mirror of
https://github.com/moonlight-stream/moonlight-ios.git
synced 2026-04-16 21:39:56 +00:00
Add rumble support on iOS 14
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@@ -20,7 +20,6 @@
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@implementation ControllerSupport {
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NSLock *_controllerStreamLock;
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NSMutableDictionary *_controllers;
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NSTimer *_rumbleTimer;
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id<GamepadPresenceDelegate> _presenceDelegate;
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OnScreenControls *_osc;
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@@ -41,20 +40,6 @@
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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) rumbleController: (Controller*)controller
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{
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#if 0
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// Only vibrate if the amplitude is large enough
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if (controller.lowFreqMotor > 0x5000 || controller.highFreqMotor > 0x5000) {
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// If the gamepad is nil (on-screen controls) or it's attached to the device,
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// then vibrate the device itself
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if (controller.gamepad == nil || [controller.gamepad isAttachedToDevice]) {
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AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
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}
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}
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#endif
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}
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-(void) rumble:(unsigned short)controllerNumber lowFreqMotor:(unsigned short)lowFreqMotor highFreqMotor:(unsigned short)highFreqMotor
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{
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Controller* controller = [_controllers objectForKey:[NSNumber numberWithInteger:controllerNumber]];
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@@ -67,12 +52,8 @@
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return;
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}
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// Update the motor levels for the rumble timer to grab next iteration
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controller.lowFreqMotor = lowFreqMotor;
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controller.highFreqMotor = highFreqMotor;
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// Rumble now to ensure short vibrations aren't missed
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[self rumbleController:controller];
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[controller.lowFreqMotor setMotorAmplitude:lowFreqMotor];
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[controller.highFreqMotor setMotorAmplitude:highFreqMotor];
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}
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-(void) updateLeftStick:(Controller*)controller x:(short)x y:(short)y
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@@ -212,6 +193,18 @@
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}
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}
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-(void) initializeControllerHaptics:(Controller*) controller
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{
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controller.lowFreqMotor = [HapticContext createContextForLowFreqMotor:controller.gamepad];
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controller.highFreqMotor = [HapticContext createContextForHighFreqMotor:controller.gamepad];
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}
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-(void) cleanupControllerHaptics:(Controller*) controller
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{
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[controller.lowFreqMotor cleanup];
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[controller.highFreqMotor cleanup];
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}
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-(void) registerControllerCallbacks:(GCController*) controller
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{
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if (controller != NULL) {
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@@ -401,6 +394,9 @@
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limeController.supportedEmulationFlags &= ~EMULATING_SELECT;
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}
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}
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// Prepare controller haptics for use
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[self initializeControllerHaptics:limeController];
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[_controllers setObject:limeController forKey:[NSNumber numberWithInteger:controller.playerIndex]];
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@@ -461,23 +457,6 @@
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return mask;
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}
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-(void) rumbleTimer
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{
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for (int i = 0; i < 4; i++) {
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Controller* controller = [_controllers objectForKey:[NSNumber numberWithInteger:i]];
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if (controller == nil && i == 0 && _oscEnabled) {
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// No physical controller, but we have on-screen controls
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controller = _player0osc;
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}
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if (controller == nil) {
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// No connected controller for this player
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continue;
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}
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[self rumbleController:controller];
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}
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}
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-(NSUInteger) getConnectedGamepadCount
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{
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return _controllers.count;
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@@ -499,12 +478,6 @@
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DataManager* dataMan = [[DataManager alloc] init];
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_oscEnabled = (OnScreenControlsLevel)[[dataMan getSettings].onscreenControls integerValue] != OnScreenControlsLevelOff;
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_rumbleTimer = [NSTimer scheduledTimerWithTimeInterval:0.20
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target:self
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selector:@selector(rumbleTimer)
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userInfo:nil
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repeats:YES];
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Log(LOG_I, @"Number of supported controllers connected: %d", [ControllerSupport getGamepadCount]);
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Log(LOG_I, @"Multi-controller: %d", _multiController);
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@@ -553,6 +526,10 @@
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// Unset the GCController on this object (in case it is the OSC, which will persist)
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Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
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// Stop haptics on this controller
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[self cleanupControllerHaptics:limeController];
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limeController.gamepad = nil;
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// Inform the server of the updated active gamepads before removing this controller
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@@ -570,12 +547,15 @@
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-(void) cleanup
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{
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[_rumbleTimer invalidate];
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_rumbleTimer = nil;
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[[NSNotificationCenter defaultCenter] removeObserver:self.connectObserver];
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[[NSNotificationCenter defaultCenter] removeObserver:self.disconnectObserver];
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[_controllers removeAllObjects];
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_controllerNumbers = 0;
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for (Controller* controller in [_controllers allValues]) {
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[self cleanupControllerHaptics:controller];
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}
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[_controllers removeAllObjects];
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for (GCController* controller in [GCController controllers]) {
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if ([ControllerSupport isSupportedGamepad:controller]) {
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[self unregisterControllerCallbacks:controller];
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