8 switch(device.get_device_type())
11 return gamepad_map.get_analog_value(action,
static_cast<const gamepad&
>(device));
13 return keyboard_map.get_analog_value(action,
static_cast<const keyboard&
>(device));
15 return mouse_map.get_analog_value(action,
static_cast<const mouse&
>(device));
24 switch(device.get_device_type())
27 return gamepad_map.get_digital_value(action,
static_cast<const gamepad&
>(device));
29 return keyboard_map.get_digital_value(action,
static_cast<const keyboard&
>(device));
31 return mouse_map.get_digital_value(action,
static_cast<const mouse&
>(device));
40 switch(device.get_device_type())
43 return gamepad_map.is_pressed(action,
static_cast<const gamepad&
>(device));
45 return keyboard_map.is_pressed(action,
static_cast<const keyboard&
>(device));
47 return mouse_map.is_pressed(action,
static_cast<const mouse&
>(device));
55 switch(device.get_device_type())
58 return gamepad_map.is_released(action,
static_cast<const gamepad&
>(device));
60 return keyboard_map.is_released(action,
static_cast<const keyboard&
>(device));
62 return mouse_map.is_released(action,
static_cast<const mouse&
>(device));
71 switch(device.get_device_type())
74 return gamepad_map.is_down(action,
static_cast<const gamepad&
>(device));
76 return keyboard_map.is_down(action,
static_cast<const keyboard&
>(device));
78 return mouse_map.is_down(action,
static_cast<const mouse&
>(device));
88 float min_analog_value,
89 float max_analog_value)