forked from MeloNX/MeloNX
Merge pull request 'GCController wrapper' (#6) from XITRIX/MeloNX:Controller-fix into XC-ios-ht
Reviewed-on: MeloNX/MeloNX#6
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commit
cb33b04f2b
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//
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// NativeController.swift
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// MeloNX
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//
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// Created by XITRIX on 15/02/2025.
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//
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import CoreHaptics
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import GameController
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class NativeController: Hashable {
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private var instanceID: SDL_JoystickID = -1
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private var controller: OpaquePointer?
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private var nativeController: GCController
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private let controllerHaptics: CHHapticEngine?
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public var controllername: String { "GC - \(nativeController.vendorName ?? "Unknown")" }
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init(_ controller: GCController) {
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nativeController = controller
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controllerHaptics = nativeController.haptics?.createEngine(withLocality: .default)
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try? controllerHaptics?.start()
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setupHandheldController()
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}
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deinit {
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cleanup()
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}
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private func setupHandheldController() {
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if SDL_WasInit(Uint32(SDL_INIT_GAMECONTROLLER)) == 0 {
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SDL_InitSubSystem(Uint32(SDL_INIT_GAMECONTROLLER))
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}
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var joystickDesc = SDL_VirtualJoystickDesc(
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version: UInt16(SDL_VIRTUAL_JOYSTICK_DESC_VERSION),
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type: Uint16(SDL_JOYSTICK_TYPE_GAMECONTROLLER.rawValue),
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naxes: 6,
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nbuttons: 15,
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nhats: 1,
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vendor_id: 0,
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product_id: 0,
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padding: 0,
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button_mask: 0,
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axis_mask: 0,
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name: (controllername as NSString).utf8String,
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userdata: Unmanaged.passUnretained(self).toOpaque(),
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Update: { userdata in
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// Update joystick state here
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},
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SetPlayerIndex: { userdata, playerIndex in
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print("Player index set to \(playerIndex)")
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},
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Rumble: { userdata, lowFreq, highFreq in
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print("Rumble with \(lowFreq), \(highFreq)")
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guard let userdata else { return 0 }
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let _self = Unmanaged<NativeController>.fromOpaque(userdata).takeUnretainedValue()
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VirtualController.rumble(lowFreq: Float(lowFreq), highFreq: Float(highFreq), engine: _self.controllerHaptics)
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return 0
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},
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RumbleTriggers: { userdata, leftRumble, rightRumble in
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print("Trigger rumble with \(leftRumble), \(rightRumble)")
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return 0
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},
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SetLED: { userdata, red, green, blue in
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print("Set LED to RGB(\(red), \(green), \(blue))")
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return 0
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},
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SendEffect: { userdata, data, size in
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print("Effect sent with size \(size)")
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return 0
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}
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)
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instanceID = SDL_JoystickAttachVirtualEx(&joystickDesc)// SDL_JoystickAttachVirtual(SDL_JoystickType(SDL_JOYSTICK_TYPE_GAMECONTROLLER.rawValue), 6, 15, 1)
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if instanceID < 0 {
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print("Failed to create virtual joystick: \(String(cString: SDL_GetError()))")
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return
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}
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// Open a game controller for the virtual joystick
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let joystick = SDL_JoystickFromInstanceID(instanceID)
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controller = SDL_GameControllerOpen(Int32(instanceID))
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if controller == nil {
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print("Failed to create virtual controller: \(String(cString: SDL_GetError()))")
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return
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}
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if #available(iOS 16, *) {
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guard let gamepad = nativeController.extendedGamepad
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else { return }
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setupButtonChangeListener(gamepad.buttonA, for: .B)
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setupButtonChangeListener(gamepad.buttonB, for: .A)
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setupButtonChangeListener(gamepad.buttonX, for: .Y)
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setupButtonChangeListener(gamepad.buttonY, for: .X)
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setupButtonChangeListener(gamepad.dpad.up, for: .dPadUp)
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setupButtonChangeListener(gamepad.dpad.down, for: .dPadDown)
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setupButtonChangeListener(gamepad.dpad.left, for: .dPadLeft)
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setupButtonChangeListener(gamepad.dpad.right, for: .dPadRight)
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setupButtonChangeListener(gamepad.leftShoulder, for: .leftShoulder)
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setupButtonChangeListener(gamepad.rightShoulder, for: .rightShoulder)
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gamepad.leftThumbstickButton.map { setupButtonChangeListener($0, for: .leftStick) }
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gamepad.rightThumbstickButton.map { setupButtonChangeListener($0, for: .rightStick) }
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setupButtonChangeListener(gamepad.buttonMenu, for: .start)
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gamepad.buttonOptions.map { setupButtonChangeListener($0, for: .back) }
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setupStickChangeListener(gamepad.leftThumbstick, for: .left)
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setupStickChangeListener(gamepad.rightThumbstick, for: .right)
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setupTriggerChangeListener(gamepad.leftTrigger, for: .left)
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setupTriggerChangeListener(gamepad.rightTrigger, for: .right)
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}
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}
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func setupButtonChangeListener(_ button: GCControllerButtonInput, for key: VirtualControllerButton) {
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button.valueChangedHandler = { [unowned self] _, _, pressed in
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setButtonState(pressed ? 1 : 0, for: key)
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}
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}
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func setupStickChangeListener(_ button: GCControllerDirectionPad, for key: ThumbstickType) {
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button.valueChangedHandler = { [unowned self] _, xValue, yValue in
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let scaledX = Sint16(xValue * 32767.0)
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let scaledY = -Sint16(yValue * 32767.0)
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switch key {
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case .left:
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updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTX.rawValue))
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updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTY.rawValue))
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case .right:
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updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTX.rawValue))
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updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTY.rawValue))
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}
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}
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}
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func setupTriggerChangeListener(_ button: GCControllerButtonInput, for key: ThumbstickType) {
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button.valueChangedHandler = { [unowned self] _, value, pressed in
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// print("Value: \(value), Is pressed: \(pressed)")
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let axis: SDL_GameControllerAxis = (key == .left) ? SDL_CONTROLLER_AXIS_TRIGGERLEFT : SDL_CONTROLLER_AXIS_TRIGGERRIGHT
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let scaledValue = Sint16(value * 32767.0)
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updateAxisValue(value: scaledValue, forAxis: axis)
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}
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}
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static func rumble(lowFreq: Float, highFreq: Float) {
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do {
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// Low-frequency haptic pattern
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let lowFreqPattern = try CHHapticPattern(events: [
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CHHapticEvent(eventType: .hapticTransient, parameters: [
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CHHapticEventParameter(parameterID: .hapticIntensity, value: lowFreq),
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CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
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], relativeTime: 0, duration: 0.2)
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], parameters: [])
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// High-frequency haptic pattern
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let highFreqPattern = try CHHapticPattern(events: [
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CHHapticEvent(eventType: .hapticTransient, parameters: [
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CHHapticEventParameter(parameterID: .hapticIntensity, value: highFreq),
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CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0)
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], relativeTime: 0.2, duration: 0.2)
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], parameters: [])
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// Create and start the haptic engine
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let engine = try CHHapticEngine()
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try engine.start()
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// Create and play the low-frequency player
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let lowFreqPlayer = try engine.makePlayer(with: lowFreqPattern)
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try lowFreqPlayer.start(atTime: 0)
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// Create and play the high-frequency player after a short delay
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let highFreqPlayer = try engine.makePlayer(with: highFreqPattern)
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try highFreqPlayer.start(atTime: 0.2)
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} catch {
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print("Error creating haptic patterns: \(error)")
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}
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}
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func updateAxisValue(value: Sint16, forAxis axis: SDL_GameControllerAxis) {
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guard controller != nil else { return }
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let joystick = SDL_JoystickFromInstanceID(instanceID)
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SDL_JoystickSetVirtualAxis(joystick, axis.rawValue, value)
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}
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func thumbstickMoved(_ stick: ThumbstickType, x: Double, y: Double) {
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let scaleFactor = 32767.0 / 160
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let scaledX = Int16(min(32767.0, max(-32768.0, x * scaleFactor)))
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let scaledY = Int16(min(32767.0, max(-32768.0, y * scaleFactor)))
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if stick == .right {
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updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTX.rawValue))
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updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTY.rawValue))
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} else { // ThumbstickType.left
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updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTX.rawValue))
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updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTY.rawValue))
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}
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}
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func setButtonState(_ state: Uint8, for button: VirtualControllerButton) {
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guard controller != nil else { return }
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// print("Button: \(button.rawValue) {state: \(state)}")
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if (button == .leftTrigger || button == .rightTrigger) && (state == 1 || state == 0) {
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let axis: SDL_GameControllerAxis = (button == .leftTrigger) ? SDL_CONTROLLER_AXIS_TRIGGERLEFT : SDL_CONTROLLER_AXIS_TRIGGERRIGHT
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let value: Int = (state == 1) ? 32767 : 0
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updateAxisValue(value: Sint16(value), forAxis: axis)
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} else {
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let joystick = SDL_JoystickFromInstanceID(instanceID)
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SDL_JoystickSetVirtualButton(joystick, Int32(button.rawValue), state)
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}
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}
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func cleanup() {
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if let controller {
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SDL_JoystickDetachVirtual(instanceID)
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SDL_GameControllerClose(controller)
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self.controller = nil
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}
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}
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func hash(into hasher: inout Hasher) {
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hasher.combine(nativeController)
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}
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static func == (lhs: NativeController, rhs: NativeController) -> Bool {
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lhs.nativeController == rhs.nativeController
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}
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}
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@ -78,7 +78,7 @@ class VirtualController {
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}
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}
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static func rumble(lowFreq: Float, highFreq: Float) {
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static func rumble(lowFreq: Float, highFreq: Float, engine: CHHapticEngine? = nil) {
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do {
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// Low-frequency haptic pattern
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let lowFreqPattern = try CHHapticPattern(events: [
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@ -96,9 +96,23 @@ class VirtualController {
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], relativeTime: 0.2, duration: 0.2)
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], parameters: [])
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// Create and start the haptic engine
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let engine = try CHHapticEngine()
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try engine.start()
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// Mutable engine
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var engine = engine
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// If no engine passed, use device engine
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if engine == nil {
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// Create and start the haptic engine
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if hapticEngine == nil {
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hapticEngine = try CHHapticEngine()
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try hapticEngine?.start()
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}
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engine = hapticEngine
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}
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guard let engine else {
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return print("Error creating haptic patterns: hapticEngine is nil")
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}
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// Create and play the low-frequency player
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let lowFreqPlayer = try engine.makePlayer(with: lowFreqPattern)
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@ -113,6 +127,8 @@ class VirtualController {
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}
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}
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private static var hapticEngine: CHHapticEngine?
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func updateAxisValue(value: Sint16, forAxis axis: SDL_GameControllerAxis) {
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guard controller != nil else { return }
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@ -26,6 +26,7 @@ struct ContentView: View {
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@State private var controllersList: [Controller] = []
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@State private var currentControllers: [Controller] = []
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@State var onscreencontroller: Controller = Controller(id: "", name: "")
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@State var nativeControllers: [GCController: NativeController] = [:]
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@State private var isVirtualControllerActive: Bool = false
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@AppStorage("isVirtualController") var isVCA: Bool = true
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@ -50,7 +51,7 @@ struct ContentView: View {
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private let animationDuration: Double = 1.0
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@State private var isAnimating = false
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@State var isLoading = true
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// MARK: - Initialization
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init() {
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let defaultConfig = loadSettings() ?? Ryujinx.Configuration(gamepath: "")
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@ -152,6 +153,7 @@ struct ContentView: View {
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queue: .main) { notification in
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if let controller = notification.object as? GCController {
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print("Controller connected: \(controller.productCategory)")
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nativeControllers[controller] = .init(controller)
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refreshControllersList()
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}
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}
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@ -163,6 +165,8 @@ struct ContentView: View {
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queue: .main) { notification in
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if let controller = notification.object as? GCController {
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print("Controller disconnected: \(controller.productCategory)")
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nativeControllers[controller]?.cleanup()
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nativeControllers[controller] = nil
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refreshControllersList()
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}
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}
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@ -306,8 +310,9 @@ struct ContentView: View {
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self.onscreencontroller = onscreen
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}
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controllersList.removeAll(where: { $0.id == "0"})
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controllersList.removeAll(where: { $0.id == "0" || (!$0.name.starts(with: "GC - ") && $0 != onscreencontroller) })
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controllersList.mutableForEach { $0.name = $0.name.replacingOccurrences(of: "GC - ", with: "") }
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currentControllers = []
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if controllersList.count == 1 {
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@ -397,3 +402,10 @@ func loadSettings() -> Ryujinx.Configuration? {
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}
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}
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extension Array {
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@inlinable public mutating func mutableForEach(_ body: (inout Element) throws -> Void) rethrows {
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for index in self.indices {
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try body(&self[index])
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}
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}
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}
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