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Merge pull request #8695 from BastiaanOlij/mfi_support_2.1

iPhone MFI gamepad support
Rémi Verschelde 8 жил өмнө
parent
commit
05d83a62c6

+ 514 - 167
platform/iphone/app_delegate.mm

@@ -49,6 +49,8 @@
 #import <Parse/Parse.h>
 #endif
 
+#import "GameController/GameController.h"
+
 #define kFilteringFactor 0.1
 #define kRenderingFrequency 60
 #define kAccelerometerFrequency 100.0 // Hz
@@ -89,164 +91,481 @@ static ViewController *mainViewController = nil;
 	return mainViewController;
 }
 
+NSMutableDictionary *ios_joysticks = nil;
+
+- (GCControllerPlayerIndex)getFreePlayerIndex {
+	bool have_player_1 = false;
+	bool have_player_2 = false;
+	bool have_player_3 = false;
+	bool have_player_4 = false;
+
+	if (ios_joysticks == nil) {
+		NSArray *keys = [ios_joysticks allKeys];
+		for (NSNumber *key in keys) {
+			GCController *controller = [ios_joysticks objectForKey:key];
+			if (controller.playerIndex == GCControllerPlayerIndex1) {
+				have_player_1 = true;
+			} else if (controller.playerIndex == GCControllerPlayerIndex2) {
+				have_player_2 = true;
+			} else if (controller.playerIndex == GCControllerPlayerIndex3) {
+				have_player_3 = true;
+			} else if (controller.playerIndex == GCControllerPlayerIndex4) {
+				have_player_4 = true;
+			};
+		};
+	};
+
+	if (!have_player_1) {
+		return GCControllerPlayerIndex1;
+	} else if (!have_player_2) {
+		return GCControllerPlayerIndex2;
+	} else if (!have_player_3) {
+		return GCControllerPlayerIndex3;
+	} else if (!have_player_4) {
+		return GCControllerPlayerIndex4;
+	} else {
+		return GCControllerPlayerIndexUnset;
+	};
+};
+
+- (void)controllerWasConnected:(NSNotification *)notification {
+	// create our dictionary if we don't have one yet
+	if (ios_joysticks == nil) {
+		ios_joysticks = [[NSMutableDictionary alloc] init];
+	};
+
+	// get our controller
+	GCController *controller = (GCController *)notification.object;
+	if (controller == nil) {
+		printf("Couldn't retrieve new controller\n");
+	} else if ([[ios_joysticks allKeysForObject:controller] count] != 0) {
+		printf("Controller is already registered\n");
+	} else {
+		// get a new id for our controller
+		int joy_id = OSIPhone::get_singleton()->get_unused_joy_id();
+		if (joy_id != -1) {
+			// assign our player index
+			if (controller.playerIndex == GCControllerPlayerIndexUnset) {
+				controller.playerIndex = [self getFreePlayerIndex];
+			};
+
+			// tell Godot about our new controller
+			OSIPhone::get_singleton()->joy_connection_changed(
+					joy_id, true, [controller.vendorName UTF8String]);
+
+			// add it to our dictionary, this will retain our controllers
+			[ios_joysticks setObject:controller
+												forKey:[NSNumber numberWithInt:joy_id]];
+
+			// set our input handler
+			[self setControllerInputHandler:controller];
+		} else {
+			printf("Couldn't retrieve new joy id\n");
+		};
+	};
+};
+
+- (void)controllerWasDisconnected:(NSNotification *)notification {
+	if (ios_joysticks != nil) {
+		// find our joystick, there should be only one in our dictionary
+		GCController *controller = (GCController *)notification.object;
+		NSArray *keys = [ios_joysticks allKeysForObject:controller];
+		for (NSNumber *key in keys) {
+			// tell Godot this joystick is no longer there
+			int joy_id = [key intValue];
+			OSIPhone::get_singleton()->joy_connection_changed(joy_id, false, "");
+
+			// and remove it from our dictionary
+			[ios_joysticks removeObjectForKey:key];
+		};
+	};
+};
+
+- (int)getJoyIdForController:(GCController *)controller {
+	if (ios_joysticks != nil) {
+		// find our joystick, there should be only one in our dictionary
+		NSArray *keys = [ios_joysticks allKeysForObject:controller];
+		for (NSNumber *key in keys) {
+			int joy_id = [key intValue];
+			return joy_id;
+		};
+	};
+
+	return -1;
+};
+
+- (void)setControllerInputHandler:(GCController *)controller {
+	// Hook in the callback handler for the correct gamepad profile.
+	// This is a bit of a weird design choice on Apples part.
+	// You need to select the most capable gamepad profile for the
+	// gamepad attached.
+	if (controller.extendedGamepad != nil) {
+		// The extended gamepad profile has all the input you could possibly find on
+		// a gamepad but will only be active if your gamepad actually has all of
+		// these...
+		controller.extendedGamepad.valueChangedHandler = ^(
+				GCExtendedGamepad *gamepad, GCControllerElement *element) {
+			int joy_id = [self getJoyIdForController:controller];
+
+			if (element == gamepad.buttonA) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
+																							gamepad.buttonA.isPressed);
+			} else if (element == gamepad.buttonB) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
+																							gamepad.buttonB.isPressed);
+			} else if (element == gamepad.buttonX) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
+																							gamepad.buttonX.isPressed);
+			} else if (element == gamepad.buttonY) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
+																							gamepad.buttonY.isPressed);
+			} else if (element == gamepad.leftShoulder) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
+																							gamepad.leftShoulder.isPressed);
+			} else if (element == gamepad.rightShoulder) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
+																							gamepad.rightShoulder.isPressed);
+			} else if (element == gamepad.leftTrigger) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_L2,
+																							gamepad.leftTrigger.isPressed);
+			} else if (element == gamepad.rightTrigger) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_R2,
+																							gamepad.rightTrigger.isPressed);
+			} else if (element == gamepad.dpad) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
+																							gamepad.dpad.up.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
+																							gamepad.dpad.down.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
+																							gamepad.dpad.left.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
+																							gamepad.dpad.right.isPressed);
+			};
+
+			InputDefault::JoyAxis jx;
+			jx.min = -1;
+			if (element == gamepad.leftThumbstick) {
+				jx.value = gamepad.leftThumbstick.xAxis.value;
+				OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_0_X, jx);
+				jx.value = -gamepad.leftThumbstick.yAxis.value;
+				OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_0_Y, jx);
+			} else if (element == gamepad.rightThumbstick) {
+				jx.value = gamepad.rightThumbstick.xAxis.value;
+				OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_1_X, jx);
+				jx.value = -gamepad.rightThumbstick.yAxis.value;
+				OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_1_Y, jx);
+			} else if (element == gamepad.leftTrigger) {
+				jx.value = gamepad.leftTrigger.value;
+				OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_L2, jx);
+			} else if (element == gamepad.rightTrigger) {
+				jx.value = gamepad.rightTrigger.value;
+				OSIPhone::get_singleton()->joy_axis(joy_id, JOY_ANALOG_R2, jx);
+			};
+		};
+	} else if (controller.gamepad != nil) {
+		// gamepad is the standard profile with 4 buttons, shoulder buttons and a
+		// D-pad
+		controller.gamepad.valueChangedHandler = ^(GCGamepad *gamepad,
+																							 GCControllerElement *element) {
+			int joy_id = [self getJoyIdForController:controller];
+
+			if (element == gamepad.buttonA) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
+																							gamepad.buttonA.isPressed);
+			} else if (element == gamepad.buttonB) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_1,
+																							gamepad.buttonB.isPressed);
+			} else if (element == gamepad.buttonX) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
+																							gamepad.buttonX.isPressed);
+			} else if (element == gamepad.buttonY) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_3,
+																							gamepad.buttonY.isPressed);
+			} else if (element == gamepad.leftShoulder) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_L,
+																							gamepad.leftShoulder.isPressed);
+			} else if (element == gamepad.rightShoulder) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_R,
+																							gamepad.rightShoulder.isPressed);
+			} else if (element == gamepad.dpad) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
+																							gamepad.dpad.up.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
+																							gamepad.dpad.down.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
+																							gamepad.dpad.left.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
+																							gamepad.dpad.right.isPressed);
+			};
+		};
+#ifdef ADD_MICRO_GAMEPAD // disabling this for now, only available on iOS 9+ and we're still compiling for iOS 7+
+	} else if (controller.microGamepad != nil) {
+		// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
+		controller.microGamepad.valueChangedHandler = ^(GCMicroGamepad *gamepad, GCControllerElement *element) {
+			int joy_id = [self getJoyIdForController:controller];
+
+			if (element == gamepad.buttonA) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_0,
+																							gamepad.buttonA.isPressed);
+			} else if (element == gamepad.buttonX) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_BUTTON_2,
+																							gamepad.buttonX.isPressed);
+			} else if (element == gamepad.dpad) {
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_UP,
+																							gamepad.dpad.up.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_DOWN,
+																							gamepad.dpad.down.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_LEFT,
+																							gamepad.dpad.left.isPressed);
+				OSIPhone::get_singleton()->joy_button(joy_id, JOY_DPAD_RIGHT,
+																							gamepad.dpad.right.isPressed);
+			};
+		};
+#endif
+	};
+
+	///@TODO need to add support for controller.motion which gives us access to
+	/// the orientation of the device (if supported)
+
+	///@TODO need to add support for controllerPausedHandler which should be a
+	/// toggle
+};
+
+- (void)initGameControllers {
+	// get told when controllers connect, this will be called right away for
+	// already connected controllers
+	[[NSNotificationCenter defaultCenter]
+			addObserver:self
+				 selector:@selector(controllerWasConnected:)
+						 name:GCControllerDidConnectNotification
+					 object:nil];
+
+	// get told when controllers disconnect
+	[[NSNotificationCenter defaultCenter]
+			addObserver:self
+				 selector:@selector(controllerWasDisconnected:)
+						 name:GCControllerDidDisconnectNotification
+					 object:nil];
+};
+
+- (void)deinitGameControllers {
+	[[NSNotificationCenter defaultCenter]
+			removeObserver:self
+								name:GCControllerDidConnectNotification
+							object:nil];
+	[[NSNotificationCenter defaultCenter]
+			removeObserver:self
+								name:GCControllerDidDisconnectNotification
+							object:nil];
+
+	if (ios_joysticks != nil) {
+		[ios_joysticks dealloc];
+		ios_joysticks = nil;
+	};
+};
+
 static int frame_count = 0;
 - (void)drawView:(GLView *)view;
 {
 
 	switch (frame_count) {
-		case 0: {
-			int backingWidth;
-			int backingHeight;
-			glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
-			glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
-
-			OS::VideoMode vm;
-			vm.fullscreen = true;
-			vm.width = backingWidth;
-			vm.height = backingHeight;
-			vm.resizable = false;
-			OS::get_singleton()->set_video_mode(vm);
-
-			if (!OS::get_singleton()) {
-				exit(0);
-			};
-			++frame_count;
-
-			NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
-			NSString *documentsDirectory = [paths objectAtIndex:0];
-			//NSString *documentsDirectory = [[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject];
-			OSIPhone::get_singleton()->set_data_dir(String::utf8([documentsDirectory UTF8String]));
-
-			NSString *locale_code = [[[NSLocale preferredLanguages] objectAtIndex:0] substringToIndex:2];
-			OSIPhone::get_singleton()->set_locale(String::utf8([locale_code UTF8String]));
-
-			NSString *uuid;
-			if ([[UIDevice currentDevice] respondsToSelector:@selector(identifierForVendor)]) {
-				uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
-			} else {
-
-				// before iOS 6, so just generate an identifier and store it
-				uuid = [[NSUserDefaults standardUserDefaults] objectForKey:@"identiferForVendor"];
-				if (!uuid) {
-					CFUUIDRef cfuuid = CFUUIDCreate(NULL);
-					uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
-					CFRelease(cfuuid);
-					[[NSUserDefaults standardUserDefaults] setObject:uuid forKey:@"identifierForVendor"];
-				}
+	case 0: {
+		int backingWidth;
+		int backingHeight;
+		glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
+																		GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
+		glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
+																		GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
+
+		OS::VideoMode vm;
+		vm.fullscreen = true;
+		vm.width = backingWidth;
+		vm.height = backingHeight;
+		vm.resizable = false;
+		OS::get_singleton()->set_video_mode(vm);
+
+		if (!OS::get_singleton()) {
+			exit(0);
+		};
+		++frame_count;
+
+		NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
+																												 NSUserDomainMask, YES);
+		NSString *documentsDirectory = [paths objectAtIndex:0];
+		// NSString *documentsDirectory = [[[NSFileManager defaultManager]
+		// URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask]
+		// lastObject];
+		OSIPhone::get_singleton()->set_data_dir(
+				String::utf8([documentsDirectory UTF8String]));
+
+		NSString *locale_code =
+				[[[NSLocale preferredLanguages] objectAtIndex:0] substringToIndex:2];
+		OSIPhone::get_singleton()->set_locale(
+				String::utf8([locale_code UTF8String]));
+
+		NSString *uuid;
+		if ([[UIDevice currentDevice]
+						respondsToSelector:@selector(identifierForVendor)]) {
+			uuid = [UIDevice currentDevice].identifierForVendor.UUIDString;
+		} else {
+
+			// before iOS 6, so just generate an identifier and store it
+			uuid = [[NSUserDefaults standardUserDefaults]
+					objectForKey:@"identiferForVendor"];
+			if (!uuid) {
+				CFUUIDRef cfuuid = CFUUIDCreate(NULL);
+				uuid = (__bridge_transfer NSString *)CFUUIDCreateString(NULL, cfuuid);
+				CFRelease(cfuuid);
+				[[NSUserDefaults standardUserDefaults]
+						setObject:uuid
+							 forKey:@"identifierForVendor"];
 			}
+		}
 
-			OSIPhone::get_singleton()->set_unique_ID(String::utf8([uuid UTF8String]));
+		OSIPhone::get_singleton()->set_unique_ID(String::utf8([uuid UTF8String]));
 
-		}; break;
-		/*
-		case 1: {
-			++frame_count;
-		}; break;
+	}; break;
+	/*
+	case 1: {
+																	++frame_count;
+	}; break;
 */
-		case 1: {
+	case 1: {
 
-			Main::setup2();
-			++frame_count;
+		Main::setup2();
+		++frame_count;
 
-			// this might be necessary before here
-			NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
-			for (NSString *key in dict) {
-				NSObject *value = [dict objectForKey:key];
-				String ukey = String::utf8([key UTF8String]);
+		// this might be necessary before here
+		NSDictionary *dict = [[NSBundle mainBundle] infoDictionary];
+		for (NSString *key in dict) {
+			NSObject *value = [dict objectForKey:key];
+			String ukey = String::utf8([key UTF8String]);
 
-				// we need a NSObject to Variant conversor
+			// we need a NSObject to Variant conversor
 
-				if ([value isKindOfClass:[NSString class]]) {
-					NSString *str = (NSString *)value;
-					String uval = String::utf8([str UTF8String]);
+			if ([value isKindOfClass:[NSString class]]) {
+				NSString *str = (NSString *)value;
+				String uval = String::utf8([str UTF8String]);
 
-					Globals::get_singleton()->set("Info.plist/" + ukey, uval);
+				Globals::get_singleton()->set("Info.plist/" + ukey, uval);
 
-				} else if ([value isKindOfClass:[NSNumber class]]) {
+			} else if ([value isKindOfClass:[NSNumber class]]) {
 
-					NSNumber *n = (NSNumber *)value;
-					double dval = [n doubleValue];
+				NSNumber *n = (NSNumber *)value;
+				double dval = [n doubleValue];
 
-					Globals::get_singleton()->set("Info.plist/" + ukey, dval);
+				Globals::get_singleton()->set("Info.plist/" + ukey, dval);
+			};
+			// do stuff
+		}
+
+	}; break;
+	/*
+	case 3: {
+																	++frame_count;
+	} break;
+*/
+	case 2: {
+
+		Main::start();
+		++frame_count;
+
+	}; break; // no fallthrough
+
+	default: {
+		if (OSIPhone::get_singleton()) {
+			if (motionInitialised) {
+				// Just using polling approach for now, we can set this up so it sends
+				// data to us in intervals, might be better. See Apple reference pages
+				// for more details:
+				// https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
+
+				// Apple splits our accelerometer date into a gravity and user movement
+				// component. We add them back together
+				CMAcceleration gravity = motionManager.deviceMotion.gravity;
+				CMAcceleration acceleration =
+						motionManager.deviceMotion.userAcceleration;
+
+				///@TODO We don't seem to be getting data here, is my device broken or
+				/// is this code incorrect?
+				CMMagneticField magnetic =
+						motionManager.deviceMotion.magneticField.field;
+
+				///@TODO we can access rotationRate as a CMRotationRate variable
+				///(processed date) or CMGyroData (raw data), have to see what works
+				/// best
+				CMRotationRate rotation = motionManager.deviceMotion.rotationRate;
+
+				// Adjust for screen orientation.
+				// [[UIDevice currentDevice] orientation] changes even if we've fixed
+				// our orientation which is not a good thing when you're trying to get
+				// your user to move the screen in all directions and want consistent
+				// output
+
+				///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
+				/// is a bit of a hack. Godot obviously knows the orientation so maybe
+				/// we
+				// can use that instead? (note that left and right seem swapped)
+
+				switch ([[UIApplication sharedApplication] statusBarOrientation]) {
+				case UIDeviceOrientationLandscapeLeft: {
+					OSIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x,
+																										gravity.z);
+					OSIPhone::get_singleton()->update_accelerometer(
+							-(acceleration.y + gravity.y), (acceleration.x + gravity.x),
+							acceleration.z + gravity.z);
+					OSIPhone::get_singleton()->update_magnetometer(
+							-magnetic.y, magnetic.x, magnetic.z);
+					OSIPhone::get_singleton()->update_gyroscope(-rotation.y, rotation.x,
+																											rotation.z);
+				}; break;
+				case UIDeviceOrientationLandscapeRight: {
+					OSIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x,
+																										gravity.z);
+					OSIPhone::get_singleton()->update_accelerometer(
+							(acceleration.y + gravity.y), -(acceleration.x + gravity.x),
+							acceleration.z + gravity.z);
+					OSIPhone::get_singleton()->update_magnetometer(
+							magnetic.y, -magnetic.x, magnetic.z);
+					OSIPhone::get_singleton()->update_gyroscope(rotation.y, -rotation.x,
+																											rotation.z);
+				}; break;
+				case UIDeviceOrientationPortraitUpsideDown: {
+					OSIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y,
+																										gravity.z);
+					OSIPhone::get_singleton()->update_accelerometer(
+							-(acceleration.x + gravity.x), (acceleration.y + gravity.y),
+							acceleration.z + gravity.z);
+					OSIPhone::get_singleton()->update_magnetometer(
+							-magnetic.x, magnetic.y, magnetic.z);
+					OSIPhone::get_singleton()->update_gyroscope(-rotation.x, rotation.y,
+																											rotation.z);
+				}; break;
+				default: { // assume portrait
+					OSIPhone::get_singleton()->update_gravity(gravity.x, gravity.y,
+																										gravity.z);
+					OSIPhone::get_singleton()->update_accelerometer(
+							acceleration.x + gravity.x, acceleration.y + gravity.y,
+							acceleration.z + gravity.z);
+					OSIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y,
+																												 magnetic.z);
+					OSIPhone::get_singleton()->update_gyroscope(rotation.x, rotation.y,
+																											rotation.z);
+				}; break;
 				};
-				// do stuff
 			}
 
-		}; break;
-		/*
-		case 3: {
-			++frame_count;
-		} break;
-*/
-		case 2: {
-
-			Main::start();
-			++frame_count;
-
-		}; break; // no fallthrough
-
-		default: {
-			if (OSIPhone::get_singleton()) {
-				if (motionInitialised) {
-					// Just using polling approach for now, we can set this up so it sends data to us in intervals, might be better.
-					// See Apple reference pages for more details:
-					// https://developer.apple.com/reference/coremotion/cmmotionmanager?language=objc
-
-					// Apple splits our accelerometer date into a gravity and user movement component. We add them back together
-					CMAcceleration gravity = motionManager.deviceMotion.gravity;
-					CMAcceleration acceleration = motionManager.deviceMotion.userAcceleration;
-
-					///@TODO We don't seem to be getting data here, is my device broken or is this code incorrect?
-					CMMagneticField magnetic = motionManager.deviceMotion.magneticField.field;
-
-					///@TODO we can access rotationRate as a CMRotationRate variable (processed date) or CMGyroData (raw data), have to see what works best
-					CMRotationRate rotation = motionManager.deviceMotion.rotationRate;
-
-					// Adjust for screen orientation.
-					// [[UIDevice currentDevice] orientation] changes even if we've fixed our orientation which is not
-					// a good thing when you're trying to get your user to move the screen in all directions and want consistent output
-
-					///@TODO Using [[UIApplication sharedApplication] statusBarOrientation] is a bit of a hack. Godot obviously knows the orientation so maybe we
-					// can use that instead? (note that left and right seem swapped)
-
-					switch ([[UIApplication sharedApplication] statusBarOrientation]) {
-						case UIDeviceOrientationLandscapeLeft: {
-							OSIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
-							OSIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
-							OSIPhone::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
-							OSIPhone::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
-						}; break;
-						case UIDeviceOrientationLandscapeRight: {
-							OSIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
-							OSIPhone::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
-							OSIPhone::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
-							OSIPhone::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
-						}; break;
-						case UIDeviceOrientationPortraitUpsideDown: {
-							OSIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
-							OSIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
-							OSIPhone::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
-							OSIPhone::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
-						}; break;
-						default: { // assume portrait
-							OSIPhone::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
-							OSIPhone::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
-							OSIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
-							OSIPhone::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);
-						}; break;
-					};
-				}
-
-				bool quit_request = OSIPhone::get_singleton()->iterate();
-			};
+			bool quit_request = OSIPhone::get_singleton()->iterate();
 		};
 	};
+	};
 };
 
 - (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
 
 	printf("****************** did receive memory warning!\n");
-	OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
+	OS::get_singleton()->get_main_loop()->notification(
+			MainLoop::NOTIFICATION_OS_MEMORY_WARNING);
 };
 
 - (void)applicationDidFinishLaunching:(UIApplication *)application {
@@ -256,25 +575,29 @@ static int frame_count = 0;
 
 	[application setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
 	// disable idle timer
-	//application.idleTimerDisabled = YES;
+	// application.idleTimerDisabled = YES;
 
-	//Create a full-screen window
+	// Create a full-screen window
 	window = [[UIWindow alloc] initWithFrame:rect];
-	//window.autoresizesSubviews = YES;
-	//[window setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleWidth];
+	// window.autoresizesSubviews = YES;
+	//[window setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
+	// UIViewAutoresizingFlexibleWidth];
 
-	//Create the OpenGL ES view and add it to the window
+	// Create the OpenGL ES view and add it to the window
 	GLView *glView = [[GLView alloc] initWithFrame:rect];
 	printf("glview is %p\n", glView);
 	//[window addSubview:glView];
 	glView.delegate = self;
-	//glView.autoresizesSubviews = YES;
-	//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleWidth];
+	// glView.autoresizesSubviews = YES;
+	//[glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth |
+	// UIViewAutoresizingFlexibleWidth];
 
 	int backingWidth;
 	int backingHeight;
-	glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
-	glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
+	glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
+																	GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
+	glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES,
+																	GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
 
 	iphone_main(backingWidth, backingHeight, gargc, gargv);
 
@@ -282,26 +605,31 @@ static int frame_count = 0;
 	view_controller.view = glView;
 	window.rootViewController = view_controller;
 
-	_set_keep_screen_on(bool(GLOBAL_DEF("display/keep_screen_on", true)) ? YES : NO);
-	glView.useCADisplayLink = bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
+	_set_keep_screen_on(bool(GLOBAL_DEF("display/keep_screen_on", true)) ? YES
+																																			 : NO);
+	glView.useCADisplayLink =
+			bool(GLOBAL_DEF("display.iOS/use_cadisplaylink", true)) ? YES : NO;
 	printf("cadisaplylink: %d", glView.useCADisplayLink);
 	glView.animationInterval = 1.0 / kRenderingFrequency;
 	[glView startAnimation];
 
-	//Show the window
+	// Show the window
 	[window makeKeyAndVisible];
 
 	if (!motionInitialised) {
 		motionManager = [[CMMotionManager alloc] init];
 		if (motionManager.deviceMotionAvailable) {
 			motionManager.deviceMotionUpdateInterval = 1.0 / 70.0;
-			[motionManager startDeviceMotionUpdatesUsingReferenceFrame:CMAttitudeReferenceFrameXMagneticNorthZVertical];
+			[motionManager startDeviceMotionUpdatesUsingReferenceFrame:
+												 CMAttitudeReferenceFrameXMagneticNorthZVertical];
 			motionInitialised = YES;
 		};
 	};
 
-	//OSIPhone::screen_width = rect.size.width - rect.origin.x;
-	//OSIPhone::screen_height = rect.size.height - rect.origin.y;
+	[self initGameControllers];
+
+	// OSIPhone::screen_width = rect.size.width - rect.origin.x;
+	// OSIPhone::screen_height = rect.size.height - rect.origin.y;
 
 	mainViewController = view_controller;
 
@@ -317,16 +645,22 @@ static int frame_count = 0;
 	String adid = GLOBAL_DEF("mobileapptracker/advertiser_id", "");
 	String convkey = GLOBAL_DEF("mobileapptracker/conversion_key", "");
 
-	NSString *advertiser_id = [NSString stringWithUTF8String:adid.utf8().get_data()];
-	NSString *conversion_key = [NSString stringWithUTF8String:convkey.utf8().get_data()];
+	NSString *advertiser_id =
+			[NSString stringWithUTF8String:adid.utf8().get_data()];
+	NSString *conversion_key =
+			[NSString stringWithUTF8String:convkey.utf8().get_data()];
 
 	// Account Configuration info - must be set
-	[MobileAppTracker initializeWithMATAdvertiserId:advertiser_id MATConversionKey:conversion_key];
+	[MobileAppTracker initializeWithMATAdvertiserId:advertiser_id
+																 MATConversionKey:conversion_key];
 
 	// Used to pass us the IFA, enables highly accurate 1-to-1 attribution.
 	// Required for many advertising networks.
-	[MobileAppTracker setAppleAdvertisingIdentifier:[[ASIdentifierManager sharedManager] advertisingIdentifier]
-						 advertisingTrackingEnabled:[[ASIdentifierManager sharedManager] isAdvertisingTrackingEnabled]];
+	[MobileAppTracker
+			setAppleAdvertisingIdentifier:[[ASIdentifierManager sharedManager]
+																				advertisingIdentifier]
+				 advertisingTrackingEnabled:[[ASIdentifierManager sharedManager]
+																				isAdvertisingTrackingEnabled]];
 
 #endif
 };
@@ -335,6 +669,8 @@ static int frame_count = 0;
 
 	printf("********************* will terminate\n");
 
+	[self deinitGameControllers];
+
 	if (motionInitialised) {
 		///@TODO is this the right place to clean this up?
 		[motionManager stopDeviceMotionUpdates];
@@ -351,7 +687,8 @@ static int frame_count = 0;
 	///@TODO maybe add pause motionManager? and where would we unpause it?
 
 	if (OS::get_singleton()->get_main_loop())
-		OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
+		OS::get_singleton()->get_main_loop()->notification(
+				MainLoop::NOTIFICATION_WM_FOCUS_OUT);
 
 	[view_controller.view stopAnimation];
 
@@ -362,14 +699,15 @@ static int frame_count = 0;
 
 - (void)applicationWillEnterForeground:(UIApplication *)application {
 	printf("********************* did enter foreground\n");
-	//OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
+	// OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
 	[view_controller.view startAnimation];
 }
 
 - (void)applicationWillResignActive:(UIApplication *)application {
 	printf("********************* will resign active\n");
-	//OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
-	[view_controller.view stopAnimation]; // FIXME: pause seems to be recommended elsewhere
+	// OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_OUT);
+	[view_controller.view
+					stopAnimation]; // FIXME: pause seems to be recommended elsewhere
 }
 
 - (void)applicationDidBecomeActive:(UIApplication *)application {
@@ -379,9 +717,11 @@ static int frame_count = 0;
 	[MobileAppTracker measureSession];
 #endif
 	if (OS::get_singleton()->get_main_loop())
-		OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_FOCUS_IN);
+		OS::get_singleton()->get_main_loop()->notification(
+				MainLoop::NOTIFICATION_WM_FOCUS_IN);
 
-	[view_controller.view startAnimation]; // FIXME: resume seems to be recommended elsewhere
+	[view_controller.view
+					startAnimation]; // FIXME: resume seems to be recommended elsewhere
 
 	if (OSIPhone::get_singleton()->native_video_is_playing()) {
 		OSIPhone::get_singleton()->native_video_unpause();
@@ -397,14 +737,17 @@ static int frame_count = 0;
 }
 
 // For 4.2+ support
-- (BOOL)application:(UIApplication *)application openURL:(NSURL *)url sourceApplication:(NSString *)sourceApplication annotation:(id)annotation {
+- (BOOL)application:(UIApplication *)application
+							openURL:(NSURL *)url
+		sourceApplication:(NSString *)sourceApplication
+					 annotation:(id)annotation {
 #ifdef MODULE_PARSE_ENABLED
 	NSLog(@"Handling application openURL");
-	return [[FBSDKApplicationDelegate sharedInstance]
-				  application:application
-					  openURL:url
-			sourceApplication:sourceApplication
-				   annotation:annotation];
+	return
+			[[FBSDKApplicationDelegate sharedInstance] application:application
+																										 openURL:url
+																					 sourceApplication:sourceApplication
+																									annotation:annotation];
 #endif
 
 #ifdef MODULE_FACEBOOKSCORER_IOS_ENABLED
@@ -414,21 +757,25 @@ static int frame_count = 0;
 #endif
 }
 
-- (void)application:(UIApplication *)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData *)deviceToken {
+- (void)application:(UIApplication *)application
+		didRegisterForRemoteNotificationsWithDeviceToken:(NSData *)deviceToken {
 #ifdef MODULE_PARSE_ENABLED
 	// Store the deviceToken in the current installation and save it to Parse.
 	PFInstallation *currentInstallation = [PFInstallation currentInstallation];
-	//NSString* token = [[NSString alloc] initWithData:deviceToken encoding:NSUTF8StringEncoding];
+	// NSString* token = [[NSString alloc] initWithData:deviceToken
+	// encoding:NSUTF8StringEncoding];
 	NSLog(@"Device Token : %@ ", deviceToken);
 	[currentInstallation setDeviceTokenFromData:deviceToken];
 	[currentInstallation saveInBackground];
 #endif
 }
 
-- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo {
+- (void)application:(UIApplication *)application
+		didReceiveRemoteNotification:(NSDictionary *)userInfo {
 #ifdef MODULE_PARSE_ENABLED
 	[PFPush handlePush:userInfo];
-	NSDictionary *aps = [userInfo objectForKey:UIApplicationLaunchOptionsRemoteNotificationKey];
+	NSDictionary *aps =
+			[userInfo objectForKey:UIApplicationLaunchOptionsRemoteNotificationKey];
 	NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
 
 	NSLog(@"Push Notification Payload (app active) %@", aps);

+ 18 - 0
platform/iphone/os_iphone.cpp

@@ -338,6 +338,24 @@ void OSIPhone::update_gyroscope(float p_x, float p_y, float p_z) {
 	input->set_gyroscope(Vector3(p_x, p_y, p_z));
 };
 
+int OSIPhone::get_unused_joy_id() {
+	return input->get_unused_joy_id();
+};
+
+void OSIPhone::joy_connection_changed(int p_idx, bool p_connected, String p_name) {
+	input->joy_connection_changed(p_idx, p_connected, p_name);
+};
+
+void OSIPhone::joy_button(int p_device, int p_button, bool p_pressed) {
+	// p_last_id is being retired..
+	uint32_t last_id = input->joy_button(0, p_device, p_button, p_pressed);
+};
+
+void OSIPhone::joy_axis(int p_device, int p_axis, const InputDefault::JoyAxis &p_value) {
+	// p_last_id is being retired..
+	uint32_t last_id = input->joy_axis(0, p_device, p_axis, p_value);
+};
+
 void OSIPhone::delete_main_loop() {
 
 	if (main_loop) {

+ 5 - 0
platform/iphone/os_iphone.h

@@ -154,6 +154,11 @@ public:
 	void update_magnetometer(float p_x, float p_y, float p_z);
 	void update_gyroscope(float p_x, float p_y, float p_z);
 
+	int get_unused_joy_id();
+	void joy_connection_changed(int p_idx, bool p_connected, String p_name);
+	void joy_button(int p_device, int p_button, bool p_pressed);
+	void joy_axis(int p_device, int p_axis, const InputDefault::JoyAxis &p_value);
+
 	static OSIPhone *get_singleton();
 
 	virtual void set_mouse_show(bool p_show);