if (!joyshocks.ContainsKey(handle)) return;
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if (joyshocks == null || !joyshocks.ContainsKey(handle)) return;
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InputJoyshock js = joyshocks[handle];
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if (js == null) return;
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if (js.inputStack == null) return;
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@ -272,14 +273,14 @@ namespace HeavenStudio.InputSystem
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joyTouchStateLast = new TOUCH_STATE();
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//FUTURE: remappable controls
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joySettings = JslGetControllerInfoAndSettings(joyshockHandle);
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type = joySettings.controllerType;
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joyshockName = joyShockNames[type];
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splitType = joySettings.splitType;
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currentBindings = GetDefaultBindings();
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joyshocks.Add(joyshockHandle, this);
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}
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@ -400,6 +401,46 @@ namespace HeavenStudio.InputSystem
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return false;
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}
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public override ControlBindings GetDefaultBindings()
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{
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ControlBindings binds = new ControlBindings();
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switch (type)
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{
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case TypeJoyConLeft:
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binds.Pad = defaultMappingsL;
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binds.ControllerName = "Joy-Con (L)";
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break;
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case TypeJoyConRight:
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binds.Pad = defaultMappingsR;
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binds.ControllerName = "Joy-Con (R)";
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break;
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case TypeProController:
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binds.Pad = defaultMappings;
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binds.ControllerName = "Pro Controller";
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break;
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case TypeDualShock4:
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binds.Pad = defaultMappings;
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binds.ControllerName = "DualShock 4";
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break;
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case TypeDualSense:
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binds.Pad = defaultMappings;
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binds.ControllerName = "DualSense";
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break;
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}
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return binds;
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}
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public override void ResetBindings()
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{ }
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public override ControlBindings GetCurrentBindings()
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{
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return currentBindings;
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}
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public override void SetCurrentBindings(ControlBindings newBinds)
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{ }
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public override int GetLastButtonDown()
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{
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for (int i = 0; i < buttonStates.Length; i++)
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@ -40,21 +40,23 @@ namespace HeavenStudio.InputSystem
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.Where(k => ((int)k < (int)KeyCode.Mouse0))
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.ToArray();
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//FUTURE: remappable controls
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//KeyCode[] mappings = new KeyCode[Enum.GetNames(typeof(ButtonsPad)).Length];
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KeyCode[] defaultMappings = new KeyCode[]
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static readonly ControlBindings defaultBindings = new()
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{
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KeyCode.W, // dpad up
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KeyCode.S, // dpad down
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KeyCode.A, // dpad left
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KeyCode.D, // dpad right
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KeyCode.K, // south face button
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KeyCode.J, // east face button
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KeyCode.I, // west face button
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KeyCode.U, // north face button
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KeyCode.C, // left shoulder button
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KeyCode.N, // right shoulder button
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KeyCode.Escape, // start button
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ControllerName = "Keyboard",
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Pad = new int[]
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{
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(int)KeyCode.W,
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(int)KeyCode.S,
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(int)KeyCode.A,
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(int)KeyCode.D,
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(int)KeyCode.K,
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(int)KeyCode.J,
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(int)KeyCode.I,
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(int)KeyCode.U,
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(int)KeyCode.C,
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(int)KeyCode.N,
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(int)KeyCode.Escape,
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},
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};
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InputDirection hatDirectionCurrent;
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@ -62,7 +64,7 @@ namespace HeavenStudio.InputSystem
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public override void InitializeController()
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{
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//FUTURE: remappable controls
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currentBindings = GetDefaultBindings();
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}
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public override void UpdateState()
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@ -90,6 +92,22 @@ namespace HeavenStudio.InputSystem
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return false;
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}
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public override ControlBindings GetDefaultBindings()
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{
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return defaultBindings;
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}
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public override void ResetBindings()
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{ }
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public override ControlBindings GetCurrentBindings()
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{
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return currentBindings;
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}
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public override void SetCurrentBindings(ControlBindings newBinds)
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{ }
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public override int GetLastButtonDown()
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{
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return 0;
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@ -110,19 +128,19 @@ namespace HeavenStudio.InputSystem
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public override bool GetButton(int button)
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{
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return Input.GetKey(defaultMappings[button]);
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return Input.GetKey((KeyCode)defaultBindings.Pad[button]);
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}
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public override bool GetButtonDown(int button, out double dt)
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{
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dt = 0;
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return Input.GetKeyDown(defaultMappings[button]);
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return Input.GetKeyDown((KeyCode)defaultBindings.Pad[button]);
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}
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public override bool GetButtonUp(int button, out double dt)
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{
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dt = 0;
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return Input.GetKeyUp(defaultMappings[button]);
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return Input.GetKeyUp((KeyCode)defaultBindings.Pad[button]);
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}
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public override float GetAxis(InputAxis axis)
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@ -136,13 +154,13 @@ namespace HeavenStudio.InputSystem
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switch (direction)
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{
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case InputDirection.Up:
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return Input.GetKey(defaultMappings[0]);
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return Input.GetKey((KeyCode)defaultBindings.Pad[0]);
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case InputDirection.Down:
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return Input.GetKey(defaultMappings[1]);
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return Input.GetKey((KeyCode)defaultBindings.Pad[1]);
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case InputDirection.Left:
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return Input.GetKey(defaultMappings[2]);
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return Input.GetKey((KeyCode)defaultBindings.Pad[2]);
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case InputDirection.Right:
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return Input.GetKey(defaultMappings[3]);
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return Input.GetKey((KeyCode)defaultBindings.Pad[3]);
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default:
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return false;
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}
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@ -154,13 +172,13 @@ namespace HeavenStudio.InputSystem
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switch (direction)
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{
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case InputDirection.Up:
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return Input.GetKeyDown(defaultMappings[0]);
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return Input.GetKeyDown((KeyCode)defaultBindings.Pad[0]);
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case InputDirection.Down:
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return Input.GetKeyDown(defaultMappings[1]);
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return Input.GetKeyDown((KeyCode)defaultBindings.Pad[1]);
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case InputDirection.Left:
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return Input.GetKeyDown(defaultMappings[2]);
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return Input.GetKeyDown((KeyCode)defaultBindings.Pad[2]);
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case InputDirection.Right:
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return Input.GetKeyDown(defaultMappings[3]);
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return Input.GetKeyDown((KeyCode)defaultBindings.Pad[3]);
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default:
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return false;
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}
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@ -172,13 +190,13 @@ namespace HeavenStudio.InputSystem
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switch (direction)
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{
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case InputDirection.Up:
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return Input.GetKeyUp(defaultMappings[0]);
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return Input.GetKeyUp((KeyCode)defaultBindings.Pad[0]);
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case InputDirection.Down:
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return Input.GetKeyUp(defaultMappings[1]);
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return Input.GetKeyUp((KeyCode)defaultBindings.Pad[1]);
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case InputDirection.Left:
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return Input.GetKeyUp(defaultMappings[2]);
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return Input.GetKeyUp((KeyCode)defaultBindings.Pad[2]);
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case InputDirection.Right:
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return Input.GetKeyUp(defaultMappings[3]);
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return Input.GetKeyUp((KeyCode)defaultBindings.Pad[3]);
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default:
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return false;
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}
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@ -127,8 +127,7 @@ namespace HeavenStudio.InputSystem
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// FUTURE: Move Style needs to be implemented per-game (maybe implement checks for common actions?)
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protected int currentInputFlags = 0;
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protected int lastInputFlags = 0;
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protected ControlBindings currentBindings;
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protected int? playerNum;
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protected int directionStateCurrent = 0;
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@ -142,22 +141,105 @@ namespace HeavenStudio.InputSystem
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public abstract bool GetIsConnected();
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public abstract bool GetIsPoorConnection();
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// public abstract int[] GetDefaultMappings(ControlStyles style);
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// public abstract int[] GetCurrentMappings(ControlStyles style);
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// public abstract int[] SetCurrentMappings(ControlStyles style);
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/// <summary>
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/// Gets the controller's default mappings
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/// </summary>
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/// <returns></returns>
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public abstract ControlBindings GetDefaultBindings();
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public abstract int GetLastButtonDown(); // Get the last button down
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public abstract KeyCode GetLastKeyDown(); // Get the last key down (used for keyboards and other devices that use Keycode)
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public abstract bool GetButton(int button); // is button currently pressed?
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public abstract bool GetButtonDown(int button, out double dt); // is button just pressed?
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public abstract bool GetButtonUp(int button, out double dt); // is button just released?
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public abstract float GetAxis(InputAxis axis); // Get the value of an axis
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public abstract bool GetHatDirection(InputDirection direction); // is direction active?
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public abstract bool GetHatDirectionDown(InputDirection direction, out double dt); // direction just became active?
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public abstract bool GetHatDirectionUp(InputDirection direction, out double dt); // direction just became inactive?
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/// <summary>
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/// Resets the controller's mappings to default
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/// </summary>
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public abstract void ResetBindings();
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public abstract void SetPlayer(int? playerNum); // Set the player number (starts at 1, set to -1 or null for no player)
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public abstract int? GetPlayer(); // Get the player number (null if no player)
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/// <summary>
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/// Gets the controller's current mappings
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/// </summary>
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/// <returns></returns>
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public abstract ControlBindings GetCurrentBindings();
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/// <summary>
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/// Sets the controller's current mappings
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/// </summary>
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/// <param name="newBinds"></param>
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public abstract void SetCurrentBindings(ControlBindings newBinds);
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/// <summary>
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/// Gets the last pressed button
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/// </summary>
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/// <returns></returns>
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public abstract int GetLastButtonDown();
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/// <summary>
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/// Gets the last pressed key (keyboards)
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/// </summary>
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/// <returns></returns>
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public abstract KeyCode GetLastKeyDown();
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/// <summary>
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/// True if the given button is being held
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/// </summary>
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/// <param name="button"></param>
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/// <returns></returns>
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public abstract bool GetButton(int button);
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/// <summary>
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/// True if the button was just pressed this Update
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/// </summary>
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/// <param name="button"></param>
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/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
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/// <returns></returns>
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public abstract bool GetButtonDown(int button, out double dt);
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/// <summary>
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/// True if the button was just released this Update
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/// </summary>
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/// <param name="button"></param>
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/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
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/// <returns></returns>
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public abstract bool GetButtonUp(int button, out double dt);
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/// <summary>
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/// Get the value of an analogue axis
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/// </summary>
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/// <param name="axis"></param>
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/// <returns></returns>
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public abstract float GetAxis(InputAxis axis);
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/// <summary>
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/// True if the current direction is active
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/// </summary>
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/// <param name="direction"></param>
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/// <returns></returns>
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public abstract bool GetHatDirection(InputDirection direction);
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/// <summary>
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/// True if the current direction just became active this Update
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/// </summary>
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/// <param name="direction"></param>
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/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
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/// <returns></returns>
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public abstract bool GetHatDirectionDown(InputDirection direction, out double dt);
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/// <summary>
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/// True if the current direction just became inactive this Update
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/// </summary>
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/// <param name="direction"></param>
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/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
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/// <returns></returns>
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public abstract bool GetHatDirectionUp(InputDirection direction, out double dt);
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/// <summary>
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/// Sets the player number (starts at 1, set to -1 or null for no player)
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/// </summary>
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/// <param name="playerNum"></param>
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public abstract void SetPlayer(int? playerNum);
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/// <summary>
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/// Gets the player number (starts at 1, -1 or null for no player)
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/// </summary>
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/// <returns></returns>
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public abstract int? GetPlayer();
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//public abstract Sprite GetDisplayIcon(); //"big icon" for the controller in the settings menu
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//public abstract Sprite GetPlaybackIcon(); //"small icon" for the controller during playback
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