 
 					// Dispatches signal
 					if ((actionsActivations[filteredKeys[i].action] as ActivationInfo).getNumActivations() == 1) {
+						recentDevice = KEYBOARD_DEVICE;
 						_onActionValueChanged.dispatch(filteredKeys[i].action, 1);
 						_onActionActivated.dispatch(filteredKeys[i].action);
 					}

		private var _isRunning:Boolean;
		private var _alwaysPreventDefault:Boolean;						// If true, prevent action by other keys all the time (e.g. menu key)
		private var _maintainPlayerPositions:Boolean;					// Whether it tries to keep player positions or not

		// Instances
		private var bindings:Vector.<BindingInfo>;						// Actual existing bindings, their action, and whether they're activated or not

						activationInfo.addActivation(filteredControls[i], __gamepadIndex);

						// Dispatches signal
						if (activationInfo.getNumActivations() == 1) {
							recentDevice = gameInputDevices[__gamepadIndex]
							_onActionActivated.dispatch(filteredControls[i].action);
						}
					} else {
						// Marks as released

