anchor.diff:        }
       }
     };
  -}
  -
  -----
  -
  -Build and run the example.
  -
  -*  Press the Spacebar or click to rotate the cube. 
  -*  Press the J and K keys to move the cube.
  -*  Press P to pause and unpause the game. While paused, the game should not respond to any input, other than `P`.
  -
  -
  -== Defining Mappings and Triggers
  -
  -First you register each mapping name with its trigger(s). Remember the following:
  -
  -*  An input trigger can be a key press or mouse action. +
  -For example a mouse movement, a mouse click, or pressing the letter “P.
  -*  The mapping name is a string that you can choose. +
  -The name should describe the action (e.g. “Rotate), and not the trigger. Because the trigger can change.
  -*  One named mapping can have several triggers. +
  -For example, the “Rotate action can be triggered by a click and by pressing the spacebar.
  -
  -Have a look at the code:
  -
  -.  You register the mapping named “Rotate to the Spacebar key trigger. +
  -`new KeyTrigger(KeyInput.KEY_SPACE)`). 
  -.  In the same line, you also register “Rotate to an alternative mouse click trigger. +
  -`new MouseButtonTrigger(MouseInput.BUTTON_LEFT)`
  -.  You map the `Pause`, `Left`, `Right` mappings to the P, J, K keys, respectively. 
  -+
  -[source,java]
  -----
  -
  -    // You can map one or several inputs to one named action
  -    inputManager.addMapping("Pause",  new KeyTrigger(KeyInput.KEY_P));
  -    inputManager.addMapping("Left",   new KeyTrigger(KeyInput.KEY_J));
  -    inputManager.addMapping("Right",  new KeyTrigger(KeyInput.KEY_K));
  -    inputManager.addMapping("Rotate", new KeyTrigger(KeyInput.KEY_SPACE),
  -                                      new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
  -
  -----
  -
  -Now you need to register your trigger mappings.
  -
  -.  You register the pause action to the ActionListener, because it is an “on/off action.
  -.  You register the movement actions to the AnalogListener, because they are gradual actions.
  -+
  -[source,java]
  -----
  -
  -    // Add the names to the action listener.
  -    inputManager.addListener(actionListener,"Pause");
  -    inputManager.addListener(analogListener,"Left", "Right", "Rotate");
  -
  -----
  -
  -This code goes into the `simpleInitApp()` method. But since we will likely add many keybindings, we extract these lines and wrap them in an auxiliary method, `initKeys()`. The `initKeys()` method is not part of the Input Controls interface – you can name it whatever you like. Just don't forget to call your method from the `initSimpleApp()` method.
  -
  -
  -== Implementing the Actions
  -
  -You have mapped action names to input triggers. Now you specify the actions themselves.
  -
  -The two important methods here are the `ActionListener` with its `onAction()` method, and the `AnalogListener` with its `onAnalog()` method. In these two methods, you test for each named mapping, and call the game action you want to trigger. 
  -
  -In this example, we trigger the following actions: 
  -
  -.  The _Rotate_ mapping triggers the action `player.rotate(0, value, 0)`. 
  -.  The _Left_ and _Right_ mappings increase and decrease the player's x coordinate. 
  -.  The _Pause_ mapping flips a boolean `isRunning`. 
  -.  We also want to check the boolean `isRunning` before any action (other than unpausing) is executed.
  -
  -[source,java]
  -----
  -
  -  private ActionListener actionListener = new ActionListener() {
  +----
  +
  +You can also combine both listeners into one, the engine will send the appropriate events to each method (onAction or onAnalog). For example:
  +
  +[source,java]
  +----
  +
  +  private MyCombinedListener combinedListener = new MyCombinedListener();
  +
  +  private static class MyCombinedListener implements AnalogListener, ActionListener {
       public void onAction(String name, boolean keyPressed, float tpf) {
         if (name.equals("Pause") && !keyPressed) {
           isRunning = !isRunning;
         }
       }
  -  };
  -
  -  private AnalogListener analogListener = new AnalogListener() {
  +
       public void onAnalog(String name, float value, float tpf) {
         if (isRunning) {
           if (name.equals("Rotate")) {
  
positive.code: 
  Mappings registered to the *AnalogListener* are triggered repeatedly and gradually.
  
  *  Parameters: 
  ..  JME gives you access to the name of the triggered action.
  ..  JME gives you access to a gradual value showing the strength of that input. In the case of a keypress that will be the tpf value for which it was pressed since the last frame. For other inputs such as a joystick which give analogue control though then the value will also indicate the strength of the input premultiplied by tpf. For an example on this go to <<jme3/beginner/hello_input_system/timekeypressed#,jMonkeyEngine 3 Tutorial (5) - Hello Input System - Variation over time key is pressed>>
  
  
  In order to see the total time that a key has been pressed for then the incoming value can be accumulated. The analogue listener may also need to be combined with an action listener so that you are notified when the key is released.
  
  *  Example: Navigational events (e.g. Left, Right, Rotate, Run, Strafe), situations where you interact continuously. 
  
  Mappings registered to the *ActionListener* are digital either-or actions – “Pressed or released? On or off?
  
  *  Parameters: 
  ..  JME gives you access to the name of the triggered action.
  ..  JME gives you access to a boolean whether the key is pressed or not.
  
  
negative.code:         System.out.println("Press P to unpause.");
        }
      }
    }
  // ...
  inputManager.addListener(combinedListener, new String[]{"Pause", "Left", "Right", "Rotate"});
  
  ----
  
  It's okay to use only one of the two Listeners, and not implement the other one, if you are not using this type of interaction. In the following, we have a closer look how to decide which of the two listeners is best suited for which situation.
  