/// <summary>
 /// Returns the current unnormalized value of the virtual joystick identified by joystickID in the layout identified by layoutID.
 /// </summary>
 /// <param name="joystickID">ID of the joystick (specified in the editor)</param>
 /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param>
 static public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID)
 {
     return r_Instance.GetJoystick(joystickID, layoutID, false);
 }
 /// <summary>
 /// Changes the current animation preset an input device identified by inputID to a preset identified by presetID.
 /// </summary>
 /// <param name="presetID">ID of the preset (specified in the editor)</param>
 /// <param name="inputID">ID of the input device (specified in the editor)</param>
 /// <param name="layoutID">ID of the layout (specified in the editor)</param>
 static public void ChangeAnimationPreset(string presetID, InputID inputID, LayoutID layoutID)
 {
     r_Instance.ChangeAnimationPreset(presetID, inputID, layoutID);
 }
    /// <summary>
    /// Returns the current animation preset ID of an input device identified by inputID in a layout identified by layoutID.
    /// </summary>
    /// <param name="inputID">ID of the input device (specified in the editor)</param>
    /// <param name="layoutID">ID of the layout (specified in the editor)</param>
	static public string GetCurrentAnimationPreset(InputID inputID, LayoutID layoutID)
    {
        return r_Instance.GetCurrentAnimationPreset(inputID, layoutID);
    }
 /// <summary>
 /// Sets whether or not layout identified by ID should be rendered.
 /// </summary>
 /// <param name="ID">ID of the layout (specified in the editor)</param>
 /// <param name="render">Render/Dont render</param>
 static public void RenderLayout(LayoutID ID, bool render)
 {
     r_Instance.RenderLayout(ID, render);
 }
 /// <summary>
 /// Sets whether or not layout identified by ID should receive and react to touch input.
 /// </summary>
 /// <param name="ID">ID of the layout (specified in the editor)</param>
 /// <param name="passInput">Render/Dont render</param>
 static public void PassInputToLayout(LayoutID ID, bool passInput)
 {
     r_Instance.PassInputToLayout(ID, passInput);
 }
    /// <summary>
    /// Returns the current value of the virtual joystick identified by joystickID in the layout identified by layoutID, normalizing the returned value if asked to.
    /// </summary>
    /// <param name="joystickID">ID of the joystick (specified in the editor)</param>
    /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param>
    /// <param name="normalized">Whether or not we should normalize the value</param>
    static public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID, bool normalized)
    {
        return r_Instance.GetJoystick(joystickID, layoutID, normalized);

    }
 /// <summary>
 /// Returns true during the frame the user releases the virtual button identified by buttonID in the layout identified by layoutID.
 /// </summary>
 /// <param name="buttonID">ID of the button (specified in the editor)</param>
 /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param>
 static public bool GetButtonUp(InputID buttonID, LayoutID layoutID)
 {
     return r_Instance.GetButtonUp(buttonID, layoutID);
 }
 public void ChangeAnimationPreset(string presetID, InputID inputID, LayoutID layoutID)
 {
     TouchInputLayout til = FindLayoutByID(layoutID.ToString());
     til.ChangeAnimationPreset(presetID, inputID.ToString());
 }
 public string GetCurrentAnimationPreset(InputID inputID, LayoutID layoutID)
 {
     TouchInputLayout til = FindLayoutByID(layoutID.ToString());
     return til.GetCurrentAnimationPreset(inputID.ToString());
 }
 public void PassInputToLayout(LayoutID ID, bool passInput)
 {
     PassInputToLayout(passInput, FindLayoutByID(ID.ToString()));
 }
 public void RenderLayout(LayoutID ID, bool render)
 {
     RenderLayout(render, FindLayoutByID(ID.ToString()));
 }
 public bool GetButtonUp(InputID buttonID, LayoutID layoutID)
 {
     TouchInputLayout til = FindLayoutByID(layoutID.ToString());
     return til.GetButtonUp(buttonID.ToString());
 }
 public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID, bool normalized)
 {
     TouchInputLayout til = FindLayoutByID(layoutID.ToString());
     return til.GetJoystick(joystickID.ToString(), normalized);
 }
 public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID)
 {
     return GetJoystick(joystickID, layoutID, false);
 }