mirror of
https://github.com/moonlight-stream/moonlight-ios.git
synced 2026-02-16 10:31:02 +00:00
Fixed unregistering controllers and emulating extra buttons
This commit is contained in:
@@ -12,6 +12,7 @@
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@property (nonatomic) int playerIndex;
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@property (nonatomic) int lastButtonFlags;
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@property (nonatomic) int emulatingButtonFlags;
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@property (nonatomic) char lastLeftTrigger;
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@property (nonatomic) char lastRightTrigger;
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@property (nonatomic) short lastLeftStickX;
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@@ -10,6 +10,6 @@
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@implementation Controller
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@synthesize playerIndex;
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@synthesize lastButtonFlags, lastLeftTrigger, lastRightTrigger;
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@synthesize lastButtonFlags, emulatingButtonFlags, lastLeftTrigger, lastRightTrigger;
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@synthesize lastLeftStickX, lastLeftStickY, lastRightStickX, lastRightStickY;
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@end
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@@ -23,10 +23,9 @@
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#define EMULATING_SELECT 0x1
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#define EMULATING_SPECIAL 0x2
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int _emulatingButtonFlags;
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}
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// UPDATE_BUTTON_FLAG(flag, pressed)
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// UPDATE_BUTTON_FLAG(controller, flag, pressed)
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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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@@ -70,16 +69,16 @@
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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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if ((controller.emulatingButtonFlags & EMULATING_SELECT) &&
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((releasedButtons & LB_FLAG) || (releasedButtons & PLAY_FLAG))) {
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controller.lastButtonFlags &= ~BACK_FLAG;
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_emulatingButtonFlags &= ~EMULATING_SELECT;
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controller.emulatingButtonFlags &= ~EMULATING_SELECT;
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}
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if ((_emulatingButtonFlags & EMULATING_SPECIAL) &&
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if ((controller.emulatingButtonFlags & EMULATING_SPECIAL) &&
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((releasedButtons & RB_FLAG) || (releasedButtons & PLAY_FLAG) ||
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(releasedButtons & BACK_FLAG))) {
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controller.lastButtonFlags &= ~SPECIAL_FLAG;
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_emulatingButtonFlags &= ~EMULATING_SPECIAL;
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controller.emulatingButtonFlags &= ~EMULATING_SPECIAL;
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}
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}
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@@ -91,13 +90,13 @@
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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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controller.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 ((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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controller.emulatingButtonFlags |= EMULATING_SPECIAL;
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}
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}
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@@ -145,100 +144,92 @@
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[_controllerStreamLock unlock];
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}
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-(void) unregisterControllerCallbacks
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-(void) unregisterControllerCallbacks:(GCController*) controller
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{
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for (int i = 0; i < [[GCController controllers] count]; i++) {
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GCController *controller = [GCController controllers][i];
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if (controller != NULL) {
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controller.controllerPausedHandler = NULL;
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if (controller != NULL) {
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controller.controllerPausedHandler = NULL;
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if (controller.extendedGamepad != NULL) {
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controller.extendedGamepad.valueChangedHandler = NULL;
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}
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else if (controller.gamepad != NULL) {
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controller.gamepad.valueChangedHandler = NULL;
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}
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if (controller.extendedGamepad != NULL) {
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controller.extendedGamepad.valueChangedHandler = NULL;
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}
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else if (controller.gamepad != NULL) {
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controller.gamepad.valueChangedHandler = NULL;
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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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-(void) registerControllerCallbacks:(GCController*) controller
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{
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for (int i = 0; i < [[GCController controllers] count]; i++) {
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GCController *controller = [GCController controllers][i];
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if (controller != NULL) {
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controller.controllerPausedHandler = ^(GCController *controller) {
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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:limeController flags:PLAY_FLAG];
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[self updateFinished:limeController];
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};
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if (controller != NULL) {
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controller.controllerPausedHandler = ^(GCController *controller) {
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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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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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// Pause for 100 ms
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usleep(100 * 1000);
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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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[self clearButtonFlag:limeController flags:PLAY_FLAG];
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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(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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rightStickX = gamepad.rightThumbstick.xAxis.value * 0x7FFE;
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rightStickY = gamepad.rightThumbstick.yAxis.value * 0x7FFE;
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leftTrigger = gamepad.leftTrigger.value * 0xFF;
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rightTrigger = gamepad.rightTrigger.value * 0xFF;
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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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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(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(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(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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rightStickX = gamepad.rightThumbstick.xAxis.value * 0x7FFE;
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rightStickY = gamepad.rightThumbstick.yAxis.value * 0x7FFE;
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leftTrigger = gamepad.leftTrigger.value * 0xFF;
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rightTrigger = gamepad.rightTrigger.value * 0xFF;
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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(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(limeController, LB_FLAG, gamepad.leftShoulder.pressed);
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UPDATE_BUTTON_FLAG(limeController, RB_FLAG, gamepad.rightShoulder.pressed);
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[self updateFinished:limeController];
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};
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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(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(limeController, LB_FLAG, gamepad.leftShoulder.pressed);
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UPDATE_BUTTON_FLAG(limeController, RB_FLAG, gamepad.rightShoulder.pressed);
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[self updateFinished:limeController];
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};
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}
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} else {
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NSLog(@"ERROR: Tried to register controller callbacks on NULL controller");
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}
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}
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-(void) updateAutoOnScreenControlMode
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@@ -300,19 +291,21 @@
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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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NSLog(@"Number of controllers connected: %ld", (long)[[GCController controllers] count]);
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for (GCController* controller in [GCController controllers]) {
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[self assignController:controller];
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[self registerControllerCallbacks:controller];
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[self updateAutoOnScreenControlMode];
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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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GCController* controller = 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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[self registerControllerCallbacks:controller];
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// Re-evaluate the on-screen control mode
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[self updateAutoOnScreenControlMode];
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@@ -321,6 +314,7 @@
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NSLog(@"Controller disconnected!");
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GCController* controller = note.object;
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[self unregisterControllerCallbacks:controller];
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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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@@ -329,9 +323,6 @@
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[self updateAutoOnScreenControlMode];
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}];
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// Register for controller callbacks on any existing controllers
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[self registerControllerCallbacks];
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return self;
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}
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@@ -339,8 +330,11 @@
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{
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[[NSNotificationCenter defaultCenter] removeObserver:self.connectObserver];
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[[NSNotificationCenter defaultCenter] removeObserver:self.disconnectObserver];
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[self unregisterControllerCallbacks];
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[_controllers removeAllObjects];
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_controllerNumbers = 0;
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for (GCController* controller in [GCController controllers]) {
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[self unregisterControllerCallbacks:controller];
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}
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}
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@end
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