Artifact 01ae2ef5f12425de64b7a60e16ffcb12b63a6d5e5c2ee818c5fc4078c42cd587:
- File
src/hid/OHNintendo3DSGameController.m
— part of check-in
[998339ff24]
at
2024-06-09 11:43:49
on branch trunk
— OHGamepad: Move some elements to OHExtendedGamepad
This allows to have a profile for limited gamepads such as found on the
Nintendo DS rather than only having the raw profile for those. (user: js, size: 3830) [annotate] [blame] [check-ins using]
/* * Copyright (c) 2008-2024 Jonathan Schleifer <js@nil.im> * * All rights reserved. * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU Lesser General Public License version 3.0 only, * as published by the Free Software Foundation. * * 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 Lesser General Public License * version 3.0 for more details. * * You should have received a copy of the GNU Lesser General Public License * version 3.0 along with this program. If not, see * <https://www.gnu.org/licenses/>. */ #include "config.h" #import "OHNintendo3DSGameController.h" #import "OFArray.h" #import "OFDictionary.h" #import "OFNumber.h" #import "OHGameControllerAxis.h" #import "OHGameControllerButton.h" #import "OHGameControllerDirectionalPad.h" #import "OHNintendo3DSExtendedGamepad.h" #import "OFInitializationFailedException.h" #import "OFReadFailedException.h" #define id id_3ds #include <3ds.h> #undef id static OFArray OF_GENERIC(OHGameController *) *controllers; @implementation OHNintendo3DSGameController @synthesize extendedGamepad = _extendedGamepad; + (void)initialize { void *pool; if (self != [OHNintendo3DSGameController class]) return; pool = objc_autoreleasePoolPush(); controllers = [[OFArray alloc] initWithObject: [[[OHNintendo3DSGameController alloc] init] autorelease]]; objc_autoreleasePoolPop(pool); } + (OFArray OF_GENERIC(OHGameController *) *)controllers { return controllers; } - (instancetype)init { self = [super init]; @try { _extendedGamepad = [[OHNintendo3DSExtendedGamepad alloc] init]; [self retrieveState]; } @catch (id e) { [self release]; @throw e; } return self; } - (void)dealloc { [_extendedGamepad release]; [super dealloc]; } - (void)retrieveState { u32 keys; circlePosition leftPos, rightPos; hidScanInput(); keys = hidKeysHeld(); hidCircleRead(&leftPos); hidCstickRead(&rightPos); [_extendedGamepad.northButton setValue: !!(keys & KEY_X)]; [_extendedGamepad.southButton setValue: !!(keys & KEY_B)]; [_extendedGamepad.westButton setValue: !!(keys & KEY_Y)]; [_extendedGamepad.eastButton setValue: !!(keys & KEY_A)]; [_extendedGamepad.leftShoulderButton setValue: !!(keys & KEY_L)]; [_extendedGamepad.rightShoulderButton setValue: !!(keys & KEY_R)]; [_extendedGamepad.leftTriggerButton setValue: !!(keys & KEY_ZL)]; [_extendedGamepad.rightTriggerButton setValue: !!(keys & KEY_ZR)]; [_extendedGamepad.menuButton setValue: !!(keys & KEY_START)]; [_extendedGamepad.optionsButton setValue: !!(keys & KEY_SELECT)]; if (leftPos.dx > 150) leftPos.dx = 150; if (leftPos.dx < -150) leftPos.dx = -150; if (leftPos.dy > 150) leftPos.dy = 150; if (leftPos.dy < -150) leftPos.dy = -150; if (rightPos.dx > 150) rightPos.dx = 150; if (rightPos.dx < -150) rightPos.dx = -150; if (rightPos.dy > 150) rightPos.dy = 150; if (rightPos.dy < -150) rightPos.dy = -150; _extendedGamepad.leftThumbstick.xAxis.value = (float)leftPos.dx / 150; _extendedGamepad.leftThumbstick.yAxis.value = -(float)leftPos.dy / 150; _extendedGamepad.rightThumbstick.xAxis.value = (float)rightPos.dx / 150; _extendedGamepad.rightThumbstick.yAxis.value = -(float)rightPos.dy / 150; [_extendedGamepad.dPad.up setValue: !!(keys & KEY_DUP)]; [_extendedGamepad.dPad.down setValue: !!(keys & KEY_DDOWN)]; [_extendedGamepad.dPad.left setValue: !!(keys & KEY_DLEFT)]; [_extendedGamepad.dPad.right setValue: !!(keys & KEY_DRIGHT)]; } - (OFString *)name { return @"Nintendo 3DS"; } - (OHGameControllerProfile *)rawProfile { return _extendedGamepad; } - (OHGamepad *)gamepad { return _extendedGamepad; } @end