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iOS: Set the player index of MFi gamepads when the user first presses…
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… a button, rather than when it's programatically opened.
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slime73 committed Dec 11, 2015
1 parent a2235d7 commit cb15bb4
Showing 1 changed file with 78 additions and 43 deletions.
121 changes: 78 additions & 43 deletions src/joystick/iphoneos/SDL_sysjoystick.m
Expand Up @@ -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
}

Expand Down Expand Up @@ -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;
}
Expand Down Expand Up @@ -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
}
Expand Down Expand Up @@ -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
}
}
Expand Down

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