/* RetroArch - A frontend for libretro. * Copyright (C) 2013-2014 - Jason Fetters * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include "RetroArch_Apple.h" #import #include "apple_gamecontroller.h" #include "../../input/drivers/apple_input.h" static BOOL apple_gamecontroller_available(void) { if (IOS_IS_VERSION_6_OR_LOWER()) return false; /* by checking for extern symbols defined by the framework, we can check for its * existence at runtime. This is the Apple endorsed way of dealing with this */ return (&GCControllerDidConnectNotification && &GCControllerDidDisconnectNotification); } static void apple_gamecontroller_poll(GCController *controller) { uint32_t slot, pause; apple_input_data_t *apple = (apple_input_data_t*)driver.input_data; if (!apple || !controller || controller.playerIndex == MAX_USERS) return; slot = (uint32_t)controller.playerIndex; /* retain the start (pause) value */ pause = apple->buttons[slot] & (1 << RETRO_DEVICE_ID_JOYPAD_START); apple->buttons[slot] = 0; memset(apple->axes[slot], 0, sizeof(apple->axes[0])); apple->buttons[slot] |= pause; if (controller.extendedGamepad) { GCExtendedGamepad *gp = (GCExtendedGamepad *)controller.extendedGamepad; apple->buttons[slot] |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0; apple->buttons[slot] |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0; apple->buttons[slot] |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0; apple->buttons[slot] |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0; apple->buttons[slot] |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0; apple->buttons[slot] |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0; apple->buttons[slot] |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0; apple->buttons[slot] |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0; apple->buttons[slot] |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0; apple->buttons[slot] |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0; apple->buttons[slot] |= gp.leftTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L2) : 0; apple->buttons[slot] |= gp.rightTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R2) : 0; apple->axes[slot][0] = gp.leftThumbstick.xAxis.value * 32767.0f; apple->axes[slot][1] = gp.leftThumbstick.yAxis.value * 32767.0f; apple->axes[slot][2] = gp.rightThumbstick.xAxis.value * 32767.0f; apple->axes[slot][3] = gp.rightThumbstick.yAxis.value * 32767.0f; } else if (controller.gamepad) { GCGamepad *gp = (GCGamepad *)controller.gamepad; apple->buttons[slot] |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0; apple->buttons[slot] |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0; apple->buttons[slot] |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0; apple->buttons[slot] |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0; apple->buttons[slot] |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0; apple->buttons[slot] |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0; apple->buttons[slot] |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0; apple->buttons[slot] |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0; apple->buttons[slot] |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0; apple->buttons[slot] |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0; } } void apple_gamecontroller_poll_all(void) { if (!apple_gamecontroller_available()) return; for (GCController *controller in [GCController controllers]) apple_gamecontroller_poll(controller); } static void apple_gamecontroller_register(GCGamepad *gamepad) { apple_input_data_t *apple = (apple_input_data_t*)driver.input_data; gamepad.valueChangedHandler = ^(GCGamepad *updateGamepad, GCControllerElement *element) { apple_gamecontroller_poll(updateGamepad.controller); }; gamepad.controller.controllerPausedHandler = ^(GCController *controller) { uint32_t slot = (uint32_t)controller.playerIndex; apple->buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_START); dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{ apple->buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START); }); }; } static void apple_gamecontroller_connect(GCController *controller) { int32_t slot = apple_joypad_connect_gcapi(slots); controller.playerIndex = (slot >= 0 && slot < MAX_USERS) ? slot : GCControllerPlayerIndexUnset; if (controller.playerIndex == GCControllerPlayerIndexUnset) return; apple_gamecontroller_register(controller.gamepad); } static void apple_gamecontroller_disconnect(GCController* controller) { unsigned pad = (uint32_t)controller.playerIndex; if (pad == GCControllerPlayerIndexUnset) return; pad_connection_pad_deinit(&slots[pad], pad); } void apple_gamecontroller_init(void) { if (!apple_gamecontroller_available()) return; [[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidConnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) { apple_gamecontroller_connect([note object]); }]; [[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidDisconnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) { apple_gamecontroller_disconnect([note object]); } ]; }