Merge pull request #8921 from yoshisuga/ios13-controllers

iOS: Improved controller support (L3/R3, PS4/Xbox One Controllers in iOS 13 beta)
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Twinaphex 2019-06-05 20:39:35 +02:00 committed by GitHub
commit 27e5c7e63c
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2 changed files with 93 additions and 49 deletions

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@ -65,12 +65,18 @@ static void apple_gamecontroller_joypad_poll_internal(GCController *controller)
buttons = &mfi_buttons[slot];
/* retain the values from the paused controller handler and pass them through */
pause = *buttons & (1 << RETRO_DEVICE_ID_JOYPAD_START);
select = *buttons & (1 << RETRO_DEVICE_ID_JOYPAD_SELECT);
l3 = *buttons & ( 1 << RETRO_DEVICE_ID_JOYPAD_L3 );
r3 = *buttons & ( 1 << RETRO_DEVICE_ID_JOYPAD_R3 );
*buttons = 0 | pause | select | l3 | r3;
if (@available(iOS 13, *)) {
// The menu button can be pressed/unpressed like any other button in iOS 13
// so no need to passthrough anything
*buttons = 0;
} else {
// Use the paused controller handler for iOS versions below 13
pause = *buttons & (1 << RETRO_DEVICE_ID_JOYPAD_START);
select = *buttons & (1 << RETRO_DEVICE_ID_JOYPAD_SELECT);
l3 = *buttons & ( 1 << RETRO_DEVICE_ID_JOYPAD_L3 );
r3 = *buttons & ( 1 << RETRO_DEVICE_ID_JOYPAD_R3 );
*buttons = 0 | pause | select | l3 | r3;
}
memset(mfi_axes[slot], 0, sizeof(mfi_axes[0]));
if (controller.extendedGamepad)
@ -89,6 +95,37 @@ static void apple_gamecontroller_joypad_poll_internal(GCController *controller)
*buttons |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0;
*buttons |= gp.leftTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L2) : 0;
*buttons |= gp.rightTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R2) : 0;
#if __IPHONE_OS_VERSION_MAX_ALLOWED >= 120100 || __TV_OS_VERSION_MAX_ALLOWED >= 120100
if (@available(iOS 12.1, *)) {
*buttons |= gp.leftThumbstickButton.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L3) : 0;
*buttons |= gp.rightThumbstickButton.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R3) : 0;
}
#endif
#if __IPHONE_OS_VERSION_MAX_ALLOWED >= 130000 || __TV_OS_VERSION_MAX_ALLOWED >= 130000
if (@available(iOS 13, *)) {
// Support "Options" button present in PS4 / XBox One controllers
*buttons |= gp.buttonOptions.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_SELECT) : 0;
// Support buttons that aren't supported by older mFi controller via "hotkey" combinations:
//
// LS + Menu => Select
// LT + Menu => L3
// RT + Menu => R3
if ( gp.buttonMenu.pressed ) {
if ( gp.leftShoulder.pressed ) {
*buttons |= 1 << RETRO_DEVICE_ID_JOYPAD_SELECT;
} else if ( gp.leftTrigger.pressed ) {
*buttons |= 1 << RETRO_DEVICE_ID_JOYPAD_L3;
} else if ( gp.rightTrigger.pressed ) {
*buttons |= 1 << RETRO_DEVICE_ID_JOYPAD_R3;
} else {
*buttons |= 1 << RETRO_DEVICE_ID_JOYPAD_START;
}
}
}
#endif
mfi_axes[slot][0] = gp.leftThumbstick.xAxis.value * 32767.0f;
mfi_axes[slot][1] = gp.leftThumbstick.yAxis.value * 32767.0f;
mfi_axes[slot][2] = gp.rightThumbstick.xAxis.value * 32767.0f;
@ -128,51 +165,57 @@ static void apple_gamecontroller_joypad_register(GCGamepad *gamepad)
apple_gamecontroller_joypad_poll_internal(updateGamepad.controller);
};
gamepad.controller.controllerPausedHandler = ^(GCController *controller)
{
uint32_t slot = (uint32_t)controller.playerIndex;
// Support buttons that aren't supported by the mFi controller via "hotkey" combinations:
//
// LS + Menu => Select
// LT + Menu => L3
// RT + Menu => R3
// Note that these are just button presses, and it does not simulate holding down the button
if ( controller.gamepad.leftShoulder.pressed || controller.extendedGamepad.leftShoulder.pressed ) {
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_L);
mfi_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_SELECT);
if (@available(iOS 13, *)) {
// controllerPausedHandler is deprecated in favor of being able to deal with the menu
// button as any other button
return;
} else {
gamepad.controller.controllerPausedHandler = ^(GCController *controller)
{
uint32_t slot = (uint32_t)controller.playerIndex;
// Support buttons that aren't supported by the mFi controller via "hotkey" combinations:
//
// LS + Menu => Select
// LT + Menu => L3
// RT + Menu => R3
// Note that these are just button presses, and it does not simulate holding down the button
if ( controller.gamepad.leftShoulder.pressed || controller.extendedGamepad.leftShoulder.pressed ) {
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_L);
mfi_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_SELECT);
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_SELECT);
});
return;
}
if ( controller.extendedGamepad.leftTrigger.pressed ) {
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_L2);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
mfi_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_L3);
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_L3);
});
return;
}
if ( controller.extendedGamepad.rightTrigger.pressed ) {
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_R2);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
mfi_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_R3);
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_R3);
});
return;
}
mfi_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(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_SELECT);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
});
return;
}
if ( controller.extendedGamepad.leftTrigger.pressed ) {
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_L2);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
mfi_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_L3);
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_L3);
});
return;
}
if ( controller.extendedGamepad.rightTrigger.pressed ) {
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_R2);
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
mfi_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_R3);
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_R3);
});
return;
}
mfi_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(), ^{
mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
});
};
};
}
}
static void apple_gamecontroller_joypad_connect(GCController *controller)

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@ -418,6 +418,7 @@
developmentRegion = English;
hasScannedForEncodings = 0;
knownRegions = (
English,
en,
Base,
);