mirror of
https://github.com/libretro/RetroArch
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162 lines
7.9 KiB
Objective-C
162 lines
7.9 KiB
Objective-C
//
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// GCController.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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/**
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Use these constants with NSNotificationCenter to listen to connection and disconnection events.
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Use GCControllerDidConnectNotification for observing connections of controllers.
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Use GCControllerDidDisconnectNotification for observing disconnections of controllers.
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Connections and disconnections of controllers will also be reflected in the controllers array
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of the GCController class.
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The 'object' property of the notification will contain the GCController that was connected or disconnected.
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For example:
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- (void)controllerDidConnect:(NSNotification *)note {
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GCController *controller = note.object;
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....
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}
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@see NSNotificationCenter
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@see GCController.controllers
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*/
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GAMECONTROLLER_EXTERN NSString *const GCControllerDidConnectNotification;
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GAMECONTROLLER_EXTERN NSString *const GCControllerDidDisconnectNotification;
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/**
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This is the player index that a connected controller will have if it has never been assigned a player index on the current system.
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Controllers retain the player index they have been assigned between game sessions, so if you wish to unset the player index of a
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controller set it back to this value.
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*/
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enum {
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GCControllerPlayerIndexUnset = -1,
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};
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/**
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Controllers are available to an application that links to GameController.framework. There are 2 ways to access controllers
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paired to the system, adopt both to ensure the best user experience:
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1: Querying for the the current array or controllers using [GCController controllers].
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2: Registering for Connection/Disconnection notifications from NSNotificationCenter.
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Only controllers that support one of the allowed profiles, such as GCGamepad, will be enumerated. Check for the profile
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supported before using a controller in your application. Ignore a controller that doesn't support a profile that suits
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your application, as the user will expect their controller to either be fully supported or not supported at all.
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*/
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GAMECONTROLLER_EXPORT
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@interface GCController : NSObject
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/**
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Set this block to be notified when a user intendeds to suspend or resume the current game state. A controller will have a button
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dedicated to suspending and resuming play and invoking context sensitive actions. During event handling the system will
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notify the application using this block such that the application can handle the suspension and resumption from the given controller.
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Use this to implement your canonical transition to a pause menu for example if that is your application's desired handling
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of suspension in play. You may pause and resume base don game state as well so the event is only called each time the
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pause/resume button is pressed.
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@param controller the controller that is suspending or resuming play.
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*/
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@property (copy) void (^controllerPausedHandler)(GCController *controller);
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/**
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A vendor supplied name. May be nil, and is not guaranteed to be unique. This should not be used as a key in a dictionary,
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but simply as a way to present some basic information about the controller in testing or to the user.
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*/
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@property (readonly, copy) NSString *vendorName;
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/**
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A controller may be form fitting or otherwise closely attached to the device. This closeness to other inputs on the device
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may suggest that interaction with the device may use other inputs easily. This is presented to developers to allow them to
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make informed descisions about UI and interactions to choose for their game in this situation.
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*/
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@property (readonly, getter = isAttachedToDevice) BOOL attachedToDevice;
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/**
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A player index for the controller, defaults to GCControllerPlayerIndexUnset, unless the controller previously had
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a player index assigned to it on the current user's system.
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This can be set both for the application to keep track of controllers and as a signal to make a controller display a player
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index on a set of LEDs or some other mechanism.
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A controller is not guranteed to have a visual display of the playerIndex, but the API will keep track of the playerIndex
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for a controller while connected and in between being disconnected and connected again. Thus playerIndex persists for a controller
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with regards to a system. This makes it useful for persisting player-controller assignments across game sessions.
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Negative values less than GCControllerPlayerIndexUnset will just map back to GCControllerPlayerIndexUnset when read back.
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*/
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@property (nonatomic) NSInteger playerIndex;
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/**
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Gets the profile for the controller that suits current application.
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There are only two supported profiles. Each controller may be able to map its inputs into all profiles or just one kind of
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profile. Query for the controller profile that suits your game, the simplest kind will be supported by the broadest variety
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of controllers. A controller supporting the Extended Gamepad profile for example supports the Gamepad profile and more.
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As such it can always be used just in the Gamepad profile if that suits the game.
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A physical controller that supports a profile must support it completely. That means that all buttons and axis inputs must
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be valid inputs that a developer can utilize.
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If a controller does not support the given profile the returned value will be nil. Use this to filter controllers if the
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application requires a specific kind of profile.
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*/
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@property (retain, readonly) GCGamepad *gamepad;
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@property (retain, readonly) GCExtendedGamepad *extendedGamepad;
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/**
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Get a list of controllers currently attached to the system.
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@see GCControllerDidConnectNotification
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@see GCControllerDidDisconnectNotification
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*/
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+ (NSArray *)controllers;
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/**
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Start discovery of new wireless controllers that are discoverable. This is an asynchronous and the supplied completionHandler
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will get called once no more devices can be found. If there are already multiple controllers available for use, there
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may be little reason to automatically start discovery of new wireless controllers. In this situation it may be best to
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allow the user to start discovery manually via in-game UI.
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Once discovery has started new controllers will notify themselves as connected via GCControllerDidConnectNotification.
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As the notification arrives the controller is also available in the controllers array.
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The completionHandler could be used to update UI and/or game state to indicate that no more controllers will be found
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and the current set of controllers is what is available for use in the game.
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If a completionHandler was provided, it will be called once when discovery stops. Either from an explicit call to
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stopWirelessControllerDiscovery or from timing out or stopping in its natural course of operation. Thus the
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completionHandler will at most be called once per call to startWirelessControllerDiscoveryWithCompletionHandler:.
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The completionHandler may also not get called at all, if for example startWirelessControllerDiscoveryWithCompletionHandler:
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is called multiple times during dicovery. For this case the net effect is that the completionHandler is replaced with each call
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and only the last one set before discovery stops will be called.
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@param completionHandler an optional handler that is called when discovery stops. (may be nil, in which case you will not be notified when discovery stops)
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@see stopWirelessControllerDiscovery
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@see controllers
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*/
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+ (void)startWirelessControllerDiscoveryWithCompletionHandler:(void (^)(void))completionHandler;
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/**
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If no more controllers are needed, depending on game state or number of controllers supported by a game, the discovery
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process can be stopped. Calling stopWirelessControllerDiscovery when no discovery is currently in progress will return
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immediately without any effect, thus it is safe to call even if the completionHandler of
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startWirelessControllerDiscoveryWithCompletionHandler: has been called.
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@see startWirelessControllerDiscoveryWithCompletionHandler:
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*/
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+ (void)stopWirelessControllerDiscovery;
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@end
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