Mac and Linux SDL2 binary snapshots
Edward Rudd
2020-05-02 03f8528315fa46c95991a34f3325d7b33ae5538c
source/src/joystick/iphoneos/SDL_sysjoystick.m
@@ -1,6 +1,6 @@
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
@@ -24,7 +24,7 @@
#include "SDL_sysjoystick_c.h"
/* needed for SDL_IPHONE_MAX_GFORCE macro */
#include "SDL_config_iphoneos.h"
#include "../../../include/SDL_config_iphoneos.h"
#include "SDL_assert.h"
#include "SDL_events.h"
@@ -48,6 +48,29 @@
static id connectObserver = nil;
static id disconnectObserver = nil;
#include <Availability.h>
#include <objc/message.h>
/* remove compilation warnings for strict builds by defining these selectors, even though
 * they are only ever used indirectly through objc_msgSend
 */
@interface GCExtendedGamepad (SDL)
#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 121000) || (__APPLETV_OS_VERSION_MAX_ALLOWED < 121000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1401000)
@property (nonatomic, readonly, nullable) GCControllerButtonInput *leftThumbstickButton;
@property (nonatomic, readonly, nullable) GCControllerButtonInput *rightThumbstickButton;
#endif
#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 130000) || (__APPLETV_OS_VERSION_MAX_ALLOWED < 130000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1500000)
@property (nonatomic, readonly) GCControllerButtonInput *buttonMenu;
@property (nonatomic, readonly, nullable) GCControllerButtonInput *buttonOptions;
#endif
@end
@interface GCMicroGamepad (SDL)
#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 130000) || (__APPLETV_OS_VERSION_MAX_ALLOWED < 130000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1500000)
@property (nonatomic, readonly) GCControllerButtonInput *buttonMenu;
#endif
@end
#endif /* SDL_JOYSTICK_MFI */
#if !TARGET_OS_TV
@@ -82,10 +105,11 @@
{
#ifdef SDL_JOYSTICK_MFI
    const Uint16 VENDOR_APPLE = 0x05AC;
    const Uint16 VENDOR_MICROSOFT = 0x045e;
    const Uint16 VENDOR_SONY = 0x054C;
    Uint16 *guid16 = (Uint16 *)device->guid.data;
    Uint16 vendor = 0;
    Uint16 product = 0;
    Uint16 version = 0;
    Uint8 subtype = 0;
    const char *name = NULL;
@@ -104,28 +128,107 @@
    device->name = SDL_strdup(name);
    if (controller.extendedGamepad) {
        GCExtendedGamepad *gamepad = controller.extendedGamepad;
        BOOL is_xbox = [controller.vendorName containsString: @"Xbox"];
        BOOL is_ps4 = [controller.vendorName containsString: @"DUALSHOCK"];
#if TARGET_OS_TV
        BOOL is_MFi = (!is_xbox && !is_ps4);
#endif
        int nbuttons = 0;
        /* These buttons are part of the original MFi spec */
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_A);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_B);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_X);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_Y);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
        nbuttons += 6;
        /* These buttons are available on some newer controllers */
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
        if ([gamepad respondsToSelector:@selector(leftThumbstickButton)] && gamepad.leftThumbstickButton) {
            device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK);
            ++nbuttons;
        }
        if ([gamepad respondsToSelector:@selector(rightThumbstickButton)] && gamepad.rightThumbstickButton) {
            device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK);
            ++nbuttons;
        }
        if ([gamepad respondsToSelector:@selector(buttonOptions)] && gamepad.buttonOptions) {
            device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_BACK);
            ++nbuttons;
        }
        BOOL has_direct_menu = [gamepad respondsToSelector:@selector(buttonMenu)] && gamepad.buttonMenu;
#if TARGET_OS_TV
        /* On tvOS MFi controller menu button brings you to the home screen */
        if (is_MFi) {
            has_direct_menu = FALSE;
        }
#endif
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
        ++nbuttons;
        if (!has_direct_menu) {
            device->uses_pause_handler = SDL_TRUE;
        }
#pragma clang diagnostic pop
        if (is_xbox) {
            vendor = VENDOR_MICROSOFT;
            product = 0x02E0; /* Assume Xbox One S BLE Controller unless/until GCController flows VID/PID */
        } else if (is_ps4) {
            vendor = VENDOR_SONY;
            product = 0x09CC; /* Assume DS4 Slim unless/until GCController flows VID/PID */
        } else {
        vendor = VENDOR_APPLE;
        product = 1;
        subtype = 1;
        }
        device->naxes = 6; /* 2 thumbsticks and 2 triggers */
        device->nhats = 1; /* d-pad */
        device->nbuttons = 7; /* ABXY, shoulder buttons, pause button */
        device->nbuttons = nbuttons;
    } else if (controller.gamepad) {
        int nbuttons = 0;
        /* These buttons are part of the original MFi spec */
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_A);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_B);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_X);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_Y);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
        nbuttons += 7;
        device->uses_pause_handler = SDL_TRUE;
        vendor = VENDOR_APPLE;
        product = 2;
        subtype = 2;
        device->naxes = 0; /* no traditional analog inputs */
        device->nhats = 1; /* d-pad */
        device->nbuttons = 7; /* ABXY, shoulder buttons, pause button */
        device->nbuttons = nbuttons;
    }
#if TARGET_OS_TV
    else if (controller.microGamepad) {
        int nbuttons = 0;
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_A);
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_B); /* Button X on microGamepad */
        nbuttons += 2;
        device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
        ++nbuttons;
        device->uses_pause_handler = SDL_TRUE;
        vendor = VENDOR_APPLE;
        product = 3;
        subtype = 3;
        device->naxes = 2; /* treat the touch surface as two axes */
        device->nhats = 0; /* apparently the touch surface-as-dpad is buggy */
        device->nbuttons = 3; /* AX, pause button */
        device->nbuttons = nbuttons;
        controller.microGamepad.allowsRotation = SDL_GetHintBoolean(SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION, SDL_FALSE);
    }
@@ -139,12 +242,14 @@
    *guid16++ = 0;
    *guid16++ = SDL_SwapLE16(product);
    *guid16++ = 0;
    *guid16++ = SDL_SwapLE16(version);
    *guid16++ = 0;
    *guid16++ = SDL_SwapLE16(device->button_mask);
    if (subtype != 0) {
    /* Note that this is an MFI controller and what subtype it is */
    device->guid.data[14] = 'm';
    device->guid.data[15] = subtype;
    }
    /* This will be set when the first button press of the controller is
     * detected. */
@@ -361,7 +466,17 @@
static int
IOS_JoystickGetDevicePlayerIndex(int device_index)
{
    return -1;
    SDL_JoystickDeviceItem *device = GetDeviceForIndex(device_index);
    return device ? (int)device->controller.playerIndex : -1;
}
static void
IOS_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
    SDL_JoystickDeviceItem *device = GetDeviceForIndex(device_index);
    if (device) {
        device->controller.playerIndex = player_index;
    }
}
static SDL_JoystickGUID
@@ -415,12 +530,14 @@
#endif /* !TARGET_OS_TV */
        } else {
#ifdef SDL_JOYSTICK_MFI
            if (device->uses_pause_handler) {
            GCController *controller = device->controller;
            controller.controllerPausedHandler = ^(GCController *c) {
                if (joystick->hwdata) {
                    ++joystick->hwdata->num_pause_presses;
                }
            };
            }
#endif /* SDL_JOYSTICK_MFI */
        }
    }
@@ -509,7 +626,7 @@
        GCController *controller = joystick->hwdata->controller;
        Uint8 hatstate = SDL_HAT_CENTERED;
        int i;
        int updateplayerindex = 0;
        int pause_button_index = 0;
        if (controller.extendedGamepad) {
            GCExtendedGamepad *gamepad = controller.extendedGamepad;
@@ -525,44 +642,67 @@
            };
            /* Button order matches the XInput Windows mappings. */
            Uint8 buttons[] = {
                gamepad.buttonA.isPressed, gamepad.buttonB.isPressed,
                gamepad.buttonX.isPressed, gamepad.buttonY.isPressed,
                gamepad.leftShoulder.isPressed,
                gamepad.rightShoulder.isPressed,
            };
            Uint8 buttons[joystick->nbuttons];
            int button_count = 0;
            /* These buttons are part of the original MFi spec */
            buttons[button_count++] = gamepad.buttonA.isPressed;
            buttons[button_count++] = gamepad.buttonB.isPressed;
            buttons[button_count++] = gamepad.buttonX.isPressed;
            buttons[button_count++] = gamepad.buttonY.isPressed;
            buttons[button_count++] = gamepad.leftShoulder.isPressed;
            buttons[button_count++] = gamepad.rightShoulder.isPressed;
            /* These buttons are available on some newer controllers */
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
            if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK)) {
                buttons[button_count++] = gamepad.leftThumbstickButton.isPressed;
            }
            if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK)) {
                buttons[button_count++] = gamepad.rightThumbstickButton.isPressed;
            }
            if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
                buttons[button_count++] = gamepad.buttonOptions.isPressed;
            }
            /* This must be the last button, so we can optionally handle it with pause_button_index below */
            if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
                if (joystick->hwdata->uses_pause_handler) {
                    pause_button_index = button_count;
                    buttons[button_count++] = joystick->delayed_guide_button;
                } else {
                    buttons[button_count++] = gamepad.buttonMenu.isPressed;
                }
            }
#pragma clang diagnostic pop
            hatstate = IOS_MFIJoystickHatStateForDPad(gamepad.dpad);
            for (i = 0; i < SDL_arraysize(axes); i++) {
                /* The triggers (axes 2 and 5) are resting at -32768 but SDL
                 * initializes its values to 0. We only want to make sure the
                 * player index is up to date if the user actually moves an axis. */
                if ((i != 2 && i != 5) || axes[i] != -32768) {
                    updateplayerindex |= (joystick->axes[i].value != axes[i]);
                }
                SDL_PrivateJoystickAxis(joystick, i, axes[i]);
            }
            for (i = 0; i < SDL_arraysize(buttons); i++) {
                updateplayerindex |= (joystick->buttons[i] != buttons[i]);
            for (i = 0; i < button_count; i++) {
                SDL_PrivateJoystickButton(joystick, i, buttons[i]);
            }
        } else if (controller.gamepad) {
            GCGamepad *gamepad = controller.gamepad;
            /* Button order matches the XInput Windows mappings. */
            Uint8 buttons[] = {
                gamepad.buttonA.isPressed, gamepad.buttonB.isPressed,
                gamepad.buttonX.isPressed, gamepad.buttonY.isPressed,
                gamepad.leftShoulder.isPressed,
                gamepad.rightShoulder.isPressed,
            };
            Uint8 buttons[joystick->nbuttons];
            int button_count = 0;
            buttons[button_count++] = gamepad.buttonA.isPressed;
            buttons[button_count++] = gamepad.buttonB.isPressed;
            buttons[button_count++] = gamepad.buttonX.isPressed;
            buttons[button_count++] = gamepad.buttonY.isPressed;
            buttons[button_count++] = gamepad.leftShoulder.isPressed;
            buttons[button_count++] = gamepad.rightShoulder.isPressed;
            pause_button_index = button_count;
            buttons[button_count++] = joystick->delayed_guide_button;
            hatstate = IOS_MFIJoystickHatStateForDPad(gamepad.dpad);
            for (i = 0; i < SDL_arraysize(buttons); i++) {
                updateplayerindex |= (joystick->buttons[i] != buttons[i]);
            for (i = 0; i < button_count; i++) {
                SDL_PrivateJoystickButton(joystick, i, buttons[i]);
            }
        }
@@ -576,61 +716,49 @@
            };
            for (i = 0; i < SDL_arraysize(axes); i++) {
                updateplayerindex |= (joystick->axes[i].value != axes[i]);
                SDL_PrivateJoystickAxis(joystick, i, axes[i]);
            }
            Uint8 buttons[] = {
                gamepad.buttonA.isPressed,
                gamepad.buttonX.isPressed,
            };
            Uint8 buttons[joystick->nbuttons];
            int button_count = 0;
            buttons[button_count++] = gamepad.buttonA.isPressed;
            buttons[button_count++] = gamepad.buttonX.isPressed;
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
            /* This must be the last button, so we can optionally handle it with pause_button_index below */
            if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
                if (joystick->hwdata->uses_pause_handler) {
                    pause_button_index = button_count;
                    buttons[button_count++] = joystick->delayed_guide_button;
                } else {
                    buttons[button_count++] = gamepad.buttonMenu.isPressed;
                }
            }
#pragma clang diagnostic pop
            for (i = 0; i < SDL_arraysize(buttons); i++) {
                updateplayerindex |= (joystick->buttons[i] != buttons[i]);
            for (i = 0; i < button_count; i++) {
                SDL_PrivateJoystickButton(joystick, i, buttons[i]);
            }
        }
#endif /* TARGET_OS_TV */
        if (joystick->nhats > 0) {
            updateplayerindex |= (joystick->hats[0] != hatstate);
            SDL_PrivateJoystickHat(joystick, 0, hatstate);
        }
        if (joystick->hwdata->uses_pause_handler) {
        for (i = 0; i < joystick->hwdata->num_pause_presses; i++) {
            const Uint8 pausebutton = joystick->nbuttons - 1; /* The pause button is always last. */
            SDL_PrivateJoystickButton(joystick, pausebutton, SDL_PRESSED);
            SDL_PrivateJoystickButton(joystick, pausebutton, SDL_RELEASED);
            updateplayerindex = YES;
                SDL_PrivateJoystickButton(joystick, pause_button_index, SDL_PRESSED);
                SDL_PrivateJoystickButton(joystick, pause_button_index, SDL_RELEASED);
        }
        joystick->hwdata->num_pause_presses = 0;
        if (updateplayerindex && controller.playerIndex == -1) {
            BOOL usedPlayerIndexSlots[4] = {NO, NO, NO, NO};
            /* Find the player index of all other connected controllers. */
            for (GCController *c in [GCController controllers]) {
                if (c != controller && c.playerIndex >= 0) {
                    usedPlayerIndexSlots[c.playerIndex] = YES;
                }
            }
            /* Set this controller's player index to the first unused index.
             * FIXME: This logic isn't great... but SDL doesn't expose this
             * concept in its external API, so we don't have much to go on. */
            for (i = 0; i < SDL_arraysize(usedPlayerIndexSlots); i++) {
                if (!usedPlayerIndexSlots[i]) {
                    controller.playerIndex = i;
                    break;
                }
            }
        }
    }
#endif /* SDL_JOYSTICK_MFI */
}
static int
IOS_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
IOS_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
    return SDL_Unsupported();
}
@@ -722,6 +850,7 @@
    IOS_JoystickDetect,
    IOS_JoystickGetDeviceName,
    IOS_JoystickGetDevicePlayerIndex,
    IOS_JoystickSetDevicePlayerIndex,
    IOS_JoystickGetDeviceGUID,
    IOS_JoystickGetDeviceInstanceID,
    IOS_JoystickOpen,