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6904101c44
== DETAILS Really simple code cleanup, because my editor flags trailing whitespaces and it's pretty annoying.
85 lines
2.7 KiB
Objective-C
85 lines
2.7 KiB
Objective-C
//
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// GCGamepad.h
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// GameController
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//
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// Copyright (c) 2012 Apple Inc. All rights reserved.
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//
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#import "GameController.h"
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@class GCController;
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@class GCGamepadSnapshot;
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/**
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Standard Gamepad profile.
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All controller profiles provide a base level of information about the controller they belong to.
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A profile maps the hardware notion of a controller into a logical controller. One that a developer can design for
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and depend on, no matter the underlying hardware.
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*/
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GAMECONTROLLER_EXPORT
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@interface GCGamepad : NSObject
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/**
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A profile keeps a reference to the controller that this profile is mapping input from.
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*/
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#if !__has_feature(objc_arc)
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@property (readonly, assign) GCController *controller;
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#else
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@property (readonly, weak) GCController *controller;
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#endif
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/**
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Set this block if you want to be notified when a value on a element changed. If multiple elements have changed this block will be called
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for each element that changed. As elements in a collection, such as the axis in a dpad, tend to change at the same time and thus
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will only call this once with the collection as the element.
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@param gamepad this gamepad that is being used to map the raw input data into logical values on controller elements such as the dpad or the buttons.
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@param element the element that has been modified.
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*/
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typedef void (^GCGamepadValueChangedHandler)(GCGamepad *gamepad, GCControllerElement *element);
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@property (copy) GCGamepadValueChangedHandler valueChangedHandler;
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/**
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Polls the state vector of the controller and saves it to a snapshot. The snapshot is stored in a device independent
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format that can be serialized and used at a later date. This is useful for features such as quality assurance,
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save game or replay functionality among many.
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If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as
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a snapshot will not change based on user input once it is taken.
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*/
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- (GCGamepadSnapshot *)saveSnapshot;
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/**
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Required to be analog in the Standard profile. All the elements of this directional input are thus analog.
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*/
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@property (readonly) GCControllerDirectionPad *dpad;
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/**
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All face buttons are required to be analog in the Standard profile. These must be arranged
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in the diamond pattern given below:
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Y
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/ \
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X B
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\ /
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A
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*/
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@property (readonly) GCControllerButtonInput *buttonA;
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@property (readonly) GCControllerButtonInput *buttonB;
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@property (readonly) GCControllerButtonInput *buttonX;
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@property (readonly) GCControllerButtonInput *buttonY;
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/**
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Shoulder buttons are required to be analog inputs.
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*/
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@property (readonly) GCControllerButtonInput *leftShoulder;
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/**
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Shoulder buttons are required to be analog inputs.
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*/
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@property (readonly) GCControllerButtonInput *rightShoulder;
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@end
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