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104 lines
3.7 KiB
Objective-C
104 lines
3.7 KiB
Objective-C
//
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// GCExtendedGamepad.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 GCExtendedGamepadSnapshot;
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/**
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Extended Gamepad profile. Has all the physical features of a Standard Gamepad and more.
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In comparison to the Standard gamepad, The directional pad on an Extended gamepad is optionally analog
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as the two thumbsticks provided are required to be analog.
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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
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design for and depend on, no matter the underlying hardware.
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*/
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GAMECONTROLLER_EXPORT
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@interface GCExtendedGamepad : 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 (^GCExtendedGamepadValueChangedHandler)(GCExtendedGamepad *gamepad, GCControllerElement *element);
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@property (copy) GCExtendedGamepadValueChangedHandler 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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- (GCExtendedGamepadSnapshot *)saveSnapshot;
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/**
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Required to be analog in the Extended 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 Extended 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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A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
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*/
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@property (readonly) GCControllerDirectionPad *leftThumbstick;
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/**
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A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
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*/
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@property (readonly) GCControllerDirectionPad *rightThumbstick;
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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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/**
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Triggers are required to be analog inputs. Common uses would be acceleration and decelleration in a driving game for example.
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*/
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@property (readonly) GCControllerButtonInput *leftTrigger;
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@property (readonly) GCControllerButtonInput *rightTrigger;
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@end
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