doom-ios/code/iphone/GameController.mm
2020-10-20 18:41:35 +02:00

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6.4 KiB
Text

//
// GameController.mm
// doomengine
//
// Created by John Watson on 1/29/15.
//
//
/*
This program 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.
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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#import <GameController/GameController.h>
#import "doomiphone.h"
#import "GameController.h"
static GCController *controller = nil;
static bool togglePause = false;
typedef enum {
WEAPON_PREVIOUS = 0,
WEAPON_NEXT = 1,
}weaponswitch_e;
static bool HasAmmo(int weaponType) {
// Trivial case: you've always got fist
if(weaponType == wp_fist) {
return true;
}
player_t *player = &players[consoleplayer];
if(!player->weaponowned[weaponType]) {
// Don't switch to an unowned weapon
return false;
}
int ammo = -1;
switch ( weaponType ) {
case wp_pistol: ammo = player->ammo[am_clip]; break;
case wp_shotgun: ammo = player->ammo[am_shell]; break;
case wp_chaingun: ammo = player->ammo[am_clip]; break;
case wp_missile: ammo = player->ammo[am_misl]; break;
case wp_plasma: ammo = player->ammo[am_cell]; break;
case wp_bfg: ammo = player->ammo[am_cell]; if ( ammo < 40 ) ammo = 0; break;
case wp_supershotgun: ammo = player->ammo[am_shell]; if ( ammo < 2 ) ammo = 0; break;
}
return ammo > 0;
}
static int SwitchWeapon(weaponswitch_e direction) {
int index = players[consoleplayer].readyweapon;
if(direction == WEAPON_PREVIOUS) {
--index;
while(!HasAmmo(index)) {
if(--index < 0) {
index = NUMWEAPONS - 1;
}
}
} else if(direction == WEAPON_NEXT) {
++index;
while(!HasAmmo(index)) {
if(++index >= NUMWEAPONS) {
index = 0;
}
}
}
if(index == weaponSelected) {
return wp_nochange;
}
return index;
}
static void setupPauseButtonHandler(GCController *ctrl) {
if(ctrl) {
ctrl.controllerPausedHandler = ^ (GCController* c){
togglePause = true;
};
}
}
/**
Lazily initialze game controller on first request
return true if controller is available
*/
bool iphoneControllerIsAvailable() {
static bool initialized = false;
if(!initialized) {
NSArray *controllers = [GCController controllers];
if(controllers.count > 0) {
// controller = controllers[0]; // Just use the first one
// If we have neither gamepad nor extended gamepad support, just make controller nil
// if(![controller gamepad] && ![controller extendedGamepad]) {
controller = nil;
// }
for (int i = 0; i < controllers.count; i++)
{
if([controllers[i] gamepad] || [controllers[i] extendedGamepad]) {
controller = controllers[i];
}
}
#if !TARGET_OS_TV
setupPauseButtonHandler(controller);
// Register for controller connected/disconnected notifications
NSNotificationCenter *ns = [NSNotificationCenter defaultCenter];
[ns addObserverForName:GCControllerDidConnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) {
if(!controller) {
controller = [GCController controllers][0];
if(![controller gamepad] && ![controller extendedGamepad]) {
controller = nil;
}
setupPauseButtonHandler(controller);
}
}];
[ns addObserverForName:GCControllerDidDisconnectNotification object:nil queue:[NSOperationQueue mainQueue] usingBlock:^(NSNotification *note) {
controller = nil;
}];
#endif
}
initialized = true; // Only need to do this once
}
return controller != nil;
}
void iphoneControllerInput(ticcmd_t* cmd) {
if(iphoneControllerIsAvailable()) {
// Perform standard gamepad updates
GCExtendedGamepad *gamepad = controller.extendedGamepad;
cmd->angleturn += (gamepad.rightThumbstick.xAxis.value * -ROTATETHRESHOLD);
cmd->forwardmove += (gamepad.leftThumbstick.yAxis.value * TURBOTHRESHOLD);
cmd->sidemove += (gamepad.leftThumbstick.xAxis.value * TURBOTHRESHOLD);
if(gamepad.rightTrigger.pressed) {
cmd->buttons |= BT_ATTACK;
}
if(gamepad.buttonA.pressed) {
cmd->buttons |= BT_USE;
}
int newWeapon = wp_nochange;
// Switch weapons using X and Y buttons
if(gamepad.buttonX.pressed && players[consoleplayer].pendingweapon == wp_nochange) {
newWeapon = SwitchWeapon(WEAPON_PREVIOUS);
}
if(gamepad.buttonY.pressed && players[consoleplayer].pendingweapon == wp_nochange) {
newWeapon = SwitchWeapon(WEAPON_NEXT);
}
// If we switched weapons, pass that info down to our frame cmd
if(newWeapon != wp_nochange) {
cmd->buttons |= BT_CHANGE;
cmd->buttons |= newWeapon << BT_WEAPONSHIFT;
}
// if(gamepad.dpad.left.pressed && players[consoleplayer].playerstate == PST_DEAD) {
// cmd->buttons |= BT_USE;
// }
//
// if(gamepad.dpad.up.pressed && players[consoleplayer].playerstate == PST_DEAD) {
// cmd->buttons |= BT_SPECIAL;
// }
//
// if(gamepad.dpad.right.pressed && players[consoleplayer].playerstate == PST_DEAD) {
// cmd->buttons |= BT_SPECIALMASK;
// }
if(togglePause) {
cmd->buttons |= BT_SPECIAL | (BTS_PAUSE & BT_SPECIALMASK);
togglePause = false;
}
}
}