 		 *
 		 * <pre>
 		 * // Left arrow key to move left
-		 * addKeyboardActionBinding("move-left", Keyboard.LEFT);
+		 * myBinder.addKeyboardActionBinding("move-left", Keyboard.LEFT);
 		 *
 		 * // SPACE key to jump
-		 * addKeyboardActionBinding("jump", Keyboard.SPACE);
+		 * myBinder.addKeyboardActionBinding("jump", Keyboard.SPACE);
 		 *
 		 * // Any SHIFT key to shoot
-		 * addKeyboardActionBinding("shoot", Keyboard.SHIFT);
+		 * myBinder.addKeyboardActionBinding("shoot", Keyboard.SHIFT);
 		 *
 		 * // Left SHIFT key to boost
-		 * addKeyboardActionBinding("boost", Keyboard.SHIFT, KeyLocation.LEFT);
+		 * myBinder.addKeyboardActionBinding("boost", Keyboard.SHIFT, KeyLocation.LEFT);
 		 * </pre>
 		 *
 		 * @see flash.ui.Keyboard

			prepareAction(__action);
		}

		public function addGamepadSensitiveActionBinding(__action:String, __controlId:String, __gamepadIndex:int = -1):void {
			// Create a binding to be verified later
			bindings.push(new BindingInfo(__action, new GamepadSensitiveBinding(__controlId, __gamepadIndex >= 0 ? __gamepadIndex : GamepadBinding.GAMEPAD_INDEX_ANY)));
			prepareAction(__action);
		}

		public function getActionValue(__action:String):Number {
			return actionsActivations.hasOwnProperty(__action) ? (actionsActivations[__action] as ActivationInfo).getValue() : 0;
		}

		/**
		 * Checks whether an action is currently activated (in practice, a button is pressed).
		 *
		 * @param action				An arbritrary String id identifying the action that should be checked.
		 * @param timeToleranceSeconds	Time tolerance, in seconds, before the action is assumed to be expired. If < 0, no time is checked.
		 *
		 * <p>Examples:</p>
		 *
		 * <pre>
		 * // Moves player right when right is pressed
		 * // Setup:
		 * addGamepadActionBinding("move-right", GamepadControls.DPAD_RIGHT);
		 * // In the game loop:
		 * if (isActionActivated("move-right")) {
		 *     player.moveRight();
		 * }
		 *
		 * // Check if a jump was activated (includes just before falling, for a more user-friendly control):
		 * if (isTouchingSurface && isActionActivated("jump"), 0.1) {
		 *     player.moveRight();
		 * }
		 * </pre>
		 *

			return false;
		}

		/**
		 * Consumes an action, causing all current activations and values attached to it to be reset. This is
		 * the same as simulating the player releasing the button that activates an action. It is useful to
		 * force players to re-activate some actions, such as a jump action (otherwise keeping the jump button
		 * pressed would allow the player to jump nonstop).
		 *
		 * @param action		The id of the action you want to consume.
		 *
		 * <p>Examples:</p>
		 *
		 * <pre>
		 * // On jump, consume the jump
		 * if (isTouchingSurface && myBinder.isActionActivated("jump")) {
		 *     myBinder.consumeAction("jump");
		 *     player.performJump();
		 * }
		 * </pre>
		 *
		 * @see GamepadControls
		 * @see #isActionActivated()
		 */
		public function consumeAction(__action:String):void {
			// Deactivates all current actions of an action (forcing a button to be pressed again)
			if (actionsActivations.hasOwnProperty(__action)) (actionsActivations[__action] as ActivationInfo).activations.length = 0;
