From cb15bb4cfa781582cde07673d528dab2d0fdf4ce Mon Sep 17 00:00:00 2001 From: Alex Szpakowski Date: Fri, 11 Dec 2015 16:41:59 -0400 Subject: [PATCH] iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened. --- src/joystick/iphoneos/SDL_sysjoystick.m | 121 +++++++++++++++--------- 1 file changed, 78 insertions(+), 43 deletions(-) diff --git a/src/joystick/iphoneos/SDL_sysjoystick.m b/src/joystick/iphoneos/SDL_sysjoystick.m index 688d3efbdf0a9..3ec9f9c83ed28 100644 --- a/src/joystick/iphoneos/SDL_sysjoystick.m +++ b/src/joystick/iphoneos/SDL_sysjoystick.m @@ -116,6 +116,10 @@ device->nbuttons = 7; /* ABXY, shoulder buttons, pause button */ } /* TODO: Handle micro profiles on tvOS. */ + + /* This will be set when the first button press of the controller is + * detected. */ + controller.playerIndex = -1; #endif } @@ -361,26 +365,7 @@ SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index) } else { #ifdef SDL_JOYSTICK_MFI GCController *controller = device->controller; - BOOL usedPlayerIndexSlots[4] = {NO, NO, NO, NO}; - - /* Find the player index of all other connected controllers. */ - for (GCController *c in [GCController controllers]) { - if (c != controller && c.playerIndex >= 0) { - usedPlayerIndexSlots[c.playerIndex] = YES; - } - } - - /* Set this controller's player index to the first unused index. - * FIXME: This logic isn't great... but SDL doesn't expose this - * concept in its external API, so we don't have much to go on. */ - for (int i = 0; i < 4; i++) { - if (!usedPlayerIndexSlots[i]) { - controller.playerIndex = i; - break; - } - } - - controller.controllerPausedHandler = ^(GCController *controller) { + controller.controllerPausedHandler = ^(GCController *c) { if (joystick->hwdata) { ++joystick->hwdata->num_pause_presses; } @@ -475,53 +460,102 @@ SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index) GCController *controller = joystick->hwdata->controller; Uint8 hatstate = SDL_HAT_CENTERED; int i; + int updateplayerindex = 0; if (controller.extendedGamepad) { GCExtendedGamepad *gamepad = controller.extendedGamepad; /* Axis order matches the XInput Windows mappings. */ - SDL_PrivateJoystickAxis(joystick, 0, (Sint16) (gamepad.leftThumbstick.xAxis.value * 32767)); - SDL_PrivateJoystickAxis(joystick, 1, (Sint16) (gamepad.leftThumbstick.yAxis.value * -32767)); - SDL_PrivateJoystickAxis(joystick, 2, (Sint16) ((gamepad.leftTrigger.value * 65535) - 32768)); - SDL_PrivateJoystickAxis(joystick, 3, (Sint16) (gamepad.rightThumbstick.xAxis.value * 32767)); - SDL_PrivateJoystickAxis(joystick, 4, (Sint16) (gamepad.rightThumbstick.yAxis.value * -32767)); - SDL_PrivateJoystickAxis(joystick, 5, (Sint16) ((gamepad.rightTrigger.value * 65535) - 32768)); + Sint16 axes[] = { + (Sint16) (gamepad.leftThumbstick.xAxis.value * 32767), + (Sint16) (gamepad.leftThumbstick.yAxis.value * -32767), + (Sint16) ((gamepad.leftTrigger.value * 65535) - 32768), + (Sint16) (gamepad.rightThumbstick.xAxis.value * 32767), + (Sint16) (gamepad.rightThumbstick.yAxis.value * -32767), + (Sint16) ((gamepad.rightTrigger.value * 65535) - 32768), + }; + + /* Button order matches the XInput Windows mappings. */ + Uint8 buttons[] = { + gamepad.buttonA.isPressed, gamepad.buttonB.isPressed, + gamepad.buttonX.isPressed, gamepad.buttonY.isPressed, + gamepad.leftShoulder.isPressed, + gamepad.rightShoulder.isPressed, + }; hatstate = SDL_SYS_MFIJoystickHatStateForDPad(gamepad.dpad); - /* Button order matches the XInput Windows mappings. */ - SDL_PrivateJoystickButton(joystick, 0, gamepad.buttonA.isPressed); - SDL_PrivateJoystickButton(joystick, 1, gamepad.buttonB.isPressed); - SDL_PrivateJoystickButton(joystick, 2, gamepad.buttonX.isPressed); - SDL_PrivateJoystickButton(joystick, 3, gamepad.buttonY.isPressed); - SDL_PrivateJoystickButton(joystick, 4, gamepad.leftShoulder.isPressed); - SDL_PrivateJoystickButton(joystick, 5, gamepad.rightShoulder.isPressed); + for (i = 0; i < SDL_arraysize(axes); i++) { + /* The triggers (axes 2 and 5) are resting at -32768 but SDL + * initializes its values to 0. We only want to make sure the + * player index is up to date if the user actually moves an axis. */ + if ((i != 2 && i != 5) || axes[i] != -32768) { + updateplayerindex |= (joystick->axes[i] != axes[i]); + } + SDL_PrivateJoystickAxis(joystick, i, axes[i]); + } + + for (i = 0; i < SDL_arraysize(buttons); i++) { + updateplayerindex |= (joystick->buttons[i] != buttons[i]); + SDL_PrivateJoystickButton(joystick, i, buttons[i]); + } } else if (controller.gamepad) { GCGamepad *gamepad = controller.gamepad; + /* Button order matches the XInput Windows mappings. */ + Uint8 buttons[] = { + gamepad.buttonA.isPressed, gamepad.buttonB.isPressed, + gamepad.buttonX.isPressed, gamepad.buttonY.isPressed, + gamepad.leftShoulder.isPressed, + gamepad.rightShoulder.isPressed, + }; + hatstate = SDL_SYS_MFIJoystickHatStateForDPad(gamepad.dpad); - /* Button order matches the XInput Windows mappings. */ - SDL_PrivateJoystickButton(joystick, 0, gamepad.buttonA.isPressed); - SDL_PrivateJoystickButton(joystick, 1, gamepad.buttonB.isPressed); - SDL_PrivateJoystickButton(joystick, 2, gamepad.buttonX.isPressed); - SDL_PrivateJoystickButton(joystick, 3, gamepad.buttonY.isPressed); - SDL_PrivateJoystickButton(joystick, 4, gamepad.leftShoulder.isPressed); - SDL_PrivateJoystickButton(joystick, 5, gamepad.rightShoulder.isPressed); + for (i = 0; i < SDL_arraysize(buttons); i++) { + updateplayerindex |= (joystick->buttons[i] != buttons[i]); + SDL_PrivateJoystickButton(joystick, i, buttons[i]); + } } /* TODO: Handle micro profiles on tvOS. */ - SDL_PrivateJoystickHat(joystick, 0, hatstate); + if (joystick->nhats > 0) { + updateplayerindex |= (joystick->hats[0] != hatstate); + SDL_PrivateJoystickHat(joystick, 0, hatstate); + } for (i = 0; i < joystick->hwdata->num_pause_presses; i++) { /* The pause button is always last. */ Uint8 pausebutton = joystick->nbuttons - 1; - SDL_PrivateJoystickButton(joystick, pausebutton, 1); - SDL_PrivateJoystickButton(joystick, pausebutton, 0); + SDL_PrivateJoystickButton(joystick, pausebutton, SDL_PRESSED); + SDL_PrivateJoystickButton(joystick, pausebutton, SDL_RELEASED); + + updateplayerindex = YES; } joystick->hwdata->num_pause_presses = 0; + + if (updateplayerindex && controller.playerIndex == -1) { + BOOL usedPlayerIndexSlots[4] = {NO, NO, NO, NO}; + + /* Find the player index of all other connected controllers. */ + for (GCController *c in [GCController controllers]) { + if (c != controller && c.playerIndex >= 0) { + usedPlayerIndexSlots[c.playerIndex] = YES; + } + } + + /* Set this controller's player index to the first unused index. + * FIXME: This logic isn't great... but SDL doesn't expose this + * concept in its external API, so we don't have much to go on. */ + for (i = 0; i < SDL_arraysize(usedPlayerIndexSlots); i++) { + if (!usedPlayerIndexSlots[i]) { + controller.playerIndex = i; + break; + } + } + } } #endif } @@ -566,6 +600,7 @@ SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index) #ifdef SDL_JOYSTICK_MFI GCController *controller = device->controller; controller.controllerPausedHandler = nil; + controller.playerIndex = -1; #endif } }