RetroArch/apple/common/apple_gamecontroller.m

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2013 - 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 <http://www.gnu.org/licenses/>.
*/
#include <Availability.h>
2013-12-28 17:05:05 +01:00
#if defined(__IPHONE_7_0) && !defined(OSX)
#define IS_PRESSED(x) (x.value > .01f)
#import <GameController/GameController.h>
#include "apple_input.h"
static void apple_gamecontroller_poll(GCController* controller)
{
if (!controller || controller.playerIndex == MAX_PLAYERS)
return;
uint32_t slot = controller.playerIndex;
g_current_input_data.pad_buttons[slot] = 0;
memset(g_current_input_data.pad_axis[slot], 0, sizeof(g_current_input_data.pad_axis[0]));
if (controller.extendedGamepad)
{
GCExtendedGamepad* gp = controller.extendedGamepad;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.up) ? 1 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.down) ? 2 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.left) ? 4 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.right) ? 8 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonA) ? 16 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonB) ? 32 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonX) ? 64 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonY) ? 128 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.leftShoulder) ? 256 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.rightShoulder) ? 512 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.leftTrigger) ? 1024 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.rightTrigger) ? 2048 : 0;
g_current_input_data.pad_axis[slot][0] = gp.leftThumbstick.xAxis.value * 32767.0f;
g_current_input_data.pad_axis[slot][1] = gp.leftThumbstick.yAxis.value * 32767.0f;
g_current_input_data.pad_axis[slot][2] = gp.rightThumbstick.xAxis.value * 32767.0f;
g_current_input_data.pad_axis[slot][3] = gp.rightThumbstick.yAxis.value * 32767.0f;
}
else if (controller.gamepad)
{
GCGamepad* gp = controller.gamepad;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.up) ? 1 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.down) ? 2 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.left) ? 4 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.dpad.right) ? 8 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonA) ? 16 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonB) ? 32 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonX) ? 64 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.buttonY) ? 128 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.leftShoulder) ? 256 : 0;
g_current_input_data.pad_buttons[slot] |= IS_PRESSED(gp.rightShoulder) ? 512 : 0;
}
}
void apple_gamecontroller_poll_all()
{
NSArray* controllers = [GCController controllers];
for (int i = 0; i != [controllers count]; i ++)
apple_gamecontroller_poll([controllers objectAtIndex:i]);
}
void apple_gamecontroller_connect(GCController* controller)
{
int32_t slot = apple_joypad_connect_gcapi();
controller.playerIndex = (slot >= 0 && slot < MAX_PLAYERS) ? slot : GCControllerPlayerIndexUnset;
/*
if (controller.playerIndex == GCControllerPlayerIndexUnset)
return;
else if (controller.extendedGamepad)
controller.extendedGamepad.valueChangedHandler =
^(GCExtendedGamepad *gamepad, GCControllerElement *element) { apple_gamecontroller_poll(gamepad.controller); };
else if (controller.gamepad)
controller.gamepad.valueChangedHandler =
^(GCGamepad *gamepad, GCControllerElement *element) { apple_gamecontroller_poll(gamepad.controller); };
*/
}
void apple_gamecontroller_disconnect(GCController* controller)
{
if (controller.playerIndex == GCControllerPlayerIndexUnset)
return;
apple_joypad_disconnect(controller.playerIndex);
}
void apple_gamecontroller_init()
{
[[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]); } ];
}
#else
void apple_gamecontroller_init()
{
}
void apple_gamecontroller_poll_all()
{
}
#endif