/* Copyright 2021 flyinghead Copyright (c) 2015 reicast. All rights reserved. This file is part of Flycast. Flycast 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 2 of the License, or (at your option) any later version. Flycast 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 Flycast. If not, see . */ // // Created by Lounge Katt on 8/25/15. // #import "PadViewController.h" #include "ios_gamepad.h" #include "cfg/cfg.h" #include "ui/vgamepad.h" @interface PadViewController () { UITouch *joyTouch; CGPoint joyBias; std::shared_ptr virtualGamepad; NSMutableDictionary *touchToButton; NSTimer *hideTimer; } @end @implementation PadViewController - (void)viewDidLoad { [super viewDidLoad]; virtualGamepad = std::make_shared(); GamepadDevice::Register(virtualGamepad); touchToButton = [[NSMutableDictionary alloc] init]; } - (void)showController:(UIView *)parentView { if (!cfgLoadBool("help", "PauseGameTip", false)) { UIAlertController* alert = [UIAlertController alertControllerWithTitle:@"Help Tip" message:@"To pause the game, press Up+Down or Left+Right on the virtual DPad." preferredStyle:UIAlertControllerStyleAlert]; [self presentViewController:alert animated:YES completion:nil]; UIAlertAction* defaultAction = [UIAlertAction actionWithTitle:@"OK" style:UIAlertActionStyleDefault handler:^(UIAlertAction * action) { cfgSaveBool("help", "PauseGameTip", true); }]; [alert addAction:defaultAction]; } [parentView addSubview:self.view]; [self startHideTimer]; } - (void)hideController { [self resetAnalog]; [hideTimer invalidate]; [self.view removeFromSuperview]; } - (BOOL)isControllerVisible { return self.view.window != nil; } -(void)startHideTimer { [hideTimer invalidate]; hideTimer = [NSTimer scheduledTimerWithTimeInterval:10 target:self selector:@selector(hideTimer) userInfo:nil repeats:NO]; vgamepad::show(); } -(void)hideTimer { vgamepad::hide(); } - (void)resetAnalog { joyTouch = nil; virtualGamepad->joystickInput(0, 0); } static CGPoint translateCoords(const CGPoint& pos, const CGSize& size) { CGFloat hscale = 480.0 / size.height; CGPoint p; p.y = pos.y * hscale; p.x = (pos.x - (size.width - 640.0 / hscale) / 2.0) * hscale; return p; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; { bool forwardEvent = true; [self startHideTimer]; for (UITouch *touch in touches) { CGPoint point = [touch locationInView:self.view]; point = translateCoords(point, self.view.bounds.size); vgamepad::ControlId control = vgamepad::hitTest(point.x, point.y); if (joyTouch == nil && (control == vgamepad::AnalogArea || control == vgamepad::AnalogStick)) { [self resetAnalog]; joyTouch = touch; joyBias = point; forwardEvent = false; continue; } NSValue *key = [NSValue valueWithPointer:(const void *)touch]; if (control != vgamepad::None && control != vgamepad::AnalogArea && control != vgamepad::AnalogStick && touchToButton[key] == nil) { touchToButton[key] = [NSNumber numberWithInt:control]; // button down virtualGamepad->buttonInput(control, true); forwardEvent = false; } } if (forwardEvent) [super touchesBegan:touches withEvent:event]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; { bool forwardEvent = true; for (UITouch *touch in touches) { if (touch == joyTouch) { [self resetAnalog]; forwardEvent = false; continue; } NSValue *key = [NSValue valueWithPointer:(const void *)touch]; NSNumber *control = touchToButton[key]; if (control != nil) { [touchToButton removeObjectForKey:key]; // button up virtualGamepad->buttonInput(static_cast(control.intValue), false); forwardEvent = false; } } if (forwardEvent) [super touchesEnded:touches withEvent:event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; { bool forwardEvent = true; [self startHideTimer]; for (UITouch *touch in touches) { CGPoint point = [touch locationInView:self.view]; point = translateCoords(point, self.view.bounds.size); if (touch == joyTouch) { point.x -= joyBias.x; point.y -= joyBias.y; double sz = vgamepad::getControlWidth(vgamepad::AnalogStick); point.x = std::max(std::min(1.0, point.x / sz), -1.0); point.y = std::max(std::min(1.0, point.y / sz), -1.0); virtualGamepad->joystickInput(point.x, point.y); forwardEvent = false; continue; } vgamepad::ControlId control = vgamepad::hitTest(point.x, point.y); NSValue *key = [NSValue valueWithPointer:(const void *)touch]; NSNumber *prevControl = touchToButton[key]; if (prevControl.intValue == control) continue; if (prevControl != nil && prevControl.intValue != vgamepad::None && prevControl.intValue != vgamepad::AnalogArea) { // button up virtualGamepad->buttonInput(static_cast(prevControl.intValue), false); } // button down virtualGamepad->buttonInput(control, true); touchToButton[key] = [NSNumber numberWithInt:control]; forwardEvent = false; } if (forwardEvent) [super touchesMoved:touches withEvent:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; { bool forwardEvent = true; for (UITouch *touch in touches) { if (touch == joyTouch) { [self resetAnalog]; forwardEvent = false; continue; } NSValue *key = [NSValue valueWithPointer:(const void *)touch]; NSNumber *control = touchToButton[key]; if (control != nil) { [touchToButton removeObjectForKey:key]; // button up virtualGamepad->buttonInput(static_cast(control.intValue), false); forwardEvent = false; } } if (forwardEvent) [super touchesCancelled:touches withEvent:event]; } @end