Support returning sfSymbolsName for gamepad controls on macOS / iOS / tvOS

This commit is contained in:
Patrick Hogan 2021-10-03 12:49:36 -05:00 committed by Sam Lantinga
parent cdb4d8f22f
commit 149e5c656a
2 changed files with 277 additions and 0 deletions

View file

@ -931,6 +931,26 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gam
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/**
* Return the sfSymbolsName for a given button on a game controller on Apple platforms.
*
* \param gamecontroller the controller to query
* \param button a button on the game controller
*
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
/**
* Return the sfSymbolsName for a given axis on a game controller on Apple platforms.
*
* \param gamecontroller the controller to query
* \param button an axis on the game controller
*
*/
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}

View file

@ -1548,6 +1548,263 @@ SDL_bool IOS_SupportedHIDDevice(IOHIDDeviceRef device)
}
#endif
#if defined(SDL_JOYSTICK_MFI) && defined(ENABLE_PHYSICAL_INPUT_PROFILE)
static void
GetAppleSFSymbolsNameForElement(GCControllerElement *element, char *name)
{
if (@available(macos 11.0, iOS 14.0, tvOS 14.0, *)) {
if (element) {
[element.sfSymbolsName getCString: name maxLength: 255 encoding: NSASCIIStringEncoding];
}
}
}
static GCControllerDirectionPad *
GetDirectionalPadForController(GCController *controller)
{
if (controller.extendedGamepad) {
return controller.extendedGamepad.dpad;
}
if (controller.gamepad) {
return controller.gamepad.dpad;
}
if (controller.microGamepad) {
return controller.microGamepad.dpad;
}
return nil;
}
#endif
static char elementName[256];
const char *
SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
{
elementName[0] = '\0';
if (!gamecontroller) {
return elementName;
}
if (SDL_GameControllerGetJoystick(gamecontroller)->driver != &SDL_IOS_JoystickDriver) {
return elementName;
}
#if defined(SDL_JOYSTICK_MFI) && defined(ENABLE_PHYSICAL_INPUT_PROFILE)
if (@available(iOS 14.0, tvOS 14.0, macOS 11.0, *)) {
GCController *controller = SDL_GameControllerGetJoystick(gamecontroller)->hwdata->controller;
if ([controller respondsToSelector:@selector(physicalInputProfile)]) {
NSDictionary<NSString *,GCControllerElement *> *elements = controller.physicalInputProfile.elements;
switch (button)
{
case SDL_CONTROLLER_BUTTON_INVALID: {
break;
}
case SDL_CONTROLLER_BUTTON_A: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonA], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_B: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonB], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_X: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonX], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_Y: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonY], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_BACK: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonOptions], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_GUIDE: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonHome], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_START: {
GetAppleSFSymbolsNameForElement(elements[GCInputButtonMenu], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_LEFTSTICK: {
GetAppleSFSymbolsNameForElement(elements[GCInputLeftThumbstickButton], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_RIGHTSTICK: {
GetAppleSFSymbolsNameForElement(elements[GCInputRightThumbstickButton], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: {
GetAppleSFSymbolsNameForElement(elements[GCInputLeftShoulder], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: {
GetAppleSFSymbolsNameForElement(elements[GCInputRightShoulder], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_DPAD_UP: {
GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
if (dpad) {
GetAppleSFSymbolsNameForElement(dpad.up, elementName);
if (SDL_strlen(elementName) == 0) {
SDL_strlcpy( elementName, "dpad.up.fill", 255 );
}
}
break;
}
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: {
GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
if (dpad) {
GetAppleSFSymbolsNameForElement(dpad.down, elementName);
if (SDL_strlen(elementName) == 0) {
SDL_strlcpy( elementName, "dpad.down.fill", 255 );
}
}
break;
}
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: {
GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
if (dpad) {
GetAppleSFSymbolsNameForElement(dpad.left, elementName);
if (SDL_strlen(elementName) == 0) {
SDL_strlcpy( elementName, "dpad.left.fill", 255 );
}
}
break;
}
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: {
GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
if (dpad) {
GetAppleSFSymbolsNameForElement(dpad.right, elementName);
if (SDL_strlen(elementName) == 0) {
SDL_strlcpy( elementName, "dpad.right.fill", 255 );
}
}
break;
}
case SDL_CONTROLLER_BUTTON_MISC1: {
GetAppleSFSymbolsNameForElement(elements[GCInputDualShockTouchpadButton], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_PADDLE1: {
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleOne], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_PADDLE2: {
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleTwo], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_PADDLE3: {
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleThree], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_PADDLE4: {
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleFour], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_TOUCHPAD: {
GetAppleSFSymbolsNameForElement(elements[GCInputDualShockTouchpadButton], elementName);
break;
}
case SDL_CONTROLLER_BUTTON_MAX: {
break;
}
}
}
}
#endif
return elementName;
}
const char *
SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
{
elementName[0] = '\0';
if (!gamecontroller) {
return elementName;
}
if (SDL_GameControllerGetJoystick(gamecontroller)->driver != &SDL_IOS_JoystickDriver) {
return elementName;
}
#if defined(SDL_JOYSTICK_MFI) && defined(ENABLE_PHYSICAL_INPUT_PROFILE)
if (@available(iOS 14.0, tvOS 14.0, macOS 11.0, *)) {
GCController *controller = SDL_GameControllerGetJoystick(gamecontroller)->hwdata->controller;
if ([controller respondsToSelector:@selector(physicalInputProfile)]) {
NSDictionary<NSString *,GCControllerElement *> *elements = controller.physicalInputProfile.elements;
switch (axis)
{
case SDL_CONTROLLER_AXIS_INVALID:
break;
case SDL_CONTROLLER_AXIS_LEFTX:{
GetAppleSFSymbolsNameForElement(elements[GCInputLeftThumbstick], elementName);
break;
}
case SDL_CONTROLLER_AXIS_LEFTY: {
GetAppleSFSymbolsNameForElement(elements[GCInputLeftThumbstick], elementName);
break;
}
case SDL_CONTROLLER_AXIS_RIGHTX: {
GetAppleSFSymbolsNameForElement(elements[GCInputRightThumbstick], elementName);
break;
}
case SDL_CONTROLLER_AXIS_RIGHTY: {
GetAppleSFSymbolsNameForElement(elements[GCInputRightThumbstick], elementName);
break;
}
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: {
GetAppleSFSymbolsNameForElement(elements[GCInputLeftTrigger], elementName);
break;
}
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: {
GetAppleSFSymbolsNameForElement(elements[GCInputRightTrigger], elementName);
break;
}
case SDL_CONTROLLER_AXIS_MAX: {
break;
}
}
}
}
#endif
return elementName;
}
SDL_JoystickDriver SDL_IOS_JoystickDriver =
{
IOS_JoystickInit,