mirror of
https://github.com/moonlight-stream/moonlight-ios.git
synced 2026-06-16 21:50:57 +00:00
added support for multiple controllers
This commit is contained in:
+135
-112
@@ -8,20 +8,18 @@
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#import "ControllerSupport.h"
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#import "OnScreenControls.h"
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#import "Controller.h"
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#include "Limelight.h"
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@import GameController;
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@implementation ControllerSupport {
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NSLock *_controllerValueLock;
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NSLock *_controllerStreamLock;
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NSMutableDictionary *_controllers;
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OnScreenControls *_osc;
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int _lastButtonFlags;
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char _lastLeftTrigger, _lastRightTrigger;
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short _lastLeftStickX, _lastLeftStickY;
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short _lastRightStickX, _lastRightStickY;
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char _controllerNumbers;
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#define EMULATING_SELECT 0x1
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#define EMULATING_SPECIAL 0x2
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@@ -29,122 +27,121 @@
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}
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// UPDATE_BUTTON_FLAG(flag, pressed)
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#define UPDATE_BUTTON_FLAG(x, y) \
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((y) ? [self setButtonFlag:x] : [self clearButtonFlag:x])
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#define UPDATE_BUTTON_FLAG(controller, x, y) \
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((y) ? [self setButtonFlag:controller flags:x] : [self clearButtonFlag:controller flags:x])
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-(void) updateLeftStick:(short)x y:(short)y
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-(void) updateLeftStick:(Controller*)controller x:(short)x y:(short)y
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{
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[_controllerValueLock lock];
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_lastLeftStickX = x;
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_lastLeftStickY = y;
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastLeftStickX = x;
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controller.lastLeftStickY = y;
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}
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}
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-(void) updateRightStick:(short)x y:(short)y
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-(void) updateRightStick:(Controller*)controller x:(short)x y:(short)y
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{
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[_controllerValueLock lock];
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_lastRightStickX = x;
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_lastRightStickY = y;
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastRightStickX = x;
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controller.lastRightStickY = y;
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}
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}
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-(void) updateLeftTrigger:(char)left
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-(void) updateLeftTrigger:(Controller*)controller left:(char)left
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{
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[_controllerValueLock lock];
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_lastLeftTrigger = left;
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastLeftTrigger = left;
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}
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}
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-(void) updateRightTrigger:(char)right
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-(void) updateRightTrigger:(Controller*)controller right:(char)right
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{
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[_controllerValueLock lock];
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_lastRightTrigger = right;
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastRightTrigger = right;
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}
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}
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-(void) updateTriggers:(char)left right:(char)right
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-(void) updateTriggers:(Controller*) controller left:(char)left right:(char)right
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{
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[_controllerValueLock lock];
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_lastLeftTrigger = left;
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_lastRightTrigger = right;
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastLeftTrigger = left;
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controller.lastRightTrigger = right;
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}
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}
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-(void) handleSpecialCombosReleased:(int)releasedButtons
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-(void) handleSpecialCombosReleased:(Controller*)controller releasedButtons:(int)releasedButtons
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{
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if ((_emulatingButtonFlags & EMULATING_SELECT) &&
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((releasedButtons & LB_FLAG) || (releasedButtons & PLAY_FLAG))) {
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_lastButtonFlags &= ~BACK_FLAG;
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controller.lastButtonFlags &= ~BACK_FLAG;
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_emulatingButtonFlags &= ~EMULATING_SELECT;
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}
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if ((_emulatingButtonFlags & EMULATING_SPECIAL) &&
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((releasedButtons & RB_FLAG) || (releasedButtons & PLAY_FLAG) ||
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(releasedButtons & BACK_FLAG))) {
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_lastButtonFlags &= ~SPECIAL_FLAG;
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_emulatingButtonFlags &= ~EMULATING_SPECIAL;
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}
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controller.lastButtonFlags &= ~SPECIAL_FLAG;
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_emulatingButtonFlags &= ~EMULATING_SPECIAL;
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}
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}
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-(void) handleSpecialCombosPressed:(int)pressedButtons
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-(void) handleSpecialCombosPressed:(Controller*)controller pressedButtons:(int)pressedButtons
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{
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// Special button combos for select and special
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if (_lastButtonFlags & PLAY_FLAG) {
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if (controller.lastButtonFlags & PLAY_FLAG) {
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// If LB and start are down, trigger select
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if (_lastButtonFlags & LB_FLAG) {
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_lastButtonFlags |= BACK_FLAG;
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_lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | LB_FLAG));
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if (controller.lastButtonFlags & LB_FLAG) {
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controller.lastButtonFlags |= BACK_FLAG;
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controller.lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | LB_FLAG));
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_emulatingButtonFlags |= EMULATING_SELECT;
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}
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// If (RB or select) and start are down, trigger special
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else if ((_lastButtonFlags & RB_FLAG) || (_lastButtonFlags & BACK_FLAG)) {
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_lastButtonFlags |= SPECIAL_FLAG;
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_lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | RB_FLAG | BACK_FLAG));
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else if ((controller.lastButtonFlags & RB_FLAG) || (controller.lastButtonFlags & BACK_FLAG)) {
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controller.lastButtonFlags |= SPECIAL_FLAG;
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controller.lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | RB_FLAG | BACK_FLAG));
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_emulatingButtonFlags |= EMULATING_SPECIAL;
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}
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}
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}
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-(void) updateButtonFlags:(int)flags
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-(void) updateButtonFlags:(Controller*)controller flags:(int)flags
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{
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[_controllerValueLock lock];
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int releasedButtons = (_lastButtonFlags ^ flags) & ~flags;
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int pressedButtons = (_lastButtonFlags ^ flags) & flags;
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_lastButtonFlags = flags;
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// This must be called before handleSpecialCombosPressed
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// because we clear the original button flags there
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[self handleSpecialCombosReleased: releasedButtons];
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[self handleSpecialCombosPressed: pressedButtons];
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[_controllerValueLock unlock];
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@synchronized(controller) {
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int releasedButtons = (controller.lastButtonFlags ^ flags) & ~flags;
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int pressedButtons = (controller.lastButtonFlags ^ flags) & flags;
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controller.lastButtonFlags = flags;
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// This must be called before handleSpecialCombosPressed
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// because we clear the original button flags there
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[self handleSpecialCombosReleased:controller releasedButtons:releasedButtons];
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[self handleSpecialCombosPressed:controller pressedButtons:pressedButtons];
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}
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}
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-(void) setButtonFlag:(int)flags
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-(void) setButtonFlag:(Controller*)controller flags:(int)flags
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{
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[_controllerValueLock lock];
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_lastButtonFlags |= flags;
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[self handleSpecialCombosPressed: flags];
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastButtonFlags |= flags;
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[self handleSpecialCombosPressed:controller pressedButtons:flags];
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}
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}
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-(void) clearButtonFlag:(int)flags
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-(void) clearButtonFlag:(Controller*)controller flags:(int)flags
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{
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[_controllerValueLock lock];
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_lastButtonFlags &= ~flags;
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[self handleSpecialCombosReleased: flags];
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[_controllerValueLock unlock];
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@synchronized(controller) {
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controller.lastButtonFlags &= ~flags;
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[self handleSpecialCombosReleased:controller releasedButtons:flags];
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}
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}
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-(void) updateFinished
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-(void) updateFinished:(Controller*)controller
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{
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[_controllerStreamLock lock];
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[_controllerValueLock lock];
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LiSendControllerEvent(_lastButtonFlags, _lastLeftTrigger, _lastRightTrigger, _lastLeftStickX, _lastLeftStickY, _lastRightStickX, _lastRightStickY);
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[_controllerValueLock unlock];
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@synchronized(controller) {
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LiSendControllerEvent(controller.lastButtonFlags, controller.lastLeftTrigger, controller.lastRightTrigger, controller.lastLeftStickX, controller.lastLeftStickY, controller.lastRightStickX, controller.lastRightStickY);
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}
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[_controllerStreamLock unlock];
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}
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@@ -164,6 +161,7 @@
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}
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}
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}
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[_controllers removeAllObjects];
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}
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-(void) registerControllerCallbacks
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@@ -172,36 +170,37 @@
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GCController *controller = [GCController controllers][i];
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if (controller != NULL) {
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NSLog(@"Controller connected!");
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controller.controllerPausedHandler = ^(GCController *controller) {
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[self setButtonFlag:PLAY_FLAG];
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[self updateFinished];
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Controller* limeController = [_controllers objectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
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[self setButtonFlag:limeController flags:PLAY_FLAG];
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[self updateFinished:limeController];
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// Pause for 100 ms
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usleep(100 * 1000);
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[self clearButtonFlag:PLAY_FLAG];
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[self updateFinished];
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[self clearButtonFlag:limeController flags:PLAY_FLAG];
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[self updateFinished:limeController];
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};
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if (controller.extendedGamepad != NULL) {
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controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
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Controller* limeController = [_controllers objectForKey:[NSNumber numberWithInteger:gamepad.controller.playerIndex]];
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short leftStickX, leftStickY;
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short rightStickX, rightStickY;
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char leftTrigger, rightTrigger;
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UPDATE_BUTTON_FLAG(A_FLAG, gamepad.buttonA.pressed);
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UPDATE_BUTTON_FLAG(B_FLAG, gamepad.buttonB.pressed);
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UPDATE_BUTTON_FLAG(X_FLAG, gamepad.buttonX.pressed);
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UPDATE_BUTTON_FLAG(Y_FLAG, gamepad.buttonY.pressed);
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UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
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UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
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UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
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UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
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UPDATE_BUTTON_FLAG(UP_FLAG, gamepad.dpad.up.pressed);
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UPDATE_BUTTON_FLAG(DOWN_FLAG, gamepad.dpad.down.pressed);
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UPDATE_BUTTON_FLAG(LEFT_FLAG, gamepad.dpad.left.pressed);
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UPDATE_BUTTON_FLAG(RIGHT_FLAG, gamepad.dpad.right.pressed);
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UPDATE_BUTTON_FLAG(limeController, UP_FLAG, gamepad.dpad.up.pressed);
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UPDATE_BUTTON_FLAG(limeController, DOWN_FLAG, gamepad.dpad.down.pressed);
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UPDATE_BUTTON_FLAG(limeController, LEFT_FLAG, gamepad.dpad.left.pressed);
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UPDATE_BUTTON_FLAG(limeController, RIGHT_FLAG, gamepad.dpad.right.pressed);
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UPDATE_BUTTON_FLAG(LB_FLAG, gamepad.leftShoulder.pressed);
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UPDATE_BUTTON_FLAG(RB_FLAG, gamepad.rightShoulder.pressed);
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UPDATE_BUTTON_FLAG(limeController, LB_FLAG, gamepad.leftShoulder.pressed);
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UPDATE_BUTTON_FLAG(limeController, RB_FLAG, gamepad.rightShoulder.pressed);
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leftStickX = gamepad.leftThumbstick.xAxis.value * 0x7FFE;
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leftStickY = gamepad.leftThumbstick.yAxis.value * 0x7FFE;
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@@ -212,34 +211,34 @@
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leftTrigger = gamepad.leftTrigger.value * 0xFF;
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rightTrigger = gamepad.rightTrigger.value * 0xFF;
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[self updateLeftStick:leftStickX y:leftStickY];
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[self updateRightStick:rightStickX y:rightStickY];
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[self updateTriggers:leftTrigger right:rightTrigger];
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[self updateFinished];
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[self updateLeftStick:limeController x:leftStickX y:leftStickY];
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[self updateRightStick:limeController x:rightStickX y:rightStickY];
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[self updateTriggers:limeController left:leftTrigger right:rightTrigger];
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[self updateFinished:limeController];
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};
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}
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else if (controller.gamepad != NULL) {
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controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad, GCControllerElement *element) {
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Controller* limeController = [_controllers objectForKey:[NSNumber numberWithInteger:gamepad.controller.playerIndex]];
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UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
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UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
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UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
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UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
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UPDATE_BUTTON_FLAG(A_FLAG, gamepad.buttonA.pressed);
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UPDATE_BUTTON_FLAG(B_FLAG, gamepad.buttonB.pressed);
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UPDATE_BUTTON_FLAG(X_FLAG, gamepad.buttonX.pressed);
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UPDATE_BUTTON_FLAG(Y_FLAG, gamepad.buttonY.pressed);
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UPDATE_BUTTON_FLAG(limeController, UP_FLAG, gamepad.dpad.up.pressed);
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UPDATE_BUTTON_FLAG(limeController, DOWN_FLAG, gamepad.dpad.down.pressed);
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UPDATE_BUTTON_FLAG(limeController, LEFT_FLAG, gamepad.dpad.left.pressed);
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UPDATE_BUTTON_FLAG(limeController, RIGHT_FLAG, gamepad.dpad.right.pressed);
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UPDATE_BUTTON_FLAG(UP_FLAG, gamepad.dpad.up.pressed);
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UPDATE_BUTTON_FLAG(DOWN_FLAG, gamepad.dpad.down.pressed);
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UPDATE_BUTTON_FLAG(LEFT_FLAG, gamepad.dpad.left.pressed);
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UPDATE_BUTTON_FLAG(RIGHT_FLAG, gamepad.dpad.right.pressed);
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UPDATE_BUTTON_FLAG(limeController, LB_FLAG, gamepad.leftShoulder.pressed);
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UPDATE_BUTTON_FLAG(limeController, RB_FLAG, gamepad.rightShoulder.pressed);
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UPDATE_BUTTON_FLAG(LB_FLAG, gamepad.leftShoulder.pressed);
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UPDATE_BUTTON_FLAG(RB_FLAG, gamepad.rightShoulder.pressed);
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[self updateFinished];
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[self updateFinished:limeController];
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};
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}
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}
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}
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}
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-(void) updateAutoOnScreenControlMode
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@@ -278,14 +277,40 @@
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[self updateAutoOnScreenControlMode];
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}
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-(void) assignController:(GCController*)controller {
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for (int i = 0; i < 4; i++) {
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if (!(_controllerNumbers & (1 << i))) {
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_controllerNumbers |= (1 << i);
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Controller* limeController = [[Controller alloc] init];
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controller.playerIndex = i;
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limeController.playerIndex = i;
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[_controllers setObject:limeController forKey:[NSNumber numberWithInteger:controller.playerIndex]];
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NSLog(@"Assigning controller index: %d", i);
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break;
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}
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}
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}
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-(id) init
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{
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self = [super init];
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_controllerStreamLock = [[NSLock alloc] init];
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_controllerValueLock = [[NSLock alloc] init];
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_controllers = [[NSMutableDictionary alloc] init];
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_controllerNumbers = 0;
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NSLog(@"Number of controllers connected: %ld", [[GCController controllers] count]);
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for (GCController* controller in [GCController controllers]) {
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[self assignController:controller];
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}
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self.connectObserver = [[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidConnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) {
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NSLog(@"Controller connected!");
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GCController* controller = (GCController*) note.object;
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[self assignController:controller];
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// Register callbacks on the new controller
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[self registerControllerCallbacks];
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@@ -295,12 +320,10 @@
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self.disconnectObserver = [[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidDisconnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) {
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NSLog(@"Controller disconnected!");
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// Reset all controller state to be safe
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[self updateButtonFlags:0];
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[self updateLeftStick:0 y:0];
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[self updateRightStick:0 y:0];
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[self updateTriggers:0 right:0];
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[self updateFinished];
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GCController* controller = note.object;
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[_controllers removeObjectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
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_controllerNumbers &= ~(1 << controller.playerIndex);
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NSLog(@"Unassigning controller index: %ld", (long)controller.playerIndex);
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// Re-evaluate the on-screen control mode
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[self updateAutoOnScreenControlMode];
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Block a user