 package com.zehfernando.input.binding {
 	import com.zehfernando.signals.SimpleSignal;
 	import com.zehfernando.utils.MathUtils;
-	import com.zehfernando.utils.console.debug;
+
 	import flash.display.Stage;
 	import flash.events.Event;
 	import flash.events.GameInputEvent;

					// TODO: accumulate value to know the correct value

					// Dispatches signal
					_onGranularActionChanged.dispatch(filteredControls[i].action, MathUtils.map(control.value, control.minValue, control.maxValue, (filteredControls[i].binding as GamepadGranularBinding).minValue, (filteredControls[i].binding as GamepadGranularBinding).maxValue));
				} else {
					// A standard action binding, send activated/deactivated signals


	}
}
import com.zehfernando.input.binding.IBinding;

import flash.utils.Dictionary;
class ActivationInfo {

	public var activations:Vector.<BindingInfo>;			// All activated bindings
	public var granularValues:Dictionary;					// Dictionary with IBinding

	// Temp
	private var val:Number;
	private var iis:Object;

	// ================================================================================================================
	// CONSTRUCTOR ----------------------------------------------------------------------------------------------------

	public function ActivationInfo() {
		activations = new Vector.<BindingInfo>();
		granularValues = new Dictionary();
	}

	// ================================================================================================================
	// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------

	public function get value():Number {
		val = 0;
		for (iis in granularValues) {
			if (granularValues[iis] > val) val = granularValues[iis];
		}
		return val;
	}
}

