mirror of https://github.com/encounter/SDL.git
Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand)
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@ -129,6 +129,9 @@ IOS_AddMFIJoystickDevice(SDL_JoystickDeviceItem *device, GCController *controlle
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if (controller.extendedGamepad) {
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GCExtendedGamepad *gamepad = controller.extendedGamepad;
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BOOL is_xbox = [controller.vendorName containsString: @"Xbox"];
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BOOL is_ps4 = [controller.vendorName containsString: @"DUALSHOCK"];
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BOOL is_MFi = (!is_xbox && !is_ps4);
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int nbuttons = 0;
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/* These buttons are part of the original MFi spec */
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@ -155,20 +158,24 @@ IOS_AddMFIJoystickDevice(SDL_JoystickDeviceItem *device, GCController *controlle
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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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BOOL has_direct_menu = [gamepad respondsToSelector:@selector(buttonMenu)] && gamepad.buttonMenu;
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#if TARGET_OS_TV
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/* On tvOS MFi controller menu button brings you to the home screen */
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if (is_MFi) {
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has_direct_menu = FALSE;
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}
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#endif
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device->button_mask |= (1 << SDL_CONTROLLER_BUTTON_START);
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++nbuttons;
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if (!has_direct_menu) {
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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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if (is_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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} else if ([controller.vendorName containsString: @"DUALSHOCK"]) {
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} else if (is_ps4) {
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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 {
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