Files
scummvm/backends/platform/ios7/ios7_gamepad_controller.mm
T
Lars Sundström 2971029301 IOS7: Configure directional elements on virtual controller
The virtual controller can be configured with different directional
elements. A thumbstick button and Dpad buttons (left, right, down,
up) can be configured.
A user might want to configure which directional element they want
on the virtual controller. Create two different virtual controllers
which can be switched between depending on the setting in the
backend specific option dialog.
2023-10-10 20:55:48 +02:00

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "common/events.h"
#include "common/config-manager.h"
#include "backends/platform/ios7/ios7_gamepad_controller.h"
#include "backends/platform/ios7/ios7_video.h"
#include "backends/platform/ios7/ios7_app_delegate.h"
#include <GameController/GameController.h>
@implementation GamepadController {
GCController *_controller;
#if TARGET_OS_IOS
#ifdef __IPHONE_15_0
API_AVAILABLE(ios(15.0))
GCVirtualController *_virtualControllerThumbstick;
API_AVAILABLE(ios(15.0))
GCVirtualController *_virtualControllerDpad;
API_AVAILABLE(ios(15.0))
GCVirtualController *_currentController;
API_AVAILABLE(ios(15.0))
GCVirtualControllerConfiguration *_configDpad;
API_AVAILABLE(ios(15.0))
GCVirtualControllerConfiguration *_configThumbstick;
#endif
#endif
int _currentDpadXValue;
int _currentDpadYValue;
}
@dynamic view;
@dynamic isConnected;
- (id)initWithView:(iPhoneView *)view {
self = [super initWithView:view];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(controllerDidConnect:)
name:@"GCControllerDidConnectNotification"
object:nil];
#if TARGET_OS_IOS
#ifdef __IPHONE_15_0
if (@available(iOS 15.0, *)) {
// Configure a simple game controller with dPad and A and B buttons
_configDpad = [[GCVirtualControllerConfiguration alloc] init];
_configDpad.elements = [[NSSet alloc] initWithObjects:GCInputDirectionPad, GCInputButtonA, GCInputButtonB, GCInputButtonX, GCInputButtonY, nil];
_configThumbstick = [[GCVirtualControllerConfiguration alloc] init];
_configThumbstick.elements = [[NSSet alloc] initWithObjects:GCInputLeftThumbstick, GCInputButtonA, GCInputButtonB, GCInputButtonX, GCInputButtonY, nil];
_virtualControllerThumbstick = [[GCVirtualController alloc] initWithConfiguration:_configThumbstick];
_virtualControllerDpad = [[GCVirtualController alloc] initWithConfiguration:_configDpad];
_currentController = _virtualControllerThumbstick;
}
#endif
#endif
_currentDpadXValue = 0;
_currentDpadYValue = 0;
return self;
}
// Undocumented way to retreive the GCControllerView.
// Drill down the layer structure to get the GCControllerView.
// The view layers for iPhones are:
// - TransitionView
// - DropShadowView
// - LayoutContainerView
// - ContainerView
// iPads have an additional layer under the ContainerView
#if TARGET_OS_IOS
- (BOOL)setGCControllerViewProperties:(NSArray<UIView*>*)subviews {
BOOL stop = NO;
for (UIView *view in subviews) {
if ([[view classForCoder] isEqual:NSClassFromString(@"GCControllerView")]) {
// Set the frame alpha to the user specified value
// to make the virtual controller more transparent
view.alpha = ((float)ConfMan.getInt("gamepad_controller_opacity") / 10.0);
// Since the iOS7 view controller frame is adjusted for the safe area, the same
// has to be done for the gamepad controller view. One could think that subviews
// would adjust automatically but it seems that the gamepad controller buttons
// can be positioned outside the device screen if not adjusting manually.
if (@available(iOS 11.0, *)) {
UIEdgeInsets insets = [[[UIApplication sharedApplication] keyWindow] safeAreaInsets];
UIInterfaceOrientation orientation = [iOS7AppDelegate currentOrientation];
// Set anchor point to lower right corner
view.layer.anchorPoint = CGPointMake(1, 1);
// Specify the position of the view layer from the anchor point
if (orientation == UIInterfaceOrientationLandscapeLeft) {
view.layer.position = CGPointMake(view.frame.size.width, view.layer.position.y);
} else if (orientation == UIInterfaceOrientationLandscapeRight) {
// When a device with e.g. a sensor bar is rotated so the sensor bar
// is to the left, we can adjust the anchor point a bit more to the left
// to make the left thumb buttons be at the same distance from the screen
// border.
view.layer.position = CGPointMake(view.frame.size.width - insets.left, view.layer.position.y);
}
}
stop = YES;
} else {
// Keep drilling
stop = [self setGCControllerViewProperties:view.subviews];
}
if (stop) {
break;
}
}
return stop;
}
#endif
- (void)virtualController:(bool)connect {
#if TARGET_OS_IOS
#ifdef __IPHONE_15_0
if (@available(iOS 15.0, *)) {
GCVirtualController *controller = ConfMan.getInt("gamepad_controller_directional_input") == kDirectionalInputThumbstick ? _virtualControllerThumbstick : _virtualControllerDpad;
if (_currentController != controller) {
[_currentController disconnect];
}
if (connect) {
[controller connectWithReplyHandler:^(NSError * _Nullable error) {
[self setGCControllerViewProperties:[[[UIApplication sharedApplication] keyWindow] subviews]];
}];
_currentController = controller;
}
else {
[_currentController disconnect];
[self setIsConnected:NO];
}
}
#endif
#endif
}
- (void)controllerDidConnect:(NSNotification *)notification {
_controller = (GCController*)notification.object;
#if TARGET_OS_TV
if (_controller.microGamepad != nil) {
[self setIsConnected:YES];
_controller.microGamepad.buttonA.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_A isPressed:pressed];
};
_controller.microGamepad.buttonX.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
// Map button X to button B because B is mapped to left button
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_B isPressed:pressed];
};
if (@available(iOS 13.0, tvOS 13.0, *)) {
_controller.microGamepad.buttonMenu.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleMainMenu:pressed];
};
}
}
#endif
if (_controller.extendedGamepad != nil) {
[self setIsConnected:YES];
_controller.extendedGamepad.leftThumbstick.valueChangedHandler = ^(GCControllerDirectionPad * _Nonnull dpad, float xValue, float yValue) {
// Convert the given axis values in float (-1 to 1) to ScummVM Joystick
// Axis value as integers (0 to int16_max)
int x = xValue * (float)Common::JOYAXIS_MAX;
int y = yValue * (float)Common::JOYAXIS_MAX;
// Apple's Y values are reversed from ScummVM's
[self handleJoystickAxisMotionX:x andY:0-y forJoystick:kGameControllerJoystickLeft];
};
_controller.extendedGamepad.rightThumbstick.valueChangedHandler = ^(GCControllerDirectionPad * _Nonnull dpad, float xValue, float yValue) {
// Convert the given axis values in float (-1 to 1) to ScummVM Joystick
// Axis value as integers (0 to int16_max)
int x = xValue * (float)Common::JOYAXIS_MAX;
int y = yValue * (float)Common::JOYAXIS_MAX;
// Apple's Y values are reversed from ScummVM's
[self handleJoystickAxisMotionX:x andY:0-y forJoystick:kGameControllerJoystickRight];
};
_controller.extendedGamepad.dpad.valueChangedHandler = ^(GCControllerDirectionPad * _Nonnull dpad, float xValue, float yValue) {
// Negative values are left/down, positive are right/up, 0 is no press
// Change xValue to only be -1, 0, or 1
xValue = xValue < 0.f ? -1.f : xValue > 0.f ? 1.f : 0.f;
if (xValue != _currentDpadXValue) {
if (_currentDpadXValue < 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_LEFT isPressed:false];
} else if (_currentDpadXValue > 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_RIGHT isPressed:false];
}
if (xValue < 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_LEFT isPressed:true];
} else if (xValue > 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_RIGHT isPressed:true];
}
_currentDpadXValue = xValue;
}
// Change yValue to only be -1, 0, or 1
yValue = yValue < 0.f ? -1.f : yValue > 0.f ? 1.f : 0.f;
if (yValue != _currentDpadYValue) {
if (_currentDpadYValue < 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_DOWN isPressed:false];
} else if (_currentDpadYValue > 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_UP isPressed:false];
}
if (yValue < 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_DOWN isPressed:true];
} else if (yValue > 0) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_DPAD_UP isPressed:true];
}
_currentDpadYValue = yValue;
}
};
_controller.extendedGamepad.buttonA.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_A isPressed:pressed];
};
_controller.extendedGamepad.buttonB.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_B isPressed:pressed];
};
_controller.extendedGamepad.buttonX.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_X isPressed:pressed];
};
_controller.extendedGamepad.buttonY.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_Y isPressed:pressed];
};
#ifdef __IPHONE_12_1
if (@available(iOS 12.1, tvOS 12.1, *)) {
_controller.extendedGamepad.leftThumbstickButton.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_LEFT_STICK isPressed:pressed];
};
}
if (@available(iOS 12.1, tvOS 12.1, *)) {
_controller.extendedGamepad.rightThumbstickButton.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_RIGHT_STICK isPressed:pressed];
};
}
#endif
_controller.extendedGamepad.leftShoulder.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_LEFT_SHOULDER isPressed:pressed];
};
_controller.extendedGamepad.rightShoulder.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleJoystickButtonAction:Common::JOYSTICK_BUTTON_RIGHT_SHOULDER isPressed:pressed];
};
#ifdef __IPHONE_13_0
if (@available(iOS 13.0, tvOS 13.0, *)) {
_controller.extendedGamepad.buttonMenu.valueChangedHandler = ^(GCControllerButtonInput * _Nonnull button, float value, BOOL pressed) {
[self handleMainMenu:pressed];
};
}
#endif
}
}
@end