mirror of
https://github.com/encounter/SDL.git
synced 2025-12-10 05:57:44 +00:00
Added support for Xbox and PS4 wireless controllers on iOS and tvOS
Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
This commit is contained in:
@@ -52,30 +52,24 @@ static id disconnectObserver = nil;
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#include <Availability.h>
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#include <objc/message.h>
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// remove compilation warnings for strict builds by defining these selectors, even though
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// they are only ever used indirectly through objc_msgSend
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/* remove compilation warnings for strict builds by defining these selectors, even though
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* they are only ever used indirectly through objc_msgSend
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*/
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@interface GCExtendedGamepad (SDL)
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#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 130000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1500000)
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@property (nonatomic, readonly) GCControllerButtonInput *buttonMenu;
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@property (nonatomic, readonly, nullable) GCControllerButtonInput *buttonOptions;
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#endif
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#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 121000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1401000)
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#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 121000) || (__APPLETV_OS_VERSION_MAX_ALLOWED < 121000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1401000)
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@property (nonatomic, readonly, nullable) GCControllerButtonInput *leftThumbstickButton;
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@property (nonatomic, readonly, nullable) GCControllerButtonInput *rightThumbstickButton;
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#endif
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#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 130000) || (__APPLETV_OS_VERSION_MAX_ALLOWED < 130000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1500000)
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@property (nonatomic, readonly) GCControllerButtonInput *buttonMenu;
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@property (nonatomic, readonly, nullable) GCControllerButtonInput *buttonOptions;
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#endif
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@end
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@interface GCMicroGamepad (SDL)
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#if (__IPHONE_OS_VERSION_MAX_ALLOWED < 130000) || (__APPLETV_OS_VERSION_MAX_ALLOWED < 130000) || (__MAC_OS_VERSION_MAX_ALLOWED < 1500000)
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@property (nonatomic, readonly) GCControllerButtonInput *buttonMenu;
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#endif
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@end
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#define BUTTON_INDEX_A 0
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#define BUTTON_INDEX_B 1
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#define BUTTON_INDEX_X 2
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#define BUTTON_INDEX_Y 3
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#define BUTTON_INDEX_LEFT_SHOULDER 4
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#define BUTTON_INDEX_RIGHT_SHOULDER 5
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#define BUTTON_INDEX_GUIDE 6
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#define BUTTON_INDEX_LEFT_THUMBSTICK 7
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#define BUTTON_INDEX_RIGHT_THUMBSTICK 8
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#define BUTTON_INDEX_START 9
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#define BUTTON_INDEX_BACK 10
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#endif /* SDL_JOYSTICK_MFI */
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@@ -116,7 +110,6 @@ IOS_AddMFIJoystickDevice(SDL_JoystickDeviceItem *device, GCController *controlle
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Uint16 *guid16 = (Uint16 *)device->guid.data;
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Uint16 vendor = 0;
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Uint16 product = 0;
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Uint16 version = 0;
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Uint8 subtype = 0;
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const char *name = NULL;
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@@ -135,61 +128,104 @@ IOS_AddMFIJoystickDevice(SDL_JoystickDeviceItem *device, GCController *controlle
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device->name = SDL_strdup(name);
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if (controller.extendedGamepad) {
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int nbuttons = 7; /* ABXY, shoulder buttons, pause button */
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GCExtendedGamepad *gamepad = controller.extendedGamepad;
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int nbuttons = 0;
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if ([controller.extendedGamepad respondsToSelector:@selector(buttonMenu)]
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&& ((id (*)(id, SEL))objc_msgSend)(controller.extendedGamepad, @selector(buttonMenu))) {
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// if we see .buttonMenu, then .buttonOption, .leftThumbstickButton (L3) & .rightThumbstickButton (R3)
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// also exist (ios13+, macOS10.15+), though some may be nil, hold a spot for them
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nbuttons = 11;
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} else if ([controller.extendedGamepad respondsToSelector:@selector(leftThumbstickButton)]
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&& ((id (*)(id, SEL))objc_msgSend)(controller.extendedGamepad, @selector(leftThumbstickButton))) {
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// if we didn't see .buttonMenu but do see .leftThumbstickButton (L3), then .rightThumbstickButton (R3)
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// also exists (ios12.1+, macos10.14.1+). unlikely for R3 to be nil if L3 is not, but update code
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// will never report a button change for R3 even so
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nbuttons = 9;
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/* These buttons are part of the original MFi spec */
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_A);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_B);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_X);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_Y);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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nbuttons += 6;
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/* These buttons are available on some newer controllers */
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunguarded-availability-new"
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if ([gamepad respondsToSelector:@selector(leftThumbstickButton)] && gamepad.leftThumbstickButton) {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK);
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++nbuttons;
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}
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if ([gamepad respondsToSelector:@selector(rightThumbstickButton)] && gamepad.rightThumbstickButton) {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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++nbuttons;
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}
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if ([gamepad respondsToSelector:@selector(buttonOptions)] && gamepad.buttonOptions) {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_BACK);
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++nbuttons;
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}
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if ([gamepad respondsToSelector:@selector(buttonMenu)] && gamepad.buttonMenu) {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
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++nbuttons;
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} else {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
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++nbuttons;
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device->uses_pause_handler = SDL_TRUE;
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}
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#pragma clang diagnostic pop
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if ([controller.vendorName containsString: @"Xbox"]) {
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vendor = VENDOR_MICROSOFT;
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product = 0x02E0; // assume Xbox One S BLE Controller unless/until GCController flows VID/PID
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product = 0x02E0; /* Assume Xbox One S BLE Controller unless/until GCController flows VID/PID */
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} else if ([controller.vendorName containsString: @"DUALSHOCK"]) {
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vendor = VENDOR_SONY;
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product = 0x09CC; // assume DS4 Slim unless/until GCController flows VID/PID
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} else if (nbuttons == 9) {
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// unknown MFi controller with L3/R3 buttons (e.g. Rotor Riot)
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vendor = VENDOR_APPLE;
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product = 4;
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subtype = 4;
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} else if (nbuttons == 11) {
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// unkonwn MFi controller with L3/R3 and menu/options buttons (no known instances, future proofing)
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vendor = VENDOR_APPLE;
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product = 5;
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subtype = 5;
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product = 0x09CC; /* Assume DS4 Slim unless/until GCController flows VID/PID */
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} else {
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vendor = VENDOR_APPLE;
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product = 1;
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subtype = 1;
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}
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device->naxes = 6; /* 2 thumbsticks and 2 triggers */
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device->nhats = 1; /* d-pad */
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device->nbuttons = nbuttons;
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} else if (controller.gamepad) {
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int nbuttons = 0;
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/* These buttons are part of the original MFi spec */
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_A);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_B);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_X);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_Y);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
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nbuttons += 7;
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device->uses_pause_handler = SDL_TRUE;
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vendor = VENDOR_APPLE;
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product = 2;
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subtype = 2;
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device->naxes = 0; /* no traditional analog inputs */
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device->nhats = 1; /* d-pad */
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device->nbuttons = 7; /* ABXY, shoulder buttons, pause button */
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device->nbuttons = nbuttons;
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}
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#if TARGET_OS_TV
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else if (controller.microGamepad) {
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GCMicroGamepad *gamepad = controller.microGamepad;
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int nbuttons = 0;
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_A);
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_B); /* Button X on microGamepad */
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nbuttons += 2;
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if ([gamepad respondsToSelector:@selector(buttonMenu)] && gamepad.buttonMenu) {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
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++nbuttons;
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} else {
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
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++nbuttons;
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device->uses_pause_handler = SDL_TRUE;
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}
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vendor = VENDOR_APPLE;
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product = 3;
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subtype = 3;
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device->naxes = 2; /* treat the touch surface as two axes */
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device->nhats = 0; /* apparently the touch surface-as-dpad is buggy */
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device->nbuttons = 3; /* AX, pause button */
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device->nbuttons = nbuttons;
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controller.microGamepad.allowsRotation = SDL_GetHintBoolean(SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION, SDL_FALSE);
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}
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@@ -203,12 +239,14 @@ IOS_AddMFIJoystickDevice(SDL_JoystickDeviceItem *device, GCController *controlle
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*guid16++ = 0;
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*guid16++ = SDL_SwapLE16(product);
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*guid16++ = 0;
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*guid16++ = SDL_SwapLE16(version);
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*guid16++ = 0;
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/* Note that this is an MFI controller and what subtype it is */
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device->guid.data[14] = 'm';
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device->guid.data[15] = subtype;
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*guid16++ = SDL_SwapLE16(device->button_mask);
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if (subtype != 0) {
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/* Note that this is an MFI controller and what subtype it is */
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device->guid.data[14] = 'm';
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device->guid.data[15] = subtype;
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}
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/* This will be set when the first button press of the controller is
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* detected. */
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@@ -425,7 +463,8 @@ IOS_JoystickGetDeviceName(int device_index)
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static int
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IOS_JoystickGetDevicePlayerIndex(int device_index)
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{
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return -1;
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SDL_JoystickDeviceItem *device = GetDeviceForIndex(device_index);
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return device ? (int)device->controller.playerIndex : -1;
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}
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static SDL_JoystickGUID
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@@ -479,12 +518,14 @@ IOS_JoystickOpen(SDL_Joystick * joystick, int device_index)
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#endif /* !TARGET_OS_TV */
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} else {
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#ifdef SDL_JOYSTICK_MFI
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GCController *controller = device->controller;
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controller.controllerPausedHandler = ^(GCController *c) {
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if (joystick->hwdata) {
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++joystick->hwdata->num_pause_presses;
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}
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};
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if (device->uses_pause_handler) {
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GCController *controller = device->controller;
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controller.controllerPausedHandler = ^(GCController *c) {
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if (joystick->hwdata) {
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++joystick->hwdata->num_pause_presses;
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}
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};
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}
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#endif /* SDL_JOYSTICK_MFI */
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}
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}
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@@ -574,6 +615,7 @@ IOS_MFIJoystickUpdate(SDL_Joystick * joystick)
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Uint8 hatstate = SDL_HAT_CENTERED;
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int i;
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int updateplayerindex = 0;
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int pause_button_index = 0;
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if (controller.extendedGamepad) {
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GCExtendedGamepad *gamepad = controller.extendedGamepad;
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@@ -590,24 +632,37 @@ IOS_MFIJoystickUpdate(SDL_Joystick * joystick)
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/* Button order matches the XInput Windows mappings. */
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Uint8 buttons[joystick->nbuttons];
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buttons[BUTTON_INDEX_A] = gamepad.buttonA.isPressed;
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buttons[BUTTON_INDEX_B] = gamepad.buttonB.isPressed;
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buttons[BUTTON_INDEX_X] = gamepad.buttonX.isPressed;
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buttons[BUTTON_INDEX_Y] = gamepad.buttonY.isPressed;
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buttons[BUTTON_INDEX_LEFT_SHOULDER] = gamepad.leftShoulder.isPressed;
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buttons[BUTTON_INDEX_RIGHT_SHOULDER] = gamepad.rightShoulder.isPressed;
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buttons[BUTTON_INDEX_GUIDE] = joystick->delayed_guide_button;
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int button_count = 0;
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// previously checked for availability of these iOS12.1+/macOS10.14.1+ or iOS13+/macOS10.15+
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// selectors. they exist but may be nil, in which case objc_msgSend will return 0/false for isPressed
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if (joystick->nbuttons > 8) {
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buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = ((Uint8 (*)(id, SEL))objc_msgSend)( ((id (*)(id, SEL))objc_msgSend)(gamepad, @selector(leftThumbstickButton)), @selector(isPressed) );
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buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = ((Uint8 (*)(id, SEL))objc_msgSend)( ((id (*)(id, SEL))objc_msgSend)(gamepad, @selector(rightThumbstickButton)), @selector(isPressed) );
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/* These buttons are part of the original MFi spec */
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buttons[button_count++] = gamepad.buttonA.isPressed;
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buttons[button_count++] = gamepad.buttonB.isPressed;
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buttons[button_count++] = gamepad.buttonX.isPressed;
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buttons[button_count++] = gamepad.buttonY.isPressed;
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buttons[button_count++] = gamepad.leftShoulder.isPressed;
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buttons[button_count++] = gamepad.rightShoulder.isPressed;
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/* These buttons are available on some newer controllers */
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunguarded-availability-new"
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if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_LEFTSTICK)) {
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buttons[button_count++] = gamepad.leftThumbstickButton.isPressed;
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}
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if (joystick->nbuttons > 10) {
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buttons[BUTTON_INDEX_START] = ((Uint8 (*)(id, SEL))objc_msgSend)( ((id (*)(id, SEL))objc_msgSend)(gamepad, @selector(buttonMenu)), @selector(isPressed) );
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buttons[BUTTON_INDEX_BACK] = ((Uint8 (*)(id, SEL))objc_msgSend)( ((id (*)(id, SEL))objc_msgSend)(gamepad, @selector(buttonOptions)), @selector(isPressed) );
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if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_RIGHTSTICK)) {
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buttons[button_count++] = gamepad.rightThumbstickButton.isPressed;
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}
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if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_BACK)) {
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buttons[button_count++] = gamepad.buttonOptions.isPressed;
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}
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/* This must be the last button, so we can optionally handle it with pause_button_index below */
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if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
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if (joystick->hwdata->uses_pause_handler) {
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pause_button_index = button_count;
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} else {
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buttons[button_count++] = gamepad.buttonMenu.isPressed;
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}
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}
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#pragma clang diagnostic pop
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hatstate = IOS_MFIJoystickHatStateForDPad(gamepad.dpad);
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@@ -621,7 +676,7 @@ IOS_MFIJoystickUpdate(SDL_Joystick * joystick)
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SDL_PrivateJoystickAxis(joystick, i, axes[i]);
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}
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for (i = 0; i < SDL_arraysize(buttons); i++) {
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for (i = 0; i < button_count; i++) {
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updateplayerindex |= (joystick->buttons[i] != buttons[i]);
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SDL_PrivateJoystickButton(joystick, i, buttons[i]);
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}
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@@ -629,17 +684,19 @@ IOS_MFIJoystickUpdate(SDL_Joystick * joystick)
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GCGamepad *gamepad = controller.gamepad;
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/* Button order matches the XInput Windows mappings. */
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Uint8 buttons[] = {
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gamepad.buttonA.isPressed, gamepad.buttonB.isPressed,
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gamepad.buttonX.isPressed, gamepad.buttonY.isPressed,
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gamepad.leftShoulder.isPressed,
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gamepad.rightShoulder.isPressed,
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joystick->delayed_guide_button,
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};
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Uint8 buttons[joystick->nbuttons];
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int button_count = 0;
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buttons[button_count++] = gamepad.buttonA.isPressed;
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buttons[button_count++] = gamepad.buttonB.isPressed;
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buttons[button_count++] = gamepad.buttonX.isPressed;
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buttons[button_count++] = gamepad.buttonY.isPressed;
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buttons[button_count++] = gamepad.leftShoulder.isPressed;
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buttons[button_count++] = gamepad.rightShoulder.isPressed;
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pause_button_index = button_count;
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hatstate = IOS_MFIJoystickHatStateForDPad(gamepad.dpad);
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for (i = 0; i < SDL_arraysize(buttons); i++) {
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for (i = 0; i < button_count; i++) {
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updateplayerindex |= (joystick->buttons[i] != buttons[i]);
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SDL_PrivateJoystickButton(joystick, i, buttons[i]);
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}
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@@ -658,13 +715,23 @@ IOS_MFIJoystickUpdate(SDL_Joystick * joystick)
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SDL_PrivateJoystickAxis(joystick, i, axes[i]);
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}
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Uint8 buttons[] = {
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gamepad.buttonA.isPressed,
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gamepad.buttonX.isPressed,
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joystick->delayed_guide_button,
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};
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Uint8 buttons[joystick->nbuttons];
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int button_count = 0;
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buttons[button_count++] = gamepad.buttonA.isPressed;
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buttons[button_count++] = gamepad.buttonX.isPressed;
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunguarded-availability-new"
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/* This must be the last button, so we can optionally handle it with pause_button_index below */
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if (joystick->hwdata->button_mask & (1 << SDL_CONTROLLER_BUTTON_START)) {
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if (joystick->hwdata->uses_pause_handler) {
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pause_button_index = button_count;
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} else {
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buttons[button_count++] = gamepad.buttonMenu.isPressed;
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}
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}
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#pragma clang diagnostic pop
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for (i = 0; i < SDL_arraysize(buttons); i++) {
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for (i = 0; i < button_count; i++) {
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updateplayerindex |= (joystick->buttons[i] != buttons[i]);
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SDL_PrivateJoystickButton(joystick, i, buttons[i]);
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}
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@@ -676,12 +743,14 @@ IOS_MFIJoystickUpdate(SDL_Joystick * joystick)
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SDL_PrivateJoystickHat(joystick, 0, hatstate);
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}
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for (i = 0; i < joystick->hwdata->num_pause_presses; i++) {
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SDL_PrivateJoystickButton(joystick, BUTTON_INDEX_GUIDE, SDL_PRESSED);
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SDL_PrivateJoystickButton(joystick, BUTTON_INDEX_GUIDE, SDL_RELEASED);
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updateplayerindex = YES;
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if (joystick->hwdata->uses_pause_handler) {
|
||||
for (i = 0; i < joystick->hwdata->num_pause_presses; i++) {
|
||||
SDL_PrivateJoystickButton(joystick, pause_button_index, SDL_PRESSED);
|
||||
SDL_PrivateJoystickButton(joystick, pause_button_index, SDL_RELEASED);
|
||||
updateplayerindex = YES;
|
||||
}
|
||||
joystick->hwdata->num_pause_presses = 0;
|
||||
}
|
||||
joystick->hwdata->num_pause_presses = 0;
|
||||
|
||||
if (updateplayerindex && controller.playerIndex == -1) {
|
||||
BOOL usedPlayerIndexSlots[4] = {NO, NO, NO, NO};
|
||||
|
||||
@@ -34,6 +34,7 @@ typedef struct joystick_hwdata
|
||||
SDL_bool remote;
|
||||
|
||||
GCController __unsafe_unretained *controller;
|
||||
SDL_bool uses_pause_handler;
|
||||
int num_pause_presses;
|
||||
Uint32 pause_button_down_time;
|
||||
|
||||
@@ -45,6 +46,7 @@ typedef struct joystick_hwdata
|
||||
int naxes;
|
||||
int nbuttons;
|
||||
int nhats;
|
||||
Uint16 button_mask;
|
||||
|
||||
struct joystick_hwdata *next;
|
||||
} joystick_hwdata;
|
||||
|
||||
Reference in New Issue
Block a user