mirror of https://github.com/axmolengine/axmol.git
252 lines
7.3 KiB
C
252 lines
7.3 KiB
C
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/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __cocos2d_libs__CCController__
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#define __cocos2d_libs__CCController__
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 )
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#include "platform/CCPlatformMacros.h"
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#include <string>
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#include <vector>
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#include <unordered_map>
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NS_CC_BEGIN
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class ControllerImpl;
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class EventListenerController;
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class EventController;
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class EventDispatcher;
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/**
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* @addtogroup base
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* @{
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*/
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/**
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* @class Controller
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* @brief A Controller object represents a connected physical game controller.
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* @js NA
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*/
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class CC_DLL Controller
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{
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public:
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/**
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* Controllers' standard key
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* Controller receives only standard key which contained within enum Key by default.
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*/
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enum Key
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{
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KEY_NONE = 0,
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JOYSTICK_LEFT_X = 1000,
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JOYSTICK_LEFT_Y,
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JOYSTICK_RIGHT_X,
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JOYSTICK_RIGHT_Y,
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BUTTON_A,
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BUTTON_B,
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BUTTON_C,
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BUTTON_X,
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BUTTON_Y,
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BUTTON_Z,
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BUTTON_DPAD_UP,
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BUTTON_DPAD_DOWN,
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BUTTON_DPAD_LEFT,
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BUTTON_DPAD_RIGHT,
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BUTTON_DPAD_CENTER,
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BUTTON_LEFT_SHOULDER,
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BUTTON_RIGHT_SHOULDER,
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AXIS_LEFT_TRIGGER,
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AXIS_RIGHT_TRIGGER,
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BUTTON_LEFT_THUMBSTICK,
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BUTTON_RIGHT_THUMBSTICK,
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BUTTON_START,
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BUTTON_SELECT,
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BUTTON_PAUSE,
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KEY_MAX
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};
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/**
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* @struct KeyStatus
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*
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*/
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typedef struct _keyStatus
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{
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/** A Boolean value that indicates whether the key is considered pressed. */
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bool isPressed;
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/** The value of key.This value is used in conjunction with the isPressed parameter. */
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float value;
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/** A Boolean value that indicates whether the value of key is analog.
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* If isAnalog is true, the key value might be a float from -1 to 1.
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* If isAnalog is false, the key value would be contain one number: 0 or 1.
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*/
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bool isAnalog;
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}KeyStatus;
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static const int TAG_UNSET = -1;
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/**
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* Gets all Controller objects.
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*/
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static const std::vector<Controller*>& getAllController(){ return s_allController;}
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/**
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* Gets a Controller object with tag.
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*
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* @param tag An identifier to find the controller.
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* @return A Controller object.
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*/
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static Controller* getControllerByTag(int tag);
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/**
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* Gets a Controller object with device ID.
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*
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* @param deviceId A unique identifier to find the controller.
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* @return A Controller object.
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*/
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static Controller* getControllerByDeviceId(int deviceId);
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/**
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* Start discovering new controllers.
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*
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* @warning The API has an empty implementation on Android.
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*/
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static void startDiscoveryController();
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/**
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* Stop the discovery process.
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*
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* @warning The API has an empty implementation on Android.
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*/
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static void stopDiscoveryController();
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/**
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* Gets the name of this Controller object.
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*/
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const std::string& getDeviceName() const { return _deviceName;}
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/**
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* Gets the Controller id.
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*/
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int getDeviceId() const { return _deviceId;}
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/**
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* Indicates whether the Controller is connected.
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*/
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bool isConnected() const;
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/**
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*
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*/
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const KeyStatus& getKeyStatus(int keyCode);
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/**
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* Activate receives key event from external key. e.g. back,menu.
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* Controller receives only standard key which contained within enum Key by default.
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*
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* @warning The API only work on the android platform for support diversified game controller.
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*
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* @param externalKeyCode External key code.
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* @param receive True if external key event on this controller should be receive, false otherwise.
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*/
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void receiveExternalKeyEvent(int externalKeyCode,bool receive);
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/**
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* Changes the tag that is used to identify the controller easily.
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* @param tag A integer that identifies the controller.
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*/
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void setTag(int tag) { _controllerTag = tag;}
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/**
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* Returns a tag that is used to identify the controller easily.
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*
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* @return An integer that identifies the controller.
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*/
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int getTag() const { return _controllerTag;}
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private:
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static std::vector<Controller*> s_allController;
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Controller();
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virtual ~Controller();
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void init();
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void onConnected();
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void onDisconnected();
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void onButtonEvent(int keyCode, bool isPressed, float value, bool isAnalog);
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void onAxisEvent(int axisCode, float value, bool isAnalog);
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void registerListeners();
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std::unordered_map<int, KeyStatus> _allKeyStatus;
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std::unordered_map<int, KeyStatus> _allKeyPrevStatus;
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std::string _deviceName;
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int _deviceId;
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int _controllerTag;
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ControllerImpl* _impl;
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EventDispatcher* _eventDispatcher;
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EventController *_connectEvent;
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EventController *_keyEvent;
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EventController *_axisEvent;
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#if ( CC_TARGET_PLATFORM == CC_PLATFORM_LINUX || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 )
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//FIXME: Once GLFW 3.3 is bundled with cocos2d-x, remove these unordered
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//maps. They won't be needed. We will only need to provide a mapping from
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//the GLFW gamepad key codes to the Controller::Key.
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// Attach the controller profiles from CCController-linux-win32.cpp to each
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// of the Controller variables in order to minimize profile lookup time.
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// Note: this increases memory usage unnecessarily since the same maps are
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// already stored on ControllerImpl within the static member variable
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// "s_controllerProfiles", but on these platforms the increase in memory
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// usage is negligible. Peformance over memory optimization was
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// consciously chosen.
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std::unordered_map<int,int> _buttonInputMap;
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std::unordered_map<int,int> _axisInputMap;
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#endif
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friend class ControllerImpl;
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friend class EventListenerController;
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};
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// end group
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/// @}
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NS_CC_END
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#endif
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#endif /* defined(__cocos2d_libs__CCController__) */
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