am 24326f72: Merge "Input API review." into gingerbread

Merge commit '24326f7223275ba9c85014b86d42040e3a7d2815' into gingerbread-plus-aosp

* commit '24326f7223275ba9c85014b86d42040e3a7d2815':
  Input API review.
This commit is contained in:
Jeff Brown
2010-09-16 13:01:54 -07:00
committed by Android Git Automerger
6 changed files with 256 additions and 53 deletions

View File

@ -28,8 +28,7 @@ import android.os.ServiceManager;
* keyboard may compose the capabilities of a standard keyboard together with a track pad mouse
* or other pointing device.
* </p><p>
* Some input devices present multiple distinguishable sources of input. For example, a
* game pad may have two analog joysticks, a directional pad and a full complement of buttons.
* Some input devices present multiple distinguishable sources of input.
* Applications can query the framework about the characteristics of each distinct source.
* </p><p>
* As a further wrinkle, different kinds of input sources uses different coordinate systems
@ -55,7 +54,7 @@ public final class InputDevice implements Parcelable {
/**
* The input source has buttons or keys.
* Examples: {@link #SOURCE_KEYBOARD}, {@link #SOURCE_GAMEPAD}, {@link #SOURCE_DPAD}.
* Examples: {@link #SOURCE_KEYBOARD}, {@link #SOURCE_DPAD}.
*
* A {@link KeyEvent} should be interpreted as a button or key press.
*
@ -100,18 +99,6 @@ public final class InputDevice implements Parcelable {
*/
public static final int SOURCE_CLASS_POSITION = 0x00000008;
/**
* The input source is a joystick.
*
* A {@link KeyEvent} should be interpreted as a joystick button press.
*
* A {@link MotionEvent} should be interpreted in absolute coordinates as a joystick
* position in normalized device-specific units nominally between -1.0 and 1.0.
*
* Use {@link #getMotionRange} to query the range and precision of motion.
*/
public static final int SOURCE_CLASS_JOYSTICK = 0x00000010;
/**
* The input source is unknown.
*/
@ -131,13 +118,6 @@ public final class InputDevice implements Parcelable {
*/
public static final int SOURCE_DPAD = 0x00000200 | SOURCE_CLASS_BUTTON;
/**
* The input source is a gamepad.
*
* @see #SOURCE_CLASS_BUTTON
*/
public static final int SOURCE_GAMEPAD = 0x00000400 | SOURCE_CLASS_BUTTON;
/**
* The input source is a touch screen pointing device.
*
@ -168,20 +148,6 @@ public final class InputDevice implements Parcelable {
* @see #SOURCE_CLASS_POSITION
*/
public static final int SOURCE_TOUCHPAD = 0x00100000 | SOURCE_CLASS_POSITION;
/**
* The input source is a joystick mounted on the left or is a standalone joystick.
*
* @see #SOURCE_CLASS_JOYSTICK
*/
public static final int SOURCE_JOYSTICK_LEFT = 0x01000000 | SOURCE_CLASS_JOYSTICK;
/**
* The input source is a joystick mounted on the right.
*
* @see #SOURCE_CLASS_JOYSTICK
*/
public static final int SOURCE_JOYSTICK_RIGHT = 0x02000000 | SOURCE_CLASS_JOYSTICK;
/**
* A special input source constant that is used when filtering input devices
@ -411,7 +377,7 @@ public final class InputDevice implements Parcelable {
/**
* Gets the extent of the center flat position with respect to this coordinate.
* For example, a flat value of 8 means that the center position is between -8 and +8.
* This value is mainly useful for calibrating joysticks.
* This value is mainly useful for calibrating self-centering devices.
* @return The extent of the center flat position.
*/
public float getFlat() {
@ -506,13 +472,10 @@ public final class InputDevice implements Parcelable {
description.append(" Sources:");
appendSourceDescriptionIfApplicable(description, SOURCE_KEYBOARD, "keyboard");
appendSourceDescriptionIfApplicable(description, SOURCE_DPAD, "dpad");
appendSourceDescriptionIfApplicable(description, SOURCE_GAMEPAD, "gamepad");
appendSourceDescriptionIfApplicable(description, SOURCE_TOUCHSCREEN, "touchscreen");
appendSourceDescriptionIfApplicable(description, SOURCE_MOUSE, "mouse");
appendSourceDescriptionIfApplicable(description, SOURCE_TRACKBALL, "trackball");
appendSourceDescriptionIfApplicable(description, SOURCE_TOUCHPAD, "touchpad");
appendSourceDescriptionIfApplicable(description, SOURCE_JOYSTICK_LEFT, "joystick_left");
appendSourceDescriptionIfApplicable(description, SOURCE_JOYSTICK_RIGHT, "joystick_right");
description.append("\n");
appendRangeDescriptionIfApplicable(description, MOTION_RANGE_X, "x");

View File

@ -24,120 +24,305 @@ import android.view.KeyCharacterMap;
import android.view.KeyCharacterMap.KeyData;
/**
* Contains constants for key events.
* Object used to report key and button events.
* <p>
* Each key press is described by a sequence of key events. A key press
* starts with a key event with {@link #ACTION_DOWN}. If the key is held
* sufficiently long that it repeats, then the initial down is followed
* additional key events with {@link #ACTION_DOWN} and a non-zero value for
* {@link #getRepeatCount()}. The last key event is a {@link #ACTION_UP}
* for the key up. If the key press is canceled, the key up event will have the
* {@link #FLAG_CANCELED} flag set.
* </p><p>
* Key events are generally accompanied by a key code ({@link #getKeyCode()}),
* scan code ({@link #getScanCode()}) and meta state ({@link #getMetaState()}).
* Key code constants are defined in this class. Scan code constants are raw
* device-specific codes obtained from the OS and so are not generally meaningful
* to applications unless interpreted using the {@link KeyCharacterMap}.
* Meta states describe the pressed state of key modifiers
* such as {@link #META_SHIFT_ON} or {@link #META_ALT_ON}.
* </p><p>
* When interacting with an IME, the framework may deliver key events
* with the special action {@link #ACTION_MULTIPLE} that either specifies
* that single repeated key code or a sequence of characters to insert.
* </p><p>
* In general, the framework makes no guarantees that the key events delivered
* to a view constitute a complete key press. In particular, there is no
* guarantee that a view will always receive a key event with {@link #ACTION_UP}
* for each {@link #ACTION_DOWN} that was delivered.
* </p><p>
* Refer to {@link InputDevice} for more information about how different kinds of
* input devices and sources represent keys and buttons.
* </p>
*/
public class KeyEvent extends InputEvent implements Parcelable {
// key codes
/** Key code constant: Unknown key code. */
public static final int KEYCODE_UNKNOWN = 0;
/** Key code constant: Soft Left key.
* Usually situated below the display on phones and used as a multi-function
* feature key for selecting a software defined function shown on the bottom left
* of the display. */
public static final int KEYCODE_SOFT_LEFT = 1;
/** Key code constant: Soft Right key.
* Usually situated below the display on phones and used as a multi-function
* feature key for selecting a software defined function shown on the bottom right
* of the display. */
public static final int KEYCODE_SOFT_RIGHT = 2;
/** Key code constant: Home key.
* This key is handled by the framework and is never delivered to applications. */
public static final int KEYCODE_HOME = 3;
/** Key code constant: Back key. */
public static final int KEYCODE_BACK = 4;
/** Key code constant: Call key. */
public static final int KEYCODE_CALL = 5;
/** Key code constant: End Call key. */
public static final int KEYCODE_ENDCALL = 6;
/** Key code constant: '0' key. */
public static final int KEYCODE_0 = 7;
/** Key code constant: '1' key. */
public static final int KEYCODE_1 = 8;
/** Key code constant: '2' key. */
public static final int KEYCODE_2 = 9;
/** Key code constant: '3' key. */
public static final int KEYCODE_3 = 10;
/** Key code constant: '4' key. */
public static final int KEYCODE_4 = 11;
/** Key code constant: '5' key. */
public static final int KEYCODE_5 = 12;
/** Key code constant: '6' key. */
public static final int KEYCODE_6 = 13;
/** Key code constant: '7' key. */
public static final int KEYCODE_7 = 14;
/** Key code constant: '8' key. */
public static final int KEYCODE_8 = 15;
/** Key code constant: '9' key. */
public static final int KEYCODE_9 = 16;
/** Key code constant: '*' key. */
public static final int KEYCODE_STAR = 17;
/** Key code constant: '#' key. */
public static final int KEYCODE_POUND = 18;
/** Key code constant: Directional Pad Up key.
* May also be synthesized from trackball motions. */
public static final int KEYCODE_DPAD_UP = 19;
/** Key code constant: Directional Pad Down key.
* May also be synthesized from trackball motions. */
public static final int KEYCODE_DPAD_DOWN = 20;
/** Key code constant: Directional Pad Left key.
* May also be synthesized from trackball motions. */
public static final int KEYCODE_DPAD_LEFT = 21;
/** Key code constant: Directional Pad Right key.
* May also be synthesized from trackball motions. */
public static final int KEYCODE_DPAD_RIGHT = 22;
/** Key code constant: Directional Pad Center key.
* May also be synthesized from trackball motions. */
public static final int KEYCODE_DPAD_CENTER = 23;
/** Key code constant: Volume Up key. */
public static final int KEYCODE_VOLUME_UP = 24;
/** Key code constant: Volume Down key. */
public static final int KEYCODE_VOLUME_DOWN = 25;
/** Key code constant: Power key. */
public static final int KEYCODE_POWER = 26;
/** Key code constant: Camera key.
* Used to launch a camera application or take pictures. */
public static final int KEYCODE_CAMERA = 27;
/** Key code constant: Clear key. */
public static final int KEYCODE_CLEAR = 28;
/** Key code constant: 'A' key. */
public static final int KEYCODE_A = 29;
/** Key code constant: 'B' key. */
public static final int KEYCODE_B = 30;
/** Key code constant: 'C' key. */
public static final int KEYCODE_C = 31;
/** Key code constant: 'D' key. */
public static final int KEYCODE_D = 32;
/** Key code constant: 'E' key. */
public static final int KEYCODE_E = 33;
/** Key code constant: 'F' key. */
public static final int KEYCODE_F = 34;
/** Key code constant: 'G' key. */
public static final int KEYCODE_G = 35;
/** Key code constant: 'H' key. */
public static final int KEYCODE_H = 36;
/** Key code constant: 'I' key. */
public static final int KEYCODE_I = 37;
/** Key code constant: 'J' key. */
public static final int KEYCODE_J = 38;
/** Key code constant: 'K' key. */
public static final int KEYCODE_K = 39;
/** Key code constant: 'L' key. */
public static final int KEYCODE_L = 40;
/** Key code constant: 'M' key. */
public static final int KEYCODE_M = 41;
/** Key code constant: 'N' key. */
public static final int KEYCODE_N = 42;
/** Key code constant: 'O' key. */
public static final int KEYCODE_O = 43;
/** Key code constant: 'P' key. */
public static final int KEYCODE_P = 44;
/** Key code constant: 'Q' key. */
public static final int KEYCODE_Q = 45;
/** Key code constant: 'R' key. */
public static final int KEYCODE_R = 46;
/** Key code constant: 'S' key. */
public static final int KEYCODE_S = 47;
/** Key code constant: 'T' key. */
public static final int KEYCODE_T = 48;
/** Key code constant: 'U' key. */
public static final int KEYCODE_U = 49;
/** Key code constant: 'V' key. */
public static final int KEYCODE_V = 50;
/** Key code constant: 'W' key. */
public static final int KEYCODE_W = 51;
/** Key code constant: 'X' key. */
public static final int KEYCODE_X = 52;
/** Key code constant: 'Y' key. */
public static final int KEYCODE_Y = 53;
/** Key code constant: 'Z' key. */
public static final int KEYCODE_Z = 54;
/** Key code constant: ',' key. */
public static final int KEYCODE_COMMA = 55;
/** Key code constant: '.' key. */
public static final int KEYCODE_PERIOD = 56;
/** Key code constant: Left Alt modifier key. */
public static final int KEYCODE_ALT_LEFT = 57;
/** Key code constant: Right Alt modifier key. */
public static final int KEYCODE_ALT_RIGHT = 58;
/** Key code constant: Left Shift modifier key. */
public static final int KEYCODE_SHIFT_LEFT = 59;
/** Key code constant: Right Shift modifier key. */
public static final int KEYCODE_SHIFT_RIGHT = 60;
/** Key code constant: Tab key. */
public static final int KEYCODE_TAB = 61;
/** Key code constant: Space key. */
public static final int KEYCODE_SPACE = 62;
/** Key code constant: Symbol modifier key. */
public static final int KEYCODE_SYM = 63;
/** Key code constant: Explorer special function key.
* Used to launch a browser application. */
public static final int KEYCODE_EXPLORER = 64;
/** Key code constant: Envelope special function key.
* Used to launch a mail application. */
public static final int KEYCODE_ENVELOPE = 65;
/** Key code constant: Enter key. */
public static final int KEYCODE_ENTER = 66;
/** Key code constant: Delete key. */
public static final int KEYCODE_DEL = 67;
/** Key code constant: '`' (backtick) key. */
public static final int KEYCODE_GRAVE = 68;
/** Key code constant: '-'. */
public static final int KEYCODE_MINUS = 69;
/** Key code constant: '=' key. */
public static final int KEYCODE_EQUALS = 70;
/** Key code constant: '[' key. */
public static final int KEYCODE_LEFT_BRACKET = 71;
/** Key code constant: ']' key. */
public static final int KEYCODE_RIGHT_BRACKET = 72;
/** Key code constant: '\' key. */
public static final int KEYCODE_BACKSLASH = 73;
/** Key code constant: ';' key. */
public static final int KEYCODE_SEMICOLON = 74;
/** Key code constant: ''' (apostrophe) key. */
public static final int KEYCODE_APOSTROPHE = 75;
/** Key code constant: '/' key. */
public static final int KEYCODE_SLASH = 76;
/** Key code constant: '@' key. */
public static final int KEYCODE_AT = 77;
/** Key code constant: Number Lock modifier key. */
public static final int KEYCODE_NUM = 78;
/** Key code constant: Headset Hook key.
* Used to hang up calls and stop media. */
public static final int KEYCODE_HEADSETHOOK = 79;
/** Key code constant: Camera Focus key.
* Used to focus the camera. */
public static final int KEYCODE_FOCUS = 80; // *Camera* focus
/** Key code constant: '+' key. */
public static final int KEYCODE_PLUS = 81;
/** Key code constant: Menu key. */
public static final int KEYCODE_MENU = 82;
/** Key code constant: Notification key. */
public static final int KEYCODE_NOTIFICATION = 83;
/** Key code constant: Search key. */
public static final int KEYCODE_SEARCH = 84;
/** Key code constant: Play/Pause media key. */
public static final int KEYCODE_MEDIA_PLAY_PAUSE= 85;
/** Key code constant: Stop media key. */
public static final int KEYCODE_MEDIA_STOP = 86;
/** Key code constant: Play Next media key. */
public static final int KEYCODE_MEDIA_NEXT = 87;
/** Key code constant: Play Previous media key. */
public static final int KEYCODE_MEDIA_PREVIOUS = 88;
/** Key code constant: Rewind media key. */
public static final int KEYCODE_MEDIA_REWIND = 89;
/** Key code constant: Fast Forward media key. */
public static final int KEYCODE_MEDIA_FAST_FORWARD = 90;
/** Key code constant: Mute key. */
public static final int KEYCODE_MUTE = 91;
/** Key code constant: Page Up key. */
public static final int KEYCODE_PAGE_UP = 92;
/** Key code constant: Page Down key. */
public static final int KEYCODE_PAGE_DOWN = 93;
/** Key code constant: Picture Symbols modifier key.
* Used to switch symbol sets (Emoji, Kao-moji). */
public static final int KEYCODE_PICTSYMBOLS = 94; // switch symbol-sets (Emoji,Kao-moji)
/** Key code constant: Switch Charset modifier key.
* Used to switch character sets (Kanji, Katakana). */
public static final int KEYCODE_SWITCH_CHARSET = 95; // switch char-sets (Kanji,Katakana)
/** Key code constant: A Button key.
* On a game controller, the A button should be either the button labeled A
* or the first button on the upper row of controller buttons. */
public static final int KEYCODE_BUTTON_A = 96;
/** Key code constant: B Button key.
* On a game controller, the B button should be either the button labeled B
* or the second button on the upper row of controller buttons. */
public static final int KEYCODE_BUTTON_B = 97;
/** Key code constant: C Button key.
* On a game controller, the C button should be either the button labeled C
* or the third button on the upper row of controller buttons. */
public static final int KEYCODE_BUTTON_C = 98;
/** Key code constant: X Button key.
* On a game controller, the X button should be either the button labeled X
* or the first button on the lower row of controller buttons. */
public static final int KEYCODE_BUTTON_X = 99;
/** Key code constant: Y Button key.
* On a game controller, the Y button should be either the button labeled Y
* or the second button on the lower row of controller buttons. */
public static final int KEYCODE_BUTTON_Y = 100;
/** Key code constant: Z Button key.
* On a game controller, the Z button should be either the button labeled Z
* or the third button on the lower row of controller buttons. */
public static final int KEYCODE_BUTTON_Z = 101;
/** Key code constant: L1 Button key.
* On a game controller, the L1 button should be either the button labeled L1 (or L)
* or the top left trigger button. */
public static final int KEYCODE_BUTTON_L1 = 102;
/** Key code constant: R1 Button key.
* On a game controller, the R1 button should be either the button labeled R1 (or R)
* or the top right trigger button. */
public static final int KEYCODE_BUTTON_R1 = 103;
/** Key code constant: L2 Button key.
* On a game controller, the L2 button should be either the button labeled L2
* or the bottom left trigger button. */
public static final int KEYCODE_BUTTON_L2 = 104;
/** Key code constant: R2 Button key.
* On a game controller, the R2 button should be either the button labeled R2
* or the bottom right trigger button. */
public static final int KEYCODE_BUTTON_R2 = 105;
/** Key code constant: Left Thumb Button key.
* On a game controller, the left thumb button indicates that the left (or only)
* joystick is pressed. */
public static final int KEYCODE_BUTTON_THUMBL = 106;
/** Key code constant: Right Thumb Button key.
* On a game controller, the right thumb button indicates that the right
* joystick is pressed. */
public static final int KEYCODE_BUTTON_THUMBR = 107;
/** Key code constant: Start Button key.
* On a game controller, the button labeled Start. */
public static final int KEYCODE_BUTTON_START = 108;
/** Key code constant: Select Button key.
* On a game controller, the button labeled Select. */
public static final int KEYCODE_BUTTON_SELECT = 109;
/** Key code constant: Mode Button key.
* On a game controller, the button labeled Mode. */
public static final int KEYCODE_BUTTON_MODE = 110;
// NOTE: If you add a new keycode here you must also add it to:

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@ -24,9 +24,71 @@ import android.os.SystemClock;
* Object used to report movement (mouse, pen, finger, trackball) events. This
* class may hold either absolute or relative movements, depending on what
* it is being used for.
*
* Refer to {@link InputDevice} for information about how different kinds of
* <p>
* On pointing devices such as touch screens, pointer coordinates specify absolute
* positions such as view X/Y coordinates. Each complete gesture is represented
* by a sequence of motion events with actions that describe pointer state transitions
* and movements. A gesture starts with a motion event with {@link #ACTION_DOWN}
* that provides the location of the first pointer down. As each additional
* pointer that goes down or up, the framework will generate a motion event with
* {@link #ACTION_POINTER_DOWN} or {@link #ACTION_POINTER_UP} accordingly.
* Pointer movements are described by motion events with {@link #ACTION_MOVE}.
* Finally, a gesture end either when the final pointer goes up as represented
* by a motion event with {@link #ACTION_UP} or when gesture is canceled
* with {@link #ACTION_CANCEL}.
* </p><p>
* On trackballs, the pointer coordinates specify relative movements as X/Y deltas.
* A trackball gesture consists of a sequence of movements described by motion
* events with {@link #ACTION_MOVE} interspersed with occasional {@link #ACTION_DOWN}
* or {@link #ACTION_UP} motion events when the trackball button is pressed or released.
* </p><p>
* Motion events always report movements for all pointers at once. The number
* of pointers only ever changes by one as individual pointers go up and down,
* except when the gesture is canceled.
* </p><p>
* The order in which individual pointers appear within a motion event can change
* from one event to the next. Use the {@link #getPointerId(int)} method to obtain a
* pointer id to track pointers across motion events in a gesture. Then for
* successive motion events, use the {@link #findPointerIndex(int)} method to obtain
* the pointer index for a given pointer id in that motion event.
* </p><p>
* For efficiency, motion events with {@link #ACTION_MOVE} may batch together
* multiple movement samples within a single object. The most current
* pointer coordinates are available using {@link #getX(int)} and {@link #getY(int)}.
* Earlier coordinates within the batch are accessed using {@link #getHistoricalX(int, int)}
* and {@link #getHistoricalY(int, int)}. The coordinates are "historical" only
* insofar as they are older than the current coordinates in the batch; however,
* they are still distinct from any other coordinates reported in prior motion events.
* To process all coordinates in the batch in time order, first consume the historical
* coordinates then consume the current coordinates.
* </p><p>
* Example: Consuming all samples for all pointers in a motion event in time order.
* </p><p><pre><code>
* void printSamples(MotionEvent ev) {
* final int historySize = ev.getHistorySize();
* final int pointerCount = ev.getPointerCount();
* for (int h = 0; h &lt; historySize; h++) {
* System.out.printf("At time %d:", ev.getHistoricalEventTime(h));
* for (int p = 0; p &lt; pointerCount; p++) {
* System.out.printf(" pointer %d: (%f,%f)",
* ev.getPointerId(p), ev.getHistoricalX(p, h), ev.getHistoricalY(p, h));
* }
* }
* System.out.printf("At time %d:", ev.getEventTime());
* for (int p = 0; p &lt; pointerCount; p++) {
* System.out.printf(" pointer %d: (%f,%f)",
* ev.getPointerId(p), ev.getX(p), ev.getY(p));
* }
* }
* </code></pre></p><p>
* In general, the framework makes no guarantees that the motion events delivered
* to a view constitute a complete gesture. In particular, there is no
* guarantee that a view will always receive a motion event with {@link #ACTION_UP}
* for each {@link #ACTION_DOWN} that was delivered.
* </p><p>
* Refer to {@link InputDevice} for more information about how different kinds of
* input devices and sources represent pointer coordinates.
* </p>
*/
public final class MotionEvent extends InputEvent implements Parcelable {
private static final long MS_PER_NS = 1000000;

View File

@ -111,10 +111,10 @@ enum {
/* The input device is a multi-touch touchscreen. */
INPUT_DEVICE_CLASS_TOUCHSCREEN_MT= 0x00000010,
/* The input device is a directional pad. */
/* The input device is a directional pad (implies keyboard, has DPAD keys). */
INPUT_DEVICE_CLASS_DPAD = 0x00000020,
/* The input device is a gamepad (implies keyboard). */
/* The input device is a gamepad (implies keyboard, has BUTTON keys). */
INPUT_DEVICE_CLASS_GAMEPAD = 0x00000040,
/* The input device has switches. */

View File

@ -325,9 +325,6 @@ InputDevice* InputReader::createDevice(int32_t deviceId, const String8& name, ui
if (classes & INPUT_DEVICE_CLASS_DPAD) {
keyboardSources |= AINPUT_SOURCE_DPAD;
}
if (classes & INPUT_DEVICE_CLASS_GAMEPAD) {
keyboardSources |= AINPUT_SOURCE_GAMEPAD;
}
if (keyboardSources != 0) {
device->addMapper(new KeyboardInputMapper(device,

View File

@ -295,7 +295,6 @@ enum {
AINPUT_SOURCE_CLASS_POINTER = 0x00000002,
AINPUT_SOURCE_CLASS_NAVIGATION = 0x00000004,
AINPUT_SOURCE_CLASS_POSITION = 0x00000008,
AINPUT_SOURCE_CLASS_JOYSTICK = 0x00000010,
};
enum {
@ -303,13 +302,10 @@ enum {
AINPUT_SOURCE_KEYBOARD = 0x00000100 | AINPUT_SOURCE_CLASS_BUTTON,
AINPUT_SOURCE_DPAD = 0x00000200 | AINPUT_SOURCE_CLASS_BUTTON,
AINPUT_SOURCE_GAMEPAD = 0x00000400 | AINPUT_SOURCE_CLASS_BUTTON,
AINPUT_SOURCE_TOUCHSCREEN = 0x00001000 | AINPUT_SOURCE_CLASS_POINTER,
AINPUT_SOURCE_MOUSE = 0x00002000 | AINPUT_SOURCE_CLASS_POINTER,
AINPUT_SOURCE_TRACKBALL = 0x00010000 | AINPUT_SOURCE_CLASS_NAVIGATION,
AINPUT_SOURCE_TOUCHPAD = 0x00100000 | AINPUT_SOURCE_CLASS_POSITION,
AINPUT_SOURCE_JOYSTICK_LEFT = 0x01000000 | AINPUT_SOURCE_CLASS_JOYSTICK,
AINPUT_SOURCE_JOYSTICK_RIGHT = 0x02000000 | AINPUT_SOURCE_CLASS_JOYSTICK,
};
/*