Removed platform-specific controls and added target custom controls
Made stage a static variable and added a init() method
Created initial list of auto gamepad controls
Properly parsed auto gamepad info into instances, and used it to map values
Renamed onGameInputDeviceChanged (which doesn't make sense) to onGameInputControlChanged
Allows action bindings and sensitive action bindings to work the same
Bumped version to 1.1.1
Corrections and additions to asdocs
Updated examples
Moved everything to a src folder
Encapsulated activation information methods behind its own class (preparing for multi-gamepad support on activation check)
Minor comment updates
Safety check for invalid devices (happens rarely, or never?)
Added gamepad index filter support for isActionActivated() and getActionValue()
Fixes and updates to description; bumped version to 1.2.1
Better wording and updated todo list
Added ability to inject game controls from keyboard events (used for some meta keys on some platforms), bumped version to 1.3.1
Added OS license (MIT)
Added further explanation of sensitive/digital controls
Grammar