(MFI) Start adding own button state

This commit is contained in:
twinaphex 2015-09-16 03:29:38 +02:00
parent 54ad123b06
commit 346f44a7da
4 changed files with 65 additions and 39 deletions

View File

@ -173,9 +173,22 @@ int32_t cocoa_input_find_any_key(void)
return 0;
}
static int cocoa_input_find_any_button_ret(unsigned buttons)
{
unsigned i;
if (port == 0 && apple->icade_enabled)
BIT32_SET(buttons, apple->icade_buttons);
if (buttons)
for (i = 0; i < 32; i++)
if (buttons & (1 << i))
return i;
return -1;
}
int32_t cocoa_input_find_any_button(uint32_t port)
{
unsigned i, buttons = 0;
int ret;
driver_t *driver = driver_get_ptr();
cocoa_input_data_t *apple = (cocoa_input_data_t*)driver->input_data;
@ -185,14 +198,17 @@ int32_t cocoa_input_find_any_button(uint32_t port)
if (apple->joypad)
apple->joypad->poll();
buttons = apple->buttons[port];
if (port == 0 && apple->icade_enabled)
BIT32_SET(buttons, apple->icade_buttons);
ret = cocoa_input_find_any_button_ret(apple->buttons[port]);
if (buttons)
for (i = 0; i < 32; i++)
if (buttons & (1 << i))
return i;
if (ret != -1)
return ret;
#ifdef HAVE_MFI
ret = cocoa_input_find_any_button_ret(apple->mfi_buttons[port]);
if (ret != -1)
return ret;
#endif
return -1;
}

View File

@ -51,6 +51,7 @@ typedef struct
uint32_t key_state[MAX_KEYS];
uint32_t buttons[MAX_USERS];
uint32_t mfi_buttons[MAX_USERS];
int16_t axes[MAX_USERS][4];
int8_t hats[NUM_HATS][2];

View File

@ -775,7 +775,11 @@ static bool btstack_hid_joypad_button(void *data, unsigned port, uint16_t joykey
/* Check the button. */
if ((port < MAX_USERS) && (joykey < 32))
return ((buttons & (1 << joykey)) != 0);
return ((buttons & (1 << joykey)) != 0)
#ifdef HAVE_MFI
|| ((apple->mfi_buttons[port] & (1 << joykey)) != 0)
#endif
;
return false;
}

View File

@ -39,36 +39,40 @@ static bool apple_gamecontroller_available(void)
static void apple_gamecontroller_poll(GCController *controller)
{
uint32_t slot, pause;
driver_t *driver = driver_get_ptr();
uint32_t i, slot, pause;
uint32_t *buttons;
driver_t *driver = driver_get_ptr();
cocoa_input_data_t *apple = (cocoa_input_data_t*)driver->input_data;
if (!apple || !controller || controller.playerIndex == MAX_USERS)
if (!apple || !controller)
return;
slot = (uint32_t)controller.playerIndex;
/* retain the start (pause) value */
pause = apple->buttons[slot] & (1 << RETRO_DEVICE_ID_JOYPAD_START);
pause = apple->mfi_buttons[slot] & (1 << RETRO_DEVICE_ID_JOYPAD_START);
apple->buttons[slot] = 0;
apple->mfi_buttons[slot] = 0;
memset(apple->axes[slot], 0, sizeof(apple->axes[0]));
apple->buttons[slot] |= pause;
apple->mfi_buttons[slot] |= pause;
buttons = &apple->mfi_buttons[slot];
if (controller.extendedGamepad)
{
GCExtendedGamepad *gp = (GCExtendedGamepad *)controller.extendedGamepad;
apple->buttons[slot] |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
apple->buttons[slot] |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
apple->buttons[slot] |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
apple->buttons[slot] |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
apple->buttons[slot] |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0;
apple->buttons[slot] |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0;
apple->buttons[slot] |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
apple->buttons[slot] |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0;
apple->buttons[slot] |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0;
apple->buttons[slot] |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0;
apple->buttons[slot] |= gp.leftTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L2) : 0;
apple->buttons[slot] |= gp.rightTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R2) : 0;
*buttons |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
*buttons |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
*buttons |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
*buttons |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
*buttons |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0;
*buttons |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0;
*buttons |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
*buttons |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0;
*buttons |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0;
*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;
apple->axes[slot][0] = gp.leftThumbstick.xAxis.value * 32767.0f;
apple->axes[slot][1] = gp.leftThumbstick.yAxis.value * 32767.0f;
apple->axes[slot][2] = gp.rightThumbstick.xAxis.value * 32767.0f;
@ -77,16 +81,17 @@ static void apple_gamecontroller_poll(GCController *controller)
else if (controller.gamepad)
{
GCGamepad *gp = (GCGamepad *)controller.gamepad;
apple->buttons[slot] |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
apple->buttons[slot] |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
apple->buttons[slot] |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
apple->buttons[slot] |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
apple->buttons[slot] |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0;
apple->buttons[slot] |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0;
apple->buttons[slot] |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
apple->buttons[slot] |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0;
apple->buttons[slot] |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0;
apple->buttons[slot] |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0;
*buttons |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
*buttons |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
*buttons |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
*buttons |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
*buttons |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0;
*buttons |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0;
*buttons |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
*buttons |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0;
*buttons |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0;
*buttons |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0;
}
}
@ -111,10 +116,10 @@ static void apple_gamecontroller_register(GCGamepad *gamepad)
uint32_t slot = (uint32_t)controller.playerIndex;
apple->buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_START);
apple->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(), ^{
apple->buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
apple->mfi_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
});
};