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iOS.mm
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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// Copied from android, still implementing
#include <sstream>
#include "InputCommon/ControllerInterface/iOS/iOS.h"
namespace ciface
{
namespace iOS
{
void Init( std::vector<Core::Device*>& devices )
{
devices.push_back(new Touchscreen(0));
devices.push_back(new Touchscreen(1));
devices.push_back(new Touchscreen(2));
devices.push_back(new Touchscreen(3));
devices.push_back(new Touchscreen(4));
devices.push_back(new Touchscreen(5));
devices.push_back(new Touchscreen(6));
devices.push_back(new Touchscreen(7));
}
// Touchscreens and stuff
std::string Touchscreen::GetName() const
{
return "Touchscreen";
}
std::string Touchscreen::GetSource() const
{
return "iOS";
}
int Touchscreen::GetId() const
{
return _padID;
}
Touchscreen::Touchscreen(int padID)
: _padID(padID)
{
// GC
AddInput(new Button(_padID, ButtonManager::BUTTON_A));
AddInput(new Button(_padID, ButtonManager::BUTTON_B));
AddInput(new Button(_padID, ButtonManager::BUTTON_START));
AddInput(new Button(_padID, ButtonManager::BUTTON_X));
AddInput(new Button(_padID, ButtonManager::BUTTON_Y));
AddInput(new Button(_padID, ButtonManager::BUTTON_Z));
AddInput(new Button(_padID, ButtonManager::BUTTON_UP));
AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN));
AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT));
AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT), new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_UP), new Axis(_padID, ButtonManager::STICK_MAIN_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_LEFT), new Axis(_padID, ButtonManager::STICK_C_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_UP), new Axis(_padID, ButtonManager::STICK_C_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_L), new Axis(_padID, ButtonManager::TRIGGER_L));
AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_R), new Axis(_padID, ButtonManager::TRIGGER_R));
// Wiimote
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_A));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_B));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_MINUS));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_PLUS));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_HOME));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_1));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_2));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_UP));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_DOWN));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_LEFT));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_RIGHT));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_IR_HIDE));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_TILT_MODIFIER));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_X));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Y));
AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Z));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_UP), new Axis(_padID, ButtonManager::WIIMOTE_IR_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_LEFT), new Axis(_padID, ButtonManager::WIIMOTE_IR_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_IR_FORWARD), new Axis(_padID, ButtonManager::WIIMOTE_IR_BACKWARD));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_UP), new Axis(_padID, ButtonManager::WIIMOTE_SWING_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_LEFT), new Axis(_padID, ButtonManager::WIIMOTE_SWING_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_SWING_FORWARD), new Axis(_padID, ButtonManager::WIIMOTE_SWING_BACKWARD));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_TILT_LEFT), new Axis(_padID, ButtonManager::WIIMOTE_TILT_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::WIIMOTE_TILT_FORWARD), new Axis(_padID, ButtonManager::WIIMOTE_TILT_BACKWARD));
//Wii ext: Nunchuk
AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_C));
AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_Z));
AddInput(new Button(_padID, ButtonManager::NUNCHUK_TILT_MODIFIER));
AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_X));
AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Y));
AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Z));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_STICK_LEFT), new Axis(_padID, ButtonManager::NUNCHUK_STICK_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_STICK_UP), new Axis(_padID, ButtonManager::NUNCHUK_STICK_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_LEFT), new Axis(_padID, ButtonManager::NUNCHUK_SWING_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_UP), new Axis(_padID, ButtonManager::NUNCHUK_SWING_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_SWING_FORWARD), new Axis(_padID, ButtonManager::NUNCHUK_SWING_BACKWARD));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_TILT_LEFT), new Axis(_padID, ButtonManager::NUNCHUK_TILT_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::NUNCHUK_TILT_FORWARD), new Axis(_padID, ButtonManager::NUNCHUK_TILT_BACKWARD));
// Wii ext: Classic
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_A));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_B));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_X));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_Y));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_MINUS));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_PLUS));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_HOME));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZL));
AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZR));
AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_UP));
AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_DOWN));
AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_LEFT));
AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_LEFT), new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_UP), new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_LEFT), new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_UP), new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L), new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L));
AddAnalogInputs(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R), new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R));
// Wii-ext: Guitar
AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_MINUS));
AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_PLUS));
AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_GREEN));
AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_RED));
AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_YELLOW));
AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_BLUE));
AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_ORANGE));
AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_UP));
AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_STICK_LEFT), new Axis(_padID, ButtonManager::GUITAR_STICK_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_STICK_UP), new Axis(_padID, ButtonManager::GUITAR_STICK_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR), new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR));
// Wii-ext: Drums
AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_MINUS));
AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_PLUS));
AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_RED));
AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_YELLOW));
AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BLUE));
AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_GREEN));
AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_ORANGE));
AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BASS));
AddAnalogInputs(new Axis(_padID, ButtonManager::DRUMS_STICK_LEFT), new Axis(_padID, ButtonManager::DRUMS_STICK_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::DRUMS_STICK_UP), new Axis(_padID, ButtonManager::DRUMS_STICK_DOWN));
// Wii-ext: Turntable
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_LEFT));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_LEFT));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_LEFT));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_RIGHT));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_RIGHT));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_RIGHT));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_MINUS));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_PLUS));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_HOME));
AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_EUPHORIA));
AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_STICK_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_STICK_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_STICK_UP), new Axis(_padID, ButtonManager::TURNTABLE_STICK_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_LEFT), new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL), new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL));
}
// Buttons and stuff
std::string Touchscreen::Button::GetName() const
{
std::ostringstream ss;
ss << "Button " << static_cast<int>(_index);
return ss.str();
}
ControlState Touchscreen::Button::GetState() const
{
return ButtonManager::GetButtonPressed(_padID, _index);
}
std::string Touchscreen::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << static_cast<int>(_index);
return ss.str();
}
ControlState Touchscreen::Axis::GetState() const
{
return ButtonManager::GetAxisValue(_padID, _index) * _neg;
}
}
}