Newer
Older
fall / FallUnity / Assets / Plugins / XboxCtrlrInput.cs
using UnityEngine;
using UnityEngine.SceneManagement;

#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
using XInputDotNetPure;
#endif

namespace XboxCtrlrInput
{
	
	// ================= Enumerations ==================== //
	
	/// <summary>
	///     List of enumerated identifiers for Xbox controllers.
	/// </summary>
    /// <remarks>
    ///     Do NOT change enum values
    /// </remarks>
	public enum XboxController
	{
        /// <summary>
        ///     "All" Controllers is deprecated! Use "Any" instead.
        /// </summary>
        [System.Obsolete("Instead use XboxController.Any")]
        All = 0,

        Any = 0,

		First = 1,
		Second = 2,
		Third = 3,
		Fourth = 4
	}

	/// <summary>
	/// 	List of enumerated identifiers for Xbox buttons.
	/// </summary>
	public enum XboxButton
	{
		A,
		B,
		X,
		Y,
		Start,
		Back,
		LeftStick,
		RightStick,
		LeftBumper,
		RightBumper,
		DPadUp,
		DPadDown,
		DPadLeft,
		DPadRight
	}
	
	/// <summary>
	/// 	List of enumerated identifiers for Xbox D-Pad directions.
	/// </summary>
	public enum XboxDPad
	{
		Up,
		Down,
		Left,
		Right
	}
	
	/// <summary>
	/// 	List of enumerated identifiers for Xbox axis.
	/// </summary>
	public enum XboxAxis
	{
		LeftStickX,
		LeftStickY,
		RightStickX,
		RightStickY,
		LeftTrigger,
		RightTrigger
	}
	
	// ================ Classes =================== //

	public static class XCI
	{
        // ------------ Public Methods --------------- //

        public static bool SetVibration(XboxController controller, float left, float right)
        {

            int controllerNumber = (int)controller;

            if (OnWindowsNative())
            {
                GamePad.SetVibration((PlayerIndex)(controllerNumber - 1), left, right);
            }
            else
            {

            }

            return false;
        }

        // >>> For Buttons <<< //

        /// <summary> 
        /// 	Returns <c>true</c> if the specified button is held down by any controller. 
        /// </summary>
        /// <param name='button'>
        /// 	Identifier for the Xbox button to be tested. 
        /// </param>
        public static bool GetButton(XboxButton button)
		{
			if (button.IsDPad())
				return GetDPad(button.ToDPad());

			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				GamePadState ctrlrState = XInputGetSingleState();
				
				if( XInputGetButtonState(ctrlrState.Buttons, button) == ButtonState.Pressed )
				{
					return true;
				}
				#endif
			}
			
			else
			{	
				string btnCode = DetermineButtonCode(button, 0);
				
				if(Input.GetKey(btnCode))
				{
					return true;
				}
			}
				
			return false;
		}
		
		/// <summary> 
		/// 	Returns <c>true</c> if the specified button is held down by a specified controller. 
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the button.
		/// </param>
		public static bool GetButton(XboxButton button, XboxController controller)
		{
			if (button.IsDPad())
				return GetDPad(button.ToDPad(), controller);

			if (controller == XboxController.Any)
				return GetButton(button);

			int controllerNumber = (int)controller;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				
				if( XInputGetButtonState(ctrlrState.Buttons, button) == ButtonState.Pressed )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string btnCode = DetermineButtonCode(button, controllerNumber);
				
				if(Input.GetKey(btnCode))
				{
					return true;
				}
			}
			
			return false;
		}
		
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button starts to press down (not held down) by any controller. 
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		public static bool GetButtonDown(XboxButton button)
		{
			if (button.IsDPad())
				return GetDPadDown(button.ToDPad());

			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				GamePadState ctrlrStatePrev = XInputGetSingleStatePrev();
				
				if( ( XInputGetButtonState(ctrlrState.Buttons, button) == ButtonState.Pressed ) &&
					( XInputGetButtonState(ctrlrStatePrev.Buttons, button) == ButtonState.Released ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string btnCode = DetermineButtonCode(button, 0);
				
				if(Input.GetKeyDown(btnCode))
				{
					return true;
				}
			}
				
			return false;
		}
		
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button starts to press down (not held down) by a specified controller. 
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the button.
		/// </param>
		public static bool GetButtonDown(XboxButton button, XboxController controller)
		{
			if (button.IsDPad())
				return GetDPadDown(button.ToDPad(), controller);

			if (controller == XboxController.Any)
				return GetButtonDown(button);

			int controllerNumber = (int)controller;

			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				GamePadState ctrlrStatePrev = XInputGetPaticularStatePrev(controllerNumber);
				
				if( ( XInputGetButtonState(ctrlrState.Buttons, button) == ButtonState.Pressed ) &&
					( XInputGetButtonState(ctrlrStatePrev.Buttons, button) == ButtonState.Released ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string btnCode = DetermineButtonCode(button, controllerNumber);
				
				if(Input.GetKeyDown(btnCode))
				{
					return true;
				}
			}
				
			return false;
		}
		
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button is released by any controller. 
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		public static bool GetButtonUp(XboxButton button)
		{
			if (button.IsDPad())
				return GetDPadUp(button.ToDPad());

			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(Time.frameCount < 2)
				{
					return false;
				}
				
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				GamePadState ctrlrStatePrev = XInputGetSingleStatePrev();
				
				if( ( XInputGetButtonState(ctrlrState.Buttons, button) == ButtonState.Released ) &&
					( XInputGetButtonState(ctrlrStatePrev.Buttons, button) == ButtonState.Pressed ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string btnCode = DetermineButtonCode(button, 0);
				
				if(Input.GetKeyUp(btnCode))
				{
					return true;
				}
			}
			
			return false;
		}
		
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button is released by a specified controller. 
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the button.
		/// </param>
		public static bool GetButtonUp(XboxButton button, XboxController controller)
		{
			if (button.IsDPad())
				return GetDPadUp(button.ToDPad(), controller);

			if (controller == XboxController.Any)
				return GetButtonUp(button);

			int controllerNumber = (int)controller;

			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(Time.frameCount < 2)
				{
					return false;
				}
				
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				GamePadState ctrlrStatePrev = XInputGetPaticularStatePrev(controllerNumber);
				
				if( ( XInputGetButtonState(ctrlrState.Buttons, button) == ButtonState.Released ) &&
				    ( XInputGetButtonState(ctrlrStatePrev.Buttons, button) == ButtonState.Pressed ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string btnCode = DetermineButtonCode(button, controllerNumber);
				
				if(Input.GetKeyUp(btnCode))
				{
					return true;
				}
			}
			
			return false;
		}
		
		// >>> For D-Pad <<< //
		
		/// <summary> 
		/// 	Returns <c>true</c> if the specified D-Pad direction is pressed down by any controller. 
		/// </summary>
		/// <param name='padDirection'> 
		/// 	An identifier for the specified D-Pad direction to be tested. 
		/// </param>
		public static bool GetDPad(XboxDPad padDirection)
		{
			bool r = false;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				
				if( XInputGetDPadState(ctrlrState.DPad, padDirection) == ButtonState.Pressed )
				{
					return true;
				}
				#endif
			}
			
			else
			{				
				string inputCode = "";
				
				if(OnMac())
				{
					inputCode = DetermineDPadMac(padDirection, 0);
					r = Input.GetKey(inputCode);
				}
				else if(OnLinux() && IsControllerWireless())
				{
					inputCode = DetermineDPadWirelessLinux(padDirection, 0);
					r = Input.GetKey(inputCode);
				}
				else // Windows Web Player and Linux Wired Controller
				{
					inputCode = DetermineDPad(padDirection, 0);
					
					switch(padDirection)
					{
						case XboxDPad.Up: 		r = Input.GetAxis(inputCode) > 0; break;
						case XboxDPad.Down: 	r = Input.GetAxis(inputCode) < 0; break;
						case XboxDPad.Left: 	r = Input.GetAxis(inputCode) < 0; break;
						case XboxDPad.Right:	r = Input.GetAxis(inputCode) > 0; break;
						
						default: r = false; break;
					}
				}
			}
				
			return r;
		}
		
		/// <summary> 
		/// 	Returns <c>true</c> if the specified D-Pad direction is pressed down by a specified controller. 
		/// </summary>
		/// <param name='padDirection'> 
		/// 	An identifier for the specified D-Pad direction to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the D-Pad.
		/// </param>
		public static bool GetDPad(XboxDPad padDirection, XboxController controller)
		{
			if (controller == XboxController.Any)
				return GetDPad(padDirection);

			int controllerNumber = (int)controller;

			bool r = false;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);

				if( XInputGetDPadState(ctrlrState.DPad, padDirection) == ButtonState.Pressed )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string inputCode = "";
				
				if(OnMac())
				{
					inputCode = DetermineDPadMac(padDirection, controllerNumber);
					r = Input.GetKey(inputCode);
				}
				else if(OnLinux() && IsControllerWireless(controllerNumber))
				{
					inputCode = DetermineDPadWirelessLinux(padDirection, controllerNumber);
					r = Input.GetKey(inputCode);
				}
				else // Windows Web Player and Linux Wired Controller
				{
					inputCode = DetermineDPad(padDirection, controllerNumber);
					
					switch(padDirection)
					{
						case XboxDPad.Up: 		r = Input.GetAxis(inputCode) > 0; break;
						case XboxDPad.Down: 	r = Input.GetAxis(inputCode) < 0; break;
						case XboxDPad.Left: 	r = Input.GetAxis(inputCode) < 0; break;
						case XboxDPad.Right:	r = Input.GetAxis(inputCode) > 0; break;
						
						default: r = false; break;
					}
				}
			}
			
			return r;
		}

		// From @ProjectEnder
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button is released.
		/// 	Does NOT work on Linux with Wired Controllers.
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		public static bool GetDPadUp(XboxDPad padDirection)
		{
			
			bool r = false;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(Time.frameCount < 2)
				{
					return false;
				}
				
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				GamePadState ctrlrStatePrev = XInputGetSingleStatePrev();
				
				if( ( XInputGetDPadState(ctrlrState.DPad, padDirection) == ButtonState.Released ) &&
				   ( XInputGetDPadState(ctrlrStatePrev.DPad, padDirection) == ButtonState.Pressed ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string inputCode = "";
				
				if(OnMac())
				{
					inputCode = DetermineDPadMac(padDirection, 0);
					r = Input.GetKeyUp(inputCode);
				}
				else if(OnLinux() && IsControllerWireless())
				{
					inputCode = DetermineDPadWirelessLinux(padDirection, 0);
					r = Input.GetKeyUp(inputCode);
				}
				else
				{
					//Place Holder for Wired Linux
					r = false;
				}					
			}
			
			return r;
		}

		// From @ProjectEnder
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button is released by a specified controller.
		/// 	Does NOT work on Linux with Wired Controllers.
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the button.
		/// </param>
		public static bool GetDPadUp(XboxDPad padDirection, XboxController controller)
		{
			if (controller == XboxController.Any)
				return GetDPadUp(padDirection);

			int controllerNumber = (int)controller;

			bool r = false;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(Time.frameCount < 2)
				{
					return false;
				}
				
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				GamePadState ctrlrStatePrev = XInputGetPaticularStatePrev(controllerNumber);
				
				if( ( XInputGetDPadState(ctrlrState.DPad, padDirection) == ButtonState.Released ) &&
				   ( XInputGetDPadState(ctrlrStatePrev.DPad, padDirection) == ButtonState.Pressed ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string inputCode = "";
				
				if(OnMac())
				{
					inputCode = DetermineDPadMac(padDirection, controllerNumber);
					r = Input.GetKeyUp(inputCode);
				}
				else if(OnLinux() && IsControllerWireless(controllerNumber))
				{
					inputCode = DetermineDPadWirelessLinux(padDirection, controllerNumber);
					r = Input.GetKeyUp(inputCode);
				}
				else
				{
					//Place Holder for Wired Linux
					r = false;
				}
			}
			
			return r;
		}

		// From @ProjectEnder
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button is Pressed.
		/// 	Does NOT work on Linux with Wired Controllers.
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		public static bool GetDPadDown(XboxDPad padDirection)
		{
			
			bool r = false;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(Time.frameCount < 2)
				{
					return false;
				}
				
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				GamePadState ctrlrStatePrev = XInputGetSingleStatePrev();
				
				if( ( XInputGetDPadState(ctrlrState.DPad, padDirection) == ButtonState.Pressed ) &&
				   ( XInputGetDPadState(ctrlrStatePrev.DPad, padDirection) == ButtonState.Released ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string inputCode = "";
				
				if(OnMac())
				{
					inputCode = DetermineDPadMac(padDirection, 0);
					r = Input.GetKeyDown(inputCode);
				}
				else if(OnLinux() && IsControllerWireless())
				{
					inputCode = DetermineDPadWirelessLinux(padDirection, 0);
					r = Input.GetKeyDown(inputCode);
				}
				else
				{
					//Place Holder for Wired Linux
					r = false;
				}
			}
			
			return r;
		}

		// From @ProjectEnder
		/// <summary> 
		/// 	Returns <c>true</c> at the frame the specified button is Pressed by a specified controller. 
		/// 	Does NOT work on Linux with Wired Controllers.
		/// </summary>
		/// <param name='button'> 
		/// 	Identifier for the Xbox button to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the button.
		/// </param>
		public static bool GetDPadDown(XboxDPad padDirection, XboxController controller)
		{
			if (controller == XboxController.Any)
				return GetDPadDown(padDirection);

			int controllerNumber = (int)controller;

			bool r = false;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(Time.frameCount < 2)
				{
					return false;
				}
				
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				GamePadState ctrlrStatePrev = XInputGetPaticularStatePrev(controllerNumber);
				
				if( ( XInputGetDPadState(ctrlrState.DPad, padDirection) == ButtonState.Pressed ) &&
				   ( XInputGetDPadState(ctrlrStatePrev.DPad, padDirection) == ButtonState.Released ) )
				{
					return true;
				}
				#endif
			}
			
			else
			{
				string inputCode = "";
				
				if(OnMac())
				{
					inputCode = DetermineDPadMac(padDirection, controllerNumber);
					r = Input.GetKeyDown(inputCode);
				}
				else if(OnLinux() && IsControllerWireless(controllerNumber))
				{
					inputCode = DetermineDPadWirelessLinux(padDirection, controllerNumber);
					r = Input.GetKeyDown(inputCode);
				}
				else
				{
					//Place Holder for Wired Linux
					r = false;
				}
			}
			
			return r;
		}
		
		// >>> For Axis <<< //
		
		/// <summary> 
		/// 	Returns the analog number of the specified axis from any controller. 
		/// </summary>
		/// <param name='axis'> 
		/// 	An identifier for the specified Xbox axis to be tested. 
		/// </param>
		public static float GetAxis(XboxAxis axis)
		{
			float r = 0.0f;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				
				if(axis == XboxAxis.LeftTrigger || axis == XboxAxis.RightTrigger)
				{
					r = XInputGetAxisState(ctrlrState.Triggers, axis);
				}
				else
				{
					r = XInputGetAxisState(ctrlrState.ThumbSticks, axis);
				}
                
				#endif
			}
			else
			{
				string axisCode = DetermineAxisCode(axis, 0);
				
				r = Input.GetAxis(axisCode);
				r = AdjustAxisValues(r, axis, 0);
			}
				
			return r;
		}
		
		/// <summary> 
		/// 	Returns the float number of the specified axis from a specified controller. 
		/// </summary>
		/// <param name='axis'> 
		/// 	An identifier for the specified Xbox axis to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the axis.
		/// </param>
		public static float GetAxis(XboxAxis axis, XboxController controller)
		{
			if (controller == XboxController.Any)
				return GetAxis(axis);

			int controllerNumber = (int)controller;

			float r = 0.0f;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				
				if(axis == XboxAxis.LeftTrigger || axis == XboxAxis.RightTrigger)
				{
					r = XInputGetAxisState(ctrlrState.Triggers, axis);
				}
				else
				{
					r = XInputGetAxisState(ctrlrState.ThumbSticks, axis);
				}

				#endif
			}
			else
			{
				string axisCode = DetermineAxisCode(axis, controllerNumber);
				
				r = Input.GetAxis(axisCode);
				r = AdjustAxisValues(r, axis, controllerNumber);
			}
			
			return r;
		}
		
		/// <summary> 
		/// 	Returns the float number of the specified axis from any controller without Unity's smoothing filter. 
		/// </summary>
		/// <param name='axis'> 
		/// 	An identifier for the specified Xbox axis to be tested. 
		/// </param>
		public static float GetAxisRaw(XboxAxis axis)
		{
			float r = 0.0f;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetSingleState();
				
				if(axis == XboxAxis.LeftTrigger || axis == XboxAxis.RightTrigger)
				{
					r = XInputGetAxisState(ctrlrState.Triggers, axis);
				}
				else
				{
					r = XInputGetAxisState(ctrlrState.ThumbSticks, axis);
				}
				#endif
			}
			
			else
			{
				string axisCode = DetermineAxisCode(axis, 0);
				
				r = Input.GetAxisRaw(axisCode);
				r = AdjustAxisValues(r, axis, 0);
			}
				
			return r;
		}
		
		/// <summary> 
		/// 	Returns the float number of the specified axis from a specified controller without Unity's smoothing filter. 
		/// </summary>
		/// <param name='axis'> 
		/// 	An identifier for the specified Xbox axis to be tested. 
		/// </param>
		/// <param name='controller'>
		/// 	An identifier for the specific controller on which to test the axis.
		/// </param>
		public static float GetAxisRaw(XboxAxis axis, XboxController controller)
		{
			if (controller == XboxController.Any)
				return GetAxisRaw(axis);

			int controllerNumber = (int)controller;

			float r = 0.0f;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
					
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				
				if(axis == XboxAxis.LeftTrigger || axis == XboxAxis.RightTrigger)
				{
					r = XInputGetAxisState(ctrlrState.Triggers, axis);
				}
				else
				{
					r = XInputGetAxisState(ctrlrState.ThumbSticks, axis);
				}
				#endif
			}
			
			else
			{
				string axisCode = DetermineAxisCode(axis, controllerNumber);
				
				r = Input.GetAxisRaw(axisCode);
				r = AdjustAxisValues(r, axis, controllerNumber);
			}
				
			return r;
		}
		
		// >>> Other important functions <<< //
		
		/// <summary> 
		/// 	Returns the number of Xbox controllers plugged to the computer. 
		/// </summary>
		public static int GetNumPluggedCtrlrs()
		{
			int r = 0;
			
			if(OnWindowsNative())
			{
				#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
				if(!xiNumOfCtrlrsQueried || !XInputStillInCurrFrame())
				{
					xiNumOfCtrlrsQueried = true;
					XInputUpdateAllStates();
				}
				
				for(int i = 0; i < 4; i++)
				{
					if(xInputCtrlrs[i].IsConnected)
					{
						r++;
					}
				}
				#endif
			}
			
			else
			{
				string[] ctrlrNames = Input.GetJoystickNames();
				for(int i = 0; i < ctrlrNames.Length; i++)
				{
					if(ctrlrNames[i].Contains("Xbox") || ctrlrNames[i].Contains("XBOX") || ctrlrNames[i].Contains("Microsoft"))
					{
						r++;
					}
				}
			}
			
			return r;
		}
		
		/// <summary> 
		/// 	DEBUG function. Log all controller names to Unity's console. 
		/// </summary>
		public static void DEBUG_LogControllerNames()
		{
			string[] cNames = Input.GetJoystickNames();
			
			for(int i = 0; i < cNames.Length; i++)
			{
				Debug.Log("Ctrlr " + i.ToString() + ": " + cNames[i]);
			}
		}





		// From @xoorath
		/// <summary>
		/// 	DEPRECATED: 
        ///     Determines if the controller is plugged in the specified controllerNumber.
		/// 	CAUTION: Only works on Windows Native (Desktop and Editor)!
		/// </summary>
		/// <param name="controllerNumber">
		/// 	An identifier for the specific controller on which to test the axis. An int between 1 and 4.
		/// </param>
        [System.Obsolete("Instead use IsPluggedIn(XboxController)")]
		public static bool IsPluggedIn(int controllerNumber)
		{
			#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
			if(OnWindowsNative())
			{
				if (!XInputStillInCurrFrame())
				{
					XInputUpdateAllStates();
				}
				
				GamePadState ctrlrState = XInputGetPaticularState(controllerNumber);
				
				return ctrlrState.IsConnected;
			}
			#endif

			// NOT IMPLEMENTED for other platforms
			return false;
		}


        // Based off @xoorath 's implementation
        /// <summary>
		/// 	Determines if the controller is plugged in the specified controllerNumber.
        /// 	Passing Any will evaluate if any controller is connected.
		/// 	CAUTION: Only works on Windows Native (Desktop and Editor)!
		/// </summary>
		/// <param name="controllerNumber">
		/// 	An identifier for the specific controller on which to test the axis.
        /// 	Passing Any will evaluate if any controller is connected.
		/// </param>
		public static bool IsPluggedIn(XboxController controllerNumber)
        {
            #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
            {
                if (OnWindowsNative())
                {
                    if (!XInputStillInCurrFrame())
                    {
                        XInputUpdateAllStates();
                    }

                    GamePadState ctrlrState;


                    // If inquiring about any controller
                   
                    // TODO: Remove condition for XboxController.All when the time comes
                    // Users of XCI: Feel free to remove XboxController.All if you like having no warnings
                    if(controllerNumber == XboxController.Any || controllerNumber == XboxController.All)
                    {
                        // Examine all controllers it see if any are connected
                        for(int i = 1; i <= 4; i++)
                        {
                            ctrlrState = XInputGetPaticularState(i);
                            if(ctrlrState.IsConnected)
                            {
                                return true;
                            }
                        }
                    }
                    

                    // If specifying a specific controller

                    // Note: Casting only works if XboxController enums are values 1 to 4 (First, Second, Third, Fourth)
                    ctrlrState = XInputGetPaticularState((int)controllerNumber);

                    return ctrlrState.IsConnected;
                }
            }
            #endif

            // NOT IMPLEMENTED for other platforms
            return false;
        }




        ////
        // ------------- Private -------------- //
        ////

        // ------------ Methods --------------- //

        private static bool OnMac()
		{
			// All Mac mappings are based off TattieBogle Xbox Controller drivers
			// http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
			// http://wiki.unity3d.com/index.php?title=Xbox360Controller
			return (Application.platform == RuntimePlatform.OSXEditor || 
				    Application.platform == RuntimePlatform.OSXPlayer   );
		}
		
		private static bool OnWindows()
		{
			return (Application.platform == RuntimePlatform.WindowsEditor || 
				    Application.platform == RuntimePlatform.WindowsPlayer   );
		}

        private static bool OnWindowsNative()
		{
			return (Application.platform == RuntimePlatform.WindowsEditor || 
				    Application.platform == RuntimePlatform.WindowsPlayer   );
		}
		
		private static bool OnLinux()
		{
			// Linux mapping based on observation of mapping from default drivers on Ubuntu 13.04
			return Application.platform == RuntimePlatform.LinuxPlayer;
		}
		
		private static bool IsControllerWireless()
		{
			// 0 means for any controller
			return IsControllerWireless(0);
		}
		
		private static bool IsControllerWireless(int ctrlNum)
		{	
			if (ctrlNum < 0 || ctrlNum > 4) return false;
			
			// If 0 is passed in, that assumes that only 1 controller is plugged in.
			if(ctrlNum == 0)
			{
				return ( (string) Input.GetJoystickNames()[0]).Contains("Wireless");
			}
			
			return ( (string) Input.GetJoystickNames()[ctrlNum-1]).Contains("Wireless");
		}
		
		private static bool IsControllerNumberValid(int ctrlrNum)
		{
			if(ctrlrNum > 0 && ctrlrNum <= 4)
			{
				return true;
			}
			else
			{
				Debug.LogError("XCI.IsControllerNumberValid(): " + 
							   "Invalid contoller number! Should be between 1 and 4.");
			}
			return false;
		}
		
		private static float RefactorRange(float oldRangeValue, int ctrlrNum, XboxAxis axis)
		{
			// HACK: On OS X, Left and right trigger under OSX return 0.5 until touched
			// Issue #16 on Github: https://github.com/JISyed/Unity-XboxCtrlrInput/issues/16
			if(XCI.OnMac())
			{
				if(axis == XboxAxis.LeftTrigger)
				{
					switch(ctrlrNum)
					{
						case 0:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger0LeftIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger0LeftIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 1:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger1LeftIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger1LeftIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 2:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger2LeftIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger2LeftIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 3:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger3LeftIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger3LeftIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 4:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger4LeftIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger4LeftIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						default:
							break;
					}
				}
				else if(axis == XboxAxis.RightTrigger)
				{
					switch(ctrlrNum)
					{
						case 0:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger0RightIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger0RightIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 1:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger1RightIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger1RightIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 2:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger2RightIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger2RightIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 3:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger3RightIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger3RightIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						case 4:
						{
							if(!XCI.XciHandler.Instance.u3dTrigger4RightIsTouched)
							{
								if(oldRangeValue != 0.0f)
								{
									XCI.XciHandler.Instance.u3dTrigger4RightIsTouched = true;
								}
								else
								{
									return 0.0f;
								}
							}
							break;
						}
						default:
							break;
					}
				}
			}

			// Assumes you want to take a number from -1 to 1 range
			// And turn it into a number from a 0 to 1 range
			return ((oldRangeValue + 1.0f) / 2.0f );
		}
		
		private static string DetermineButtonCode(XboxButton btn, int ctrlrNum)
		{
			string r = "";
			string sJoyCode = "";
			string sKeyCode = "";
			bool invalidCode = false;
			
			if(ctrlrNum == 0)
			{
				sJoyCode = "";
			}
			else
			{
				sJoyCode = " " + ctrlrNum.ToString();
			}
			
			if(OnMac())
			{
				switch(btn)
				{
					case XboxButton.A: 				sKeyCode = "16"; break;
					case XboxButton.B:				sKeyCode = "17"; break;
					case XboxButton.X:				sKeyCode = "18"; break;
					case XboxButton.Y:				sKeyCode = "19"; break;
					case XboxButton.Start:			sKeyCode = "9"; break;
					case XboxButton.Back:			sKeyCode = "10"; break;
					case XboxButton.LeftStick:		sKeyCode = "11"; break;
					case XboxButton.RightStick:		sKeyCode = "12"; break;
					case XboxButton.LeftBumper:		sKeyCode = "13"; break;
					case XboxButton.RightBumper:	sKeyCode = "14"; break;
					
					default: invalidCode = true; break;
				}
			}
			else if (OnLinux())
			{
				switch(btn)
				{
					case XboxButton.A: 				sKeyCode = "0"; break;
					case XboxButton.B:				sKeyCode = "1"; break;
					case XboxButton.X:				sKeyCode = "2"; break;
					case XboxButton.Y:				sKeyCode = "3"; break;
					case XboxButton.Start:			sKeyCode = "7"; break;
					case XboxButton.Back:			sKeyCode = "6"; break;
					case XboxButton.LeftStick:		sKeyCode = "9"; break;
					case XboxButton.RightStick:		sKeyCode = "10"; break;
					case XboxButton.LeftBumper:		sKeyCode = "4"; break;
					case XboxButton.RightBumper:	sKeyCode = "5"; break;
					
					default: invalidCode = true; break;
				}
			}
			else  // Windows Web Player
			{
				switch(btn)
				{
					case XboxButton.A: 				sKeyCode = "0"; break;
					case XboxButton.B:				sKeyCode = "1"; break;
					case XboxButton.X:				sKeyCode = "2"; break;
					case XboxButton.Y:				sKeyCode = "3"; break;
					case XboxButton.Start:			sKeyCode = "7"; break;
					case XboxButton.Back:			sKeyCode = "6"; break;
					case XboxButton.LeftStick:		sKeyCode = "8"; break;
					case XboxButton.RightStick:		sKeyCode = "9"; break;
					case XboxButton.LeftBumper:		sKeyCode = "4"; break;
					case XboxButton.RightBumper:	sKeyCode = "5"; break;
					
					default: invalidCode = true; break;
				}
			}
			
			r = "joystick" + sJoyCode + " button " + sKeyCode;
			
			if(invalidCode)
			{
				r = "";
			}
			
			return r;
		}
		
		private static string DetermineAxisCode(XboxAxis axs, int ctrlrNum)
		{
			string r = "";
			string sJoyCode = ctrlrNum.ToString();
			string sAxisCode = "";
			bool invalidCode = false;
			
			
			if(OnMac())
			{
				switch(axs)
				{
					case XboxAxis.LeftStickX: 		sAxisCode = "X"; break;
					case XboxAxis.LeftStickY:		sAxisCode = "Y"; break;
					case XboxAxis.RightStickX:		sAxisCode = "3"; break;
					case XboxAxis.RightStickY:		sAxisCode = "4"; break;
					case XboxAxis.LeftTrigger:		sAxisCode = "5"; break;
					case XboxAxis.RightTrigger:		sAxisCode = "6"; break;
					
					default: invalidCode = true; break;
				}
			}
			else if(OnLinux())
			{
				switch(axs)
				{
					case XboxAxis.LeftStickX: 		sAxisCode = "X"; break;
					case XboxAxis.LeftStickY:		sAxisCode = "Y"; break;
					case XboxAxis.RightStickX:		sAxisCode = "4"; break;
					case XboxAxis.RightStickY:		sAxisCode = "5"; break;
					case XboxAxis.LeftTrigger:		sAxisCode = "3"; break;
					case XboxAxis.RightTrigger:		sAxisCode = "6"; break;
					
					default: invalidCode = true; break;
				}
			}
			else // Windows Web Player
			{
				switch(axs)
				{
					case XboxAxis.LeftStickX: 		sAxisCode = "X"; break;
					case XboxAxis.LeftStickY:		sAxisCode = "Y"; break;
					case XboxAxis.RightStickX:		sAxisCode = "4"; break;
					case XboxAxis.RightStickY:		sAxisCode = "5"; break;
					case XboxAxis.LeftTrigger:		sAxisCode = "9"; break;
					case XboxAxis.RightTrigger:		sAxisCode = "10"; break;
					
					default: invalidCode = true; break;
				}
			}
			
			r = "XboxAxis" + sAxisCode + "Joy" + sJoyCode;
			
			if(invalidCode)
			{
				r = "";
			}
			
			return r;
		}
		
		private static float AdjustAxisValues(float axisValue, XboxAxis axis, int ctrlrNum)
		{
			float newAxisValue = axisValue;
			
			if(OnMac())
			{
				if(axis == XboxAxis.LeftTrigger)
				{
					newAxisValue = -newAxisValue;
					newAxisValue = RefactorRange(newAxisValue, ctrlrNum, axis);
				}
				else if(axis == XboxAxis.RightTrigger)
				{
					newAxisValue = RefactorRange(newAxisValue, ctrlrNum, axis);
				}
				else if(axis == XboxAxis.RightStickY)
				{
					newAxisValue = -newAxisValue;
				}
			}
			else if(OnLinux())
			{
				if(axis == XboxAxis.RightTrigger)
				{
					newAxisValue = RefactorRange(newAxisValue, ctrlrNum, axis);
				}
				else if(axis == XboxAxis.LeftTrigger)
				{
					newAxisValue = RefactorRange(newAxisValue, ctrlrNum, axis);
				}
			}
			
			return newAxisValue;
		}
		
		private static string DetermineDPad(XboxDPad padDir, int ctrlrNum)
		{
			string r = "";
			string sJoyCode = ctrlrNum.ToString();
			string sPadCode = "";
			bool invalidCode = false;
			
			if(OnLinux())
			{
				switch(padDir)
				{
					case XboxDPad.Up: 		sPadCode = "8"; break;
					case XboxDPad.Down:		sPadCode = "8"; break;
					case XboxDPad.Left:		sPadCode = "7"; break;
					case XboxDPad.Right:	sPadCode = "7"; break;
					
					default: invalidCode = true; break;
				}
			}
			else  // Windows Web Player
			{
				switch(padDir)
				{
					case XboxDPad.Up: 		sPadCode = "7"; break;
					case XboxDPad.Down:		sPadCode = "7"; break;
					case XboxDPad.Left:		sPadCode = "6"; break;
					case XboxDPad.Right:	sPadCode = "6"; break;
					
					default: invalidCode = true; break;
				}
			}
			
			r = "XboxAxis" + sPadCode + "Joy" + sJoyCode;
			
			if(invalidCode)
			{
				r = "";
			}
			
			return r;
		}
		
		private static string DetermineDPadMac(XboxDPad padDir, int ctrlrNum)
		{
			string r = "";
			string sJoyCode = "";
			string sPadCode = "";
			bool invalidCode = false;
			
			if(ctrlrNum == 0)
			{
				sJoyCode = "";
			}
			else
			{
				sJoyCode = " " + ctrlrNum.ToString();
			}
			
			switch(padDir)
			{
				case XboxDPad.Up: 		sPadCode = "5"; break;
				case XboxDPad.Down:		sPadCode = "6"; break;
				case XboxDPad.Left:		sPadCode = "7"; break;
				case XboxDPad.Right:	sPadCode = "8"; break;
				
				default: invalidCode = true; break;
			}
			
			r = "joystick" + sJoyCode + " button " + sPadCode;
			
			if(invalidCode)
			{
				r = "";
			}
			
			return r;
		}
		
		private static string DetermineDPadWirelessLinux(XboxDPad padDir, int ctrlrNum)
		{
			string r = "";
			string sJoyCode = "";
			string sPadCode = "";
			bool invalidCode = false;
			
			if(ctrlrNum == 0)
			{
				sJoyCode = "";
			}
			else
			{
				sJoyCode = " " + ctrlrNum.ToString();
			}
			
			switch(padDir)
			{
				case XboxDPad.Up: 		sPadCode = "13"; break;
				case XboxDPad.Down:		sPadCode = "14"; break;
				case XboxDPad.Left:		sPadCode = "11"; break;
				case XboxDPad.Right:	sPadCode = "12"; break;
				
				default: invalidCode = true; break;
			}
			
			r = "joystick" + sJoyCode + " button " + sPadCode;
			
			if(invalidCode)
			{
				r = "";
			}
			
			return r;
		}


        // ------------- Private XInput Wrappers (for Windows Native player and editor only) -------------- //

#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
        
        // ------------ Inner Class ------------//

        // Used to setup XInput for Windows
        class XciXInputInitializer
        {
            // Ctor
            public XciXInputInitializer()
            {
                // Only runs once.
                // Setup XInput here...


                // Call input states twice in order to make sure that 
                // the previous states and current states are the same.
                // This is needed to prevent errors where GetButtonUp will trigger unexpectledly

                for (int i = 0; i < 4; i++)
                {
                    PlayerIndex plyNum = (PlayerIndex)i;
                    xInputCtrlrsPrev[i] = xInputCtrlrs[i];
                    xInputCtrlrs[i] = GamePad.GetState(plyNum, XCI.WindowsDeadzoneMethod);
                }

                for (int i = 0; i < 4; i++)
                {
                    PlayerIndex plyNum = (PlayerIndex)i;
                    xInputCtrlrsPrev[i] = xInputCtrlrs[i];
                    xInputCtrlrs[i] = GamePad.GetState(plyNum, XCI.WindowsDeadzoneMethod);
                }

            }

            public void Dummy()
            {
                // Intentionally does nothing to prevent warnings
            }
        }



        // ------------ Members --------------- //

        // Windows variables
        private static GamePadState[] xInputCtrlrs = new GamePadState[4];
        private static GamePadState[] xInputCtrlrsPrev = new GamePadState[4];
        private static int xiPrevFrameCount = -1;
        private static bool xiUpdateAlreadyCalled = false;
        private static bool xiNumOfCtrlrsQueried = false;
        private static XciXInputInitializer xinputInitalizer = new XCI.XciXInputInitializer();

        

        // This can be set to something different if you want
        private const GamePadDeadZone WindowsDeadzoneMethod = GamePadDeadZone.Circular;



        // ------------ Methods --------------- //

        //>> For updating states <<

        private static void XInputUpdateAllStates()
		{
			if(xiUpdateAlreadyCalled) return;
			
			for(int i = 0; i < 4; i++)
			{
				PlayerIndex plyNum = (PlayerIndex) i;
				xInputCtrlrsPrev[i] = xInputCtrlrs[i];
				xInputCtrlrs[i] = GamePad.GetState(plyNum, XCI.WindowsDeadzoneMethod);
			}
			
			xiUpdateAlreadyCalled = true;
		}
		
		
		//>> For getting states <<
		private static GamePadState XInputGetSingleState()
		{
			return xInputCtrlrs[0];
		}
		
		private static GamePadState XInputGetPaticularState(int ctrlNum)
		{
			if (!IsControllerNumberValid(ctrlNum)) return xInputCtrlrs[0];
			
			return xInputCtrlrs[ctrlNum-1];
		}
		
		private static GamePadState XInputGetSingleStatePrev()
		{
			return xInputCtrlrsPrev[0];
		}
		
		private static GamePadState XInputGetPaticularStatePrev(int ctrlNum)
		{
			if (!IsControllerNumberValid(ctrlNum)) return xInputCtrlrsPrev[0];
			
			return xInputCtrlrsPrev[ctrlNum-1];
		}
		
		//>> For getting input <<
		private static ButtonState XInputGetButtonState(GamePadButtons xiButtons, XboxButton xciBtn)
		{
			ButtonState stateToReturn = ButtonState.Pressed;
			
			switch(xciBtn)
			{
				case XboxButton.A: 				stateToReturn = xiButtons.A; break;
				case XboxButton.B: 				stateToReturn = xiButtons.B; break;
				case XboxButton.X: 				stateToReturn = xiButtons.X; break;
				case XboxButton.Y: 				stateToReturn = xiButtons.Y; break;
				case XboxButton.Start: 			stateToReturn = xiButtons.Start; break;
				case XboxButton.Back: 			stateToReturn = xiButtons.Back; break;
				case XboxButton.LeftBumper: 	stateToReturn = xiButtons.LeftShoulder; break;
				case XboxButton.RightBumper: 	stateToReturn = xiButtons.RightShoulder; break;
				case XboxButton.LeftStick: 		stateToReturn = xiButtons.LeftStick; break;
				case XboxButton.RightStick: 	stateToReturn = xiButtons.RightStick; break;
			}
			
			return stateToReturn;
		}
		
		private static ButtonState XInputGetDPadState(GamePadDPad xiDPad, XboxDPad xciDPad)
		{
			ButtonState stateToReturn = ButtonState.Released;
			
			switch(xciDPad)
			{
				case XboxDPad.Up: 				stateToReturn = xiDPad.Up; break;
				case XboxDPad.Down: 			stateToReturn = xiDPad.Down; break;
				case XboxDPad.Left: 			stateToReturn = xiDPad.Left; break;
				case XboxDPad.Right: 			stateToReturn = xiDPad.Right; break;
			}
			
			return stateToReturn;
		}
		
		private static float XInputGetAxisState(GamePadTriggers xiTriggers, XboxAxis xciAxis)
		{
			float stateToReturn = 0.0f;
			
			switch(xciAxis)
			{
				case XboxAxis.LeftTrigger: 		stateToReturn = xiTriggers.Left; break;
				case XboxAxis.RightTrigger: 	stateToReturn = xiTriggers.Right; break;
				default:						stateToReturn = 0.0f; break;
			}
			
			return stateToReturn;
		}
		
		private static float XInputGetAxisState(GamePadThumbSticks xiThumbSticks, XboxAxis xciAxis)
		{
			float stateToReturn = 0.0f;
			
			switch(xciAxis)
			{
				case XboxAxis.LeftStickX: 		stateToReturn = xiThumbSticks.Left.X; break;
				case XboxAxis.LeftStickY: 		stateToReturn = xiThumbSticks.Left.Y; break;
				case XboxAxis.RightStickX: 		stateToReturn = xiThumbSticks.Right.X; break;
				case XboxAxis.RightStickY: 		stateToReturn = xiThumbSticks.Right.Y; break;
				default:						stateToReturn = 0.0f; break;
			}
			
			return stateToReturn;
		}
		
		private static bool XInputStillInCurrFrame()
		{
			bool r = false;
            xinputInitalizer.Dummy();   // Stop warnings about not using the initilaizer

			// Get the current frame
			int currFrame = Time.frameCount;
			
			// Are we still in the current frame?
			if(xiPrevFrameCount == currFrame)
			{
				r = true;
			}
			else
			{
				r = false;
				xiUpdateAlreadyCalled = false;
			}
			
			// Assign the previous frame count regardless of whether it's the same or not.
			xiPrevFrameCount = currFrame;
			
			return r;
		}

		
		#endif

		// END of Windows only subsystem ==========================================



		// -------------------------- Handler Script -------------------

		// Secret Private Script that does some maintainace work for XCI states. User should not use this script at all.
		private class XciHandler : MonoBehaviour
		{
			private static XciHandler instance = null;

			public bool u3dTrigger0LeftIsTouched = false;
			public bool u3dTrigger0RightIsTouched = false;
			public bool u3dTrigger1LeftIsTouched = false;
			public bool u3dTrigger1RightIsTouched = false;
			public bool u3dTrigger2LeftIsTouched = false;
			public bool u3dTrigger2RightIsTouched = false;
			public bool u3dTrigger3LeftIsTouched = false;
			public bool u3dTrigger3RightIsTouched = false;
			public bool u3dTrigger4LeftIsTouched = false;
			public bool u3dTrigger4RightIsTouched = false;

			void Awake()
			{
				if(XciHandler.instance != null)
				{
					GameObject.Destroy(this.gameObject);
				}

				XciHandler.instance = this;

				// Lives for the life of the game
				DontDestroyOnLoad(this.gameObject);
			}

            void OnEnable()
            {
                SceneManager.sceneLoaded += OnSceneFinishedLoading;
            }

            void OnDisable()
            {
                SceneManager.sceneLoaded -= OnSceneFinishedLoading;
            }

            // Callback made to replace obsolete method OnLevelWasLoaded(int)
            void OnSceneFinishedLoading(Scene currentScene, LoadSceneMode mode)
            {
                this.ResetTriggerTouches();
            }

			void OnApplicationFocus(bool isWindowInFocusNow)
			{
				if(!isWindowInFocusNow)
				{
					this.ResetTriggerTouches();
				}
			}

			private void ResetTriggerTouches()
			{
				this.u3dTrigger0LeftIsTouched = false;
				this.u3dTrigger0RightIsTouched = false;
				this.u3dTrigger1LeftIsTouched = false;
				this.u3dTrigger1RightIsTouched = false;
				this.u3dTrigger2LeftIsTouched = false;
				this.u3dTrigger2RightIsTouched = false;
				this.u3dTrigger3LeftIsTouched = false;
				this.u3dTrigger3RightIsTouched = false;
				this.u3dTrigger4LeftIsTouched = false;
				this.u3dTrigger4RightIsTouched = false;
			}

			public static XciHandler Instance
			{
				get
				{
					if(XciHandler.instance == null)
					{
						GameObject xciHandleObj = new GameObject("XboxCtrlrInput Handler Object");
						xciHandleObj.AddComponent<XciHandler>();
					}

					return XciHandler.instance;
				}
			}
		} // end of XciHandler
	} // end of XCI

	public static class XboxButtonExtensions
	{
		public static bool IsDPad(this XboxButton button)
		{
			return (button == XboxButton.DPadUp ||
			        button == XboxButton.DPadDown ||
			        button == XboxButton.DPadLeft ||
			        button == XboxButton.DPadRight);
		}
		
		public static XboxDPad ToDPad(this XboxButton button)
		{
			if (button == XboxButton.DPadUp)
				return XboxDPad.Up;
			if (button == XboxButton.DPadDown)
				return XboxDPad.Down;
			if (button == XboxButton.DPadLeft)
				return XboxDPad.Left;
			if (button == XboxButton.DPadRight)
				return XboxDPad.Right;
			return default(XboxDPad);
		}


	}
	
	
}