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