Files
moonlight-ios/Limelight/Input/ControllerSupport.m
2019-09-11 19:12:11 -07:00

596 lines
22 KiB
Objective-C

//
// ControllerSupport.m
// Moonlight
//
// Created by Cameron Gutman on 10/20/14.
// Copyright (c) 2014 Moonlight Stream. All rights reserved.
//
#import "ControllerSupport.h"
#import "Controller.h"
#import "OnScreenControls.h"
#if !TARGET_OS_IPHONE
#import "Gamepad.h"
#import "Control.h"
#endif
#import "DataManager.h"
#include "Limelight.h"
@import GameController;
@import AudioToolbox;
@implementation ControllerSupport {
NSLock *_controllerStreamLock;
NSMutableDictionary *_controllers;
NSTimer *_rumbleTimer;
OnScreenControls *_osc;
// This controller object is shared between on-screen controls
// and player 0
Controller *_player0osc;
#define EMULATING_SELECT 0x1
#define EMULATING_SPECIAL 0x2
bool _oscEnabled;
char _controllerNumbers;
bool _multiController;
}
// UPDATE_BUTTON_FLAG(controller, flag, pressed)
#define UPDATE_BUTTON_FLAG(controller, x, y) \
((y) ? [self setButtonFlag:controller flags:x] : [self clearButtonFlag:controller flags:x])
-(void) rumbleController: (Controller*)controller
{
#if 0
// Only vibrate if the amplitude is large enough
if (controller.lowFreqMotor > 0x5000 || controller.highFreqMotor > 0x5000) {
// If the gamepad is nil (on-screen controls) or it's attached to the device,
// then vibrate the device itself
if (controller.gamepad == nil || [controller.gamepad isAttachedToDevice]) {
AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
}
}
#endif
}
-(void) rumble:(unsigned short)controllerNumber lowFreqMotor:(unsigned short)lowFreqMotor highFreqMotor:(unsigned short)highFreqMotor
{
Controller* controller = [_controllers objectForKey:[NSNumber numberWithInteger:controllerNumber]];
if (controller == nil && controllerNumber == 0 && _oscEnabled) {
// No physical controller, but we have on-screen controls
controller = _player0osc;
}
if (controller == nil) {
// No connected controller for this player
return;
}
// Update the motor levels for the rumble timer to grab next iteration
controller.lowFreqMotor = lowFreqMotor;
controller.highFreqMotor = highFreqMotor;
// Rumble now to ensure short vibrations aren't missed
[self rumbleController:controller];
}
-(void) updateLeftStick:(Controller*)controller x:(short)x y:(short)y
{
@synchronized(controller) {
controller.lastLeftStickX = x;
controller.lastLeftStickY = y;
}
}
-(void) updateRightStick:(Controller*)controller x:(short)x y:(short)y
{
@synchronized(controller) {
controller.lastRightStickX = x;
controller.lastRightStickY = y;
}
}
-(void) updateLeftTrigger:(Controller*)controller left:(char)left
{
@synchronized(controller) {
controller.lastLeftTrigger = left;
}
}
-(void) updateRightTrigger:(Controller*)controller right:(char)right
{
@synchronized(controller) {
controller.lastRightTrigger = right;
}
}
-(void) updateTriggers:(Controller*) controller left:(char)left right:(char)right
{
@synchronized(controller) {
controller.lastLeftTrigger = left;
controller.lastRightTrigger = right;
}
}
-(void) handleSpecialCombosReleased:(Controller*)controller releasedButtons:(int)releasedButtons
{
if ((controller.emulatingButtonFlags & EMULATING_SELECT) &&
((releasedButtons & LB_FLAG) || (releasedButtons & PLAY_FLAG))) {
controller.lastButtonFlags &= ~BACK_FLAG;
controller.emulatingButtonFlags &= ~EMULATING_SELECT;
}
if ((controller.emulatingButtonFlags & EMULATING_SPECIAL) &&
((releasedButtons & RB_FLAG) || (releasedButtons & PLAY_FLAG) ||
(releasedButtons & BACK_FLAG))) {
controller.lastButtonFlags &= ~SPECIAL_FLAG;
controller.emulatingButtonFlags &= ~EMULATING_SPECIAL;
}
}
-(void) handleSpecialCombosPressed:(Controller*)controller pressedButtons:(int)pressedButtons
{
// Special button combos for select and special
if (controller.lastButtonFlags & PLAY_FLAG) {
// If LB and start are down, trigger select
if (controller.lastButtonFlags & LB_FLAG) {
controller.lastButtonFlags |= BACK_FLAG;
controller.lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | LB_FLAG));
controller.emulatingButtonFlags |= EMULATING_SELECT;
}
// If (RB or select) and start are down, trigger special
else if ((controller.lastButtonFlags & RB_FLAG) || (controller.lastButtonFlags & BACK_FLAG)) {
controller.lastButtonFlags |= SPECIAL_FLAG;
controller.lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | RB_FLAG | BACK_FLAG));
controller.emulatingButtonFlags |= EMULATING_SPECIAL;
}
}
}
-(void) updateButtonFlags:(Controller*)controller flags:(int)flags
{
@synchronized(controller) {
controller.lastButtonFlags = flags;
// This must be called before handleSpecialCombosPressed
// because we clear the original button flags there
int releasedButtons = (controller.lastButtonFlags ^ flags) & ~flags;
int pressedButtons = (controller.lastButtonFlags ^ flags) & flags;
[self handleSpecialCombosReleased:controller releasedButtons:releasedButtons];
[self handleSpecialCombosPressed:controller pressedButtons:pressedButtons];
}
}
-(void) setButtonFlag:(Controller*)controller flags:(int)flags
{
@synchronized(controller) {
controller.lastButtonFlags |= flags;
[self handleSpecialCombosPressed:controller pressedButtons:flags];
}
}
-(void) clearButtonFlag:(Controller*)controller flags:(int)flags
{
@synchronized(controller) {
controller.lastButtonFlags &= ~flags;
[self handleSpecialCombosReleased:controller releasedButtons:flags];
}
}
-(void) updateFinished:(Controller*)controller
{
[_controllerStreamLock lock];
@synchronized(controller) {
// Player 1 is always present for OSC
LiSendMultiControllerEvent(_multiController ? controller.playerIndex : 0,
(_multiController ? _controllerNumbers : 1) | (_oscEnabled ? 1 : 0), controller.lastButtonFlags, controller.lastLeftTrigger, controller.lastRightTrigger, controller.lastLeftStickX, controller.lastLeftStickY, controller.lastRightStickX, controller.lastRightStickY);
}
[_controllerStreamLock unlock];
}
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
-(void) unregisterControllerCallbacks:(GCController*) controller
{
if (controller != NULL) {
controller.controllerPausedHandler = NULL;
if (controller.extendedGamepad != NULL) {
controller.extendedGamepad.valueChangedHandler = NULL;
}
else if (controller.gamepad != NULL) {
controller.gamepad.valueChangedHandler = NULL;
}
}
}
-(void) registerControllerCallbacks:(GCController*) controller
{
if (controller != NULL) {
// On iOS 13, we want to use the new buttonMenu property which lets users hold down Start.
// On prior versions, we must use the controllerPausedHandler.
if (@available(iOS 13.0, tvOS 13.0, *)) {
// Nothing - buttonMenu is already handled in valueChangedHandler
}
else {
controller.controllerPausedHandler = ^(GCController *controller) {
Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
// Get off the main thread
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
[self setButtonFlag:limeController flags:PLAY_FLAG];
[self updateFinished:limeController];
// Pause for 100 ms
usleep(100 * 1000);
[self clearButtonFlag:limeController flags:PLAY_FLAG];
[self updateFinished:limeController];
});
};
}
if (controller.extendedGamepad != NULL) {
controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:gamepad.controller.playerIndex]];
short leftStickX, leftStickY;
short rightStickX, rightStickY;
char leftTrigger, rightTrigger;
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
UPDATE_BUTTON_FLAG(limeController, UP_FLAG, gamepad.dpad.up.pressed);
UPDATE_BUTTON_FLAG(limeController, DOWN_FLAG, gamepad.dpad.down.pressed);
UPDATE_BUTTON_FLAG(limeController, LEFT_FLAG, gamepad.dpad.left.pressed);
UPDATE_BUTTON_FLAG(limeController, RIGHT_FLAG, gamepad.dpad.right.pressed);
UPDATE_BUTTON_FLAG(limeController, LB_FLAG, gamepad.leftShoulder.pressed);
UPDATE_BUTTON_FLAG(limeController, RB_FLAG, gamepad.rightShoulder.pressed);
// Yay, iOS 12.1 now supports analog stick buttons
if (@available(iOS 12.1, tvOS 12.1, *)) {
if (gamepad.leftThumbstickButton != nil) {
UPDATE_BUTTON_FLAG(limeController, LS_CLK_FLAG, gamepad.leftThumbstickButton.pressed);
}
if (gamepad.rightThumbstickButton != nil) {
UPDATE_BUTTON_FLAG(limeController, RS_CLK_FLAG, gamepad.rightThumbstickButton.pressed);
}
}
if (@available(iOS 13.0, tvOS 13.0, *)) {
// Menu button is mandatory, so no need to check for nil
UPDATE_BUTTON_FLAG(limeController, PLAY_FLAG, gamepad.buttonMenu.pressed);
// Options button is optional (only present on Xbox One S and PS4 gamepads)
if (gamepad.buttonOptions != nil) {
UPDATE_BUTTON_FLAG(limeController, BACK_FLAG, gamepad.buttonOptions.pressed);
}
}
leftStickX = gamepad.leftThumbstick.xAxis.value * 0x7FFE;
leftStickY = gamepad.leftThumbstick.yAxis.value * 0x7FFE;
rightStickX = gamepad.rightThumbstick.xAxis.value * 0x7FFE;
rightStickY = gamepad.rightThumbstick.yAxis.value * 0x7FFE;
leftTrigger = gamepad.leftTrigger.value * 0xFF;
rightTrigger = gamepad.rightTrigger.value * 0xFF;
[self updateLeftStick:limeController x:leftStickX y:leftStickY];
[self updateRightStick:limeController x:rightStickX y:rightStickY];
[self updateTriggers:limeController left:leftTrigger right:rightTrigger];
[self updateFinished:limeController];
};
}
else if (controller.gamepad != NULL) {
controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad, GCControllerElement *element) {
Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:gamepad.controller.playerIndex]];
UPDATE_BUTTON_FLAG(limeController, A_FLAG, gamepad.buttonA.pressed);
UPDATE_BUTTON_FLAG(limeController, B_FLAG, gamepad.buttonB.pressed);
UPDATE_BUTTON_FLAG(limeController, X_FLAG, gamepad.buttonX.pressed);
UPDATE_BUTTON_FLAG(limeController, Y_FLAG, gamepad.buttonY.pressed);
UPDATE_BUTTON_FLAG(limeController, UP_FLAG, gamepad.dpad.up.pressed);
UPDATE_BUTTON_FLAG(limeController, DOWN_FLAG, gamepad.dpad.down.pressed);
UPDATE_BUTTON_FLAG(limeController, LEFT_FLAG, gamepad.dpad.left.pressed);
UPDATE_BUTTON_FLAG(limeController, RIGHT_FLAG, gamepad.dpad.right.pressed);
UPDATE_BUTTON_FLAG(limeController, LB_FLAG, gamepad.leftShoulder.pressed);
UPDATE_BUTTON_FLAG(limeController, RB_FLAG, gamepad.rightShoulder.pressed);
[self updateFinished:limeController];
};
}
} else {
Log(LOG_W, @"Tried to register controller callbacks on NULL controller");
}
}
-(void) updateAutoOnScreenControlMode
{
// Auto on-screen control support may not be enabled
if (_osc == NULL) {
return;
}
OnScreenControlsLevel level = OnScreenControlsLevelFull;
// We currently stop after the first controller we find.
// Maybe we'll want to change that logic later.
for (int i = 0; i < [[GCController controllers] count]; i++) {
GCController *controller = [GCController controllers][i];
if (controller != NULL) {
if (controller.extendedGamepad != NULL) {
level = OnScreenControlsLevelAutoGCExtendedGamepad;
if (@available(iOS 12.1, tvOS 12.1, *)) {
if (controller.extendedGamepad.leftThumbstickButton != nil &&
controller.extendedGamepad.rightThumbstickButton != nil) {
level = OnScreenControlsLevelAutoGCExtendedGamepadWithStickButtons;
if (@available(iOS 13.0, tvOS 13.0, *)) {
if (controller.extendedGamepad.buttonOptions != nil) {
// Has L3/R3 and Select, so we can show nothing :)
level = OnScreenControlsLevelOff;
}
}
}
}
break;
}
else if (controller.gamepad != NULL) {
level = OnScreenControlsLevelAutoGCGamepad;
break;
}
}
}
#if TARGET_OS_IPHONE
[_osc setLevel:level];
#endif
}
-(void) initAutoOnScreenControlMode:(OnScreenControls*)osc
{
_osc = osc;
[self updateAutoOnScreenControlMode];
}
-(void) assignController:(GCController*)controller {
for (int i = 0; i < 4; i++) {
if (!(_controllerNumbers & (1 << i))) {
_controllerNumbers |= (1 << i);
controller.playerIndex = i;
Controller* limeController;
if (i == 0) {
// Player 0 shares a controller object with the on-screen controls
limeController = _player0osc;
} else {
limeController = [[Controller alloc] init];
limeController.playerIndex = i;
}
limeController.gamepad = controller;
[_controllers setObject:limeController forKey:[NSNumber numberWithInteger:controller.playerIndex]];
Log(LOG_I, @"Assigning controller index: %d", i);
break;
}
}
}
#if TARGET_OS_IPHONE
-(Controller*) getOscController {
return _player0osc;
}
#else
-(NSMutableDictionary*) getControllers {
return _controllers;
}
-(void) assignGamepad:(struct Gamepad_device *)gamepad {
for (int i = 0; i < 4; i++) {
if (!(_controllerNumbers & (1 << i))) {
_controllerNumbers |= (1 << i);
gamepad->deviceID = i;
NSLog(@"Gamepad device id: %u assigned", gamepad->deviceID);
Controller* limeController;
limeController = [[Controller alloc] init];
limeController.playerIndex = i;
[_controllers setObject:limeController forKey:[NSNumber numberWithInteger:i]];
break;
}
}
}
-(void) removeGamepad:(struct Gamepad_device *)gamepad {
_controllerNumbers &= ~(1 << gamepad->deviceID);
Log(LOG_I, @"Unassigning controller index: %ld", (long)gamepad->deviceID);
// Inform the server of the updated active gamepads before removing this controller
[self updateFinished:[_controllers objectForKey:[NSNumber numberWithInteger:gamepad->deviceID]]];
[_controllers removeObjectForKey:[NSNumber numberWithInteger:gamepad->deviceID]];
}
#endif
+(bool) isSupportedGamepad:(GCController*) controller {
return controller.extendedGamepad != nil || controller.gamepad != nil;
}
#pragma clang diagnostic pop
+(int) getGamepadCount {
int count = 0;
for (GCController* controller in [GCController controllers]) {
if ([ControllerSupport isSupportedGamepad:controller]) {
count++;
}
}
return count;
}
+(int) getConnectedGamepadMask:(StreamConfiguration*)streamConfig {
int mask = 0;
if (streamConfig.multiController) {
int i = 0;
for (GCController* controller in [GCController controllers]) {
if ([ControllerSupport isSupportedGamepad:controller]) {
mask |= 1 << i++;
}
}
}
else {
// Some games don't deal with having controller reconnected
// properly so always report controller 1 if not in MC mode
mask = 0x1;
}
#if TARGET_OS_IPHONE
DataManager* dataMan = [[DataManager alloc] init];
OnScreenControlsLevel level = (OnScreenControlsLevel)[[dataMan getSettings].onscreenControls integerValue];
// Even if no gamepads are present, we will always count one
// if OSC is enabled.
if (level != OnScreenControlsLevelOff) {
mask |= 0x1;
}
#endif
return mask;
}
-(void) rumbleTimer
{
for (int i = 0; i < 4; i++) {
Controller* controller = [_controllers objectForKey:[NSNumber numberWithInteger:i]];
if (controller == nil && i == 0 && _oscEnabled) {
// No physical controller, but we have on-screen controls
controller = _player0osc;
}
if (controller == nil) {
// No connected controller for this player
continue;
}
[self rumbleController:controller];
}
}
-(id) initWithConfig:(StreamConfiguration*)streamConfig
{
self = [super init];
_controllerStreamLock = [[NSLock alloc] init];
_controllers = [[NSMutableDictionary alloc] init];
_controllerNumbers = 0;
_multiController = streamConfig.multiController;
_player0osc = [[Controller alloc] init];
_player0osc.playerIndex = 0;
#if TARGET_OS_IPHONE
DataManager* dataMan = [[DataManager alloc] init];
_oscEnabled = (OnScreenControlsLevel)[[dataMan getSettings].onscreenControls integerValue] != OnScreenControlsLevelOff;
#else
_oscEnabled = false;
initGamepad(self);
Gamepad_detectDevices();
#endif
_rumbleTimer = [NSTimer scheduledTimerWithTimeInterval:0.20
target:self
selector:@selector(rumbleTimer)
userInfo:nil
repeats:YES];
Log(LOG_I, @"Number of supported controllers connected: %d", [ControllerSupport getGamepadCount]);
Log(LOG_I, @"Multi-controller: %d", _multiController);
for (GCController* controller in [GCController controllers]) {
if ([ControllerSupport isSupportedGamepad:controller]) {
[self assignController:controller];
[self registerControllerCallbacks:controller];
[self updateAutoOnScreenControlMode];
}
}
self.connectObserver = [[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidConnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) {
Log(LOG_I, @"Controller connected!");
GCController* controller = note.object;
if (![ControllerSupport isSupportedGamepad:controller]) {
// Ignore micro gamepads and motion controllers
return;
}
[self assignController:controller];
// Register callbacks on the new controller
[self registerControllerCallbacks:controller];
// Re-evaluate the on-screen control mode
[self updateAutoOnScreenControlMode];
}];
self.disconnectObserver = [[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidDisconnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) {
Log(LOG_I, @"Controller disconnected!");
GCController* controller = note.object;
if (![ControllerSupport isSupportedGamepad:controller]) {
// Ignore micro gamepads and motion controllers
return;
}
[self unregisterControllerCallbacks:controller];
self->_controllerNumbers &= ~(1 << controller.playerIndex);
Log(LOG_I, @"Unassigning controller index: %ld", (long)controller.playerIndex);
// Unset the GCController on this object (in case it is the OSC, which will persist)
Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
limeController.gamepad = nil;
// Inform the server of the updated active gamepads before removing this controller
[self updateFinished:limeController];
[self->_controllers removeObjectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
// Re-evaluate the on-screen control mode
[self updateAutoOnScreenControlMode];
}];
return self;
}
-(void) cleanup
{
[_rumbleTimer invalidate];
_rumbleTimer = nil;
[[NSNotificationCenter defaultCenter] removeObserver:self.connectObserver];
[[NSNotificationCenter defaultCenter] removeObserver:self.disconnectObserver];
[_controllers removeAllObjects];
_controllerNumbers = 0;
for (GCController* controller in [GCController controllers]) {
if ([ControllerSupport isSupportedGamepad:controller]) {
[self unregisterControllerCallbacks:controller];
}
}
}
@end