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587 lines
22 KiB
Objective-C
587 lines
22 KiB
Objective-C
//
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// ControllerSupport.m
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// Moonlight
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//
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// Created by Cameron Gutman on 10/20/14.
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// Copyright (c) 2014 Moonlight Stream. All rights reserved.
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//
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#import "ControllerSupport.h"
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#import "Controller.h"
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#import "OnScreenControls.h"
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#import "DataManager.h"
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#include "Limelight.h"
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@import GameController;
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@import AudioToolbox;
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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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// This controller object is shared between on-screen controls
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// and player 0
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Controller *_player0osc;
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#define EMULATING_SELECT 0x1
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#define EMULATING_SPECIAL 0x2
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bool _oscEnabled;
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char _controllerNumbers;
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bool _multiController;
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}
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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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-(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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if (controller == nil && controllerNumber == 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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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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}
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-(void) updateLeftStick:(Controller*)controller x:(short)x y:(short)y
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{
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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:(Controller*)controller x:(short)x y:(short)y
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{
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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:(Controller*)controller left:(unsigned char)left
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{
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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:(Controller*)controller right:(unsigned char)right
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{
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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:(Controller*) controller left:(unsigned char)left right:(unsigned char)right
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{
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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:(Controller*)controller releasedButtons:(int)releasedButtons
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{
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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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controller.emulatingButtonFlags &= ~EMULATING_SELECT;
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}
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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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controller.emulatingButtonFlags &= ~EMULATING_SPECIAL;
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}
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}
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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 (controller.lastButtonFlags & PLAY_FLAG) {
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// If LB and start are down, trigger select
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if (controller.lastButtonFlags & LB_FLAG) {
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if (controller.supportedEmulationFlags & EMULATING_SELECT) {
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controller.lastButtonFlags |= BACK_FLAG;
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controller.lastButtonFlags &= ~(pressedButtons & (PLAY_FLAG | LB_FLAG));
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controller.emulatingButtonFlags |= EMULATING_SELECT;
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}
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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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if (controller.supportedEmulationFlags & EMULATING_SPECIAL) {
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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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controller.emulatingButtonFlags |= EMULATING_SPECIAL;
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}
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}
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}
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}
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-(void) updateButtonFlags:(Controller*)controller flags:(int)flags
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{
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@synchronized(controller) {
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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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int releasedButtons = (controller.lastButtonFlags ^ flags) & ~flags;
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int pressedButtons = (controller.lastButtonFlags ^ flags) & flags;
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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:(Controller*)controller flags:(int)flags
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{
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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:(Controller*)controller flags:(int)flags
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{
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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:(Controller*)controller
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{
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[_controllerStreamLock lock];
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@synchronized(controller) {
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// Player 1 is always present for OSC
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LiSendMultiControllerEvent(_multiController ? controller.playerIndex : 0,
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(_multiController ? _controllerNumbers : 1) | (_oscEnabled ? 1 : 0), 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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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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-(void) unregisterControllerCallbacks:(GCController*) controller
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{
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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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}
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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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// iOS 13 allows the Start button to behave like a normal button, however
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// older MFi controllers can send an instant down+up event for the start button
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// which means the button will not be down long enough to register on the PC.
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// To work around this issue, use the old controllerPausedHandler if the controller
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// doesn't have a Select button (which indicates it probably doesn't have a proper
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// Start button either).
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BOOL useLegacyPausedHandler = YES;
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if (@available(iOS 13.0, tvOS 13.0, *)) {
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if (controller.extendedGamepad != nil &&
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controller.extendedGamepad.buttonOptions != nil) {
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useLegacyPausedHandler = NO;
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}
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}
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if (useLegacyPausedHandler) {
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controller.controllerPausedHandler = ^(GCController *controller) {
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Controller* limeController = [self->_controllers objectForKey:[NSNumber numberWithInteger:controller.playerIndex]];
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// Get off the main thread
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dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
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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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};
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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 = [self->_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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unsigned 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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// Yay, iOS 12.1 now supports analog stick buttons
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if (@available(iOS 12.1, tvOS 12.1, *)) {
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if (gamepad.leftThumbstickButton != nil) {
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UPDATE_BUTTON_FLAG(limeController, LS_CLK_FLAG, gamepad.leftThumbstickButton.pressed);
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}
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if (gamepad.rightThumbstickButton != nil) {
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UPDATE_BUTTON_FLAG(limeController, RS_CLK_FLAG, gamepad.rightThumbstickButton.pressed);
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}
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}
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if (@available(iOS 13.0, tvOS 13.0, *)) {
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// Options button is optional (only present on Xbox One S and PS4 gamepads)
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if (gamepad.buttonOptions != nil) {
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UPDATE_BUTTON_FLAG(limeController, BACK_FLAG, gamepad.buttonOptions.pressed);
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// For older MFi gamepads, the menu button will already be handled by
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// the controllerPausedHandler.
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UPDATE_BUTTON_FLAG(limeController, PLAY_FLAG, gamepad.buttonMenu.pressed);
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}
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}
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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 = [self->_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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Log(LOG_W, @"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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{
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// Auto on-screen control support may not be enabled
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if (_osc == NULL) {
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return;
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}
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OnScreenControlsLevel level = OnScreenControlsLevelFull;
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// We currently stop after the first controller we find.
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// Maybe we'll want to change that logic later.
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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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if (controller.extendedGamepad != NULL) {
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level = OnScreenControlsLevelAutoGCExtendedGamepad;
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if (@available(iOS 12.1, tvOS 12.1, *)) {
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if (controller.extendedGamepad.leftThumbstickButton != nil &&
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controller.extendedGamepad.rightThumbstickButton != nil) {
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level = OnScreenControlsLevelAutoGCExtendedGamepadWithStickButtons;
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if (@available(iOS 13.0, tvOS 13.0, *)) {
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if (controller.extendedGamepad.buttonOptions != nil) {
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// Has L3/R3 and Select, so we can show nothing :)
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level = OnScreenControlsLevelOff;
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}
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}
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}
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}
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break;
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}
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else if (controller.gamepad != NULL) {
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level = OnScreenControlsLevelAutoGCGamepad;
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break;
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}
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}
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}
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[_osc setLevel:level];
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}
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-(void) initAutoOnScreenControlMode:(OnScreenControls*)osc
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{
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_osc = osc;
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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.playerIndex = i;
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Controller* limeController;
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if (i == 0) {
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// Player 0 shares a controller object with the on-screen controls
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limeController = _player0osc;
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} else {
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limeController = [[Controller alloc] init];
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limeController.playerIndex = i;
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}
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limeController.supportedEmulationFlags = EMULATING_SPECIAL | EMULATING_SELECT;
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limeController.gamepad = controller;
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if (@available(iOS 13.0, tvOS 13.0, *)) {
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if (controller.extendedGamepad != nil &&
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controller.extendedGamepad.buttonOptions != nil) {
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// Disable select button emulation since we have a physical select button
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limeController.supportedEmulationFlags &= ~EMULATING_SELECT;
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}
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}
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[_controllers setObject:limeController forKey:[NSNumber numberWithInteger:controller.playerIndex]];
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Log(LOG_I, @"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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-(Controller*) getOscController {
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return _player0osc;
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}
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+(bool) isSupportedGamepad:(GCController*) controller {
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return controller.extendedGamepad != nil || controller.gamepad != nil;
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}
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#pragma clang diagnostic pop
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+(int) getGamepadCount {
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int count = 0;
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for (GCController* controller in [GCController controllers]) {
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if ([ControllerSupport isSupportedGamepad:controller]) {
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count++;
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}
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}
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return count;
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}
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+(int) getConnectedGamepadMask:(StreamConfiguration*)streamConfig {
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int mask = 0;
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if (streamConfig.multiController) {
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int i = 0;
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for (GCController* controller in [GCController controllers]) {
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if ([ControllerSupport isSupportedGamepad:controller]) {
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mask |= 1 << i++;
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}
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}
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}
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else {
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// Some games don't deal with having controller reconnected
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// properly so always report controller 1 if not in MC mode
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mask = 0x1;
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}
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DataManager* dataMan = [[DataManager alloc] init];
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OnScreenControlsLevel level = (OnScreenControlsLevel)[[dataMan getSettings].onscreenControls integerValue];
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// Even if no gamepads are present, we will always count one
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// if OSC is enabled.
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if (level != OnScreenControlsLevelOff) {
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mask |= 0x1;
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}
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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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}
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-(id) initWithConfig:(StreamConfiguration*)streamConfig presenceDelegate:(id<GamepadPresenceDelegate>)delegate
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{
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self = [super init];
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_controllerStreamLock = [[NSLock alloc] init];
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_controllers = [[NSMutableDictionary alloc] init];
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_controllerNumbers = 0;
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_multiController = streamConfig.multiController;
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_presenceDelegate = delegate;
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_player0osc = [[Controller alloc] init];
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_player0osc.playerIndex = 0;
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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];
|
|
|
|
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];
|
|
|
|
// Notify the delegate
|
|
[self->_presenceDelegate gamepadPresenceChanged];
|
|
}];
|
|
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];
|
|
|
|
// Notify the delegate
|
|
[self->_presenceDelegate gamepadPresenceChanged];
|
|
}];
|
|
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
|