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https://git.eden-emu.dev/eden-emu/eden
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pomelo scraps
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29 changed files with 2258 additions and 11 deletions
420
src/ios/ControllerView.swift
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420
src/ios/ControllerView.swift
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2024 Pomelo, Stossy11
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// SPDX-License-Identifier: GPL-3.0-or-later
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import SwiftUI
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import GameController
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import AppUI
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import SwiftUIJoystick
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struct ControllerView: View {
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let appui = AppUI.shared
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@State var isPressed = false
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@State var controllerconnected = false
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@State private var x: CGFloat = 0.0
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@State private var y: CGFloat = 0.0
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@Environment(\.presentationMode) var presentationMode
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var body: some View {
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GeometryReader { geometry in
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ZStack {
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if !controllerconnected {
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OnScreenController(geometry: geometry) // i did this to clean it up as it was quite long lmfao
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}
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}
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}
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.onAppear {
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print("checking for controller:")
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controllerconnected = false
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DispatchQueue.main.async {
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setupControllers() // i dont know what half of this shit does
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}
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}
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}
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// Add a dictionary to track controller IDs
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@State var controllerIDs: [GCController: Int] = [:]
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private func setupControllers() {
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NotificationCenter.default.addObserver(forName: .GCControllerDidConnect, object: nil, queue: .main) { notification in
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if let controller = notification.object as? GCController {
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print("wow controller onstart") // yippeeee
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self.setupController(controller)
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self.controllerconnected = true
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} else {
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print("not GCController :((((((") // wahhhhhhh
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}
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}
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NotificationCenter.default.addObserver(forName: .GCControllerDidDisconnect, object: nil, queue: .main) { notification in
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if let controller = notification.object as? GCController {
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print("wow controller gone")
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if self.controllerIDs.isEmpty {
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controllerconnected = false
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}
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self.controllerIDs.removeValue(forKey: controller) // Remove the controller ID
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}
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}
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GCController.controllers().forEach { controller in
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print("wow controller")
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self.controllerconnected = true
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self.setupController(controller)
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}
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}
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private func setupController(_ controller: GCController) {
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// Assign a unique ID to the controller, max 5 controllers
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if controllerIDs.count < 6, controllerIDs[controller] == nil {
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controllerIDs[controller] = controllerIDs.count
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}
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guard let controllerId = controllerIDs[controller] else { return }
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if let extendedGamepad = controller.extendedGamepad {
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// Handle extended gamepad
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extendedGamepad.dpad.up.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadUp, controllerId: controllerId) : self.touchUpInside(.directionalPadUp, controllerId: controllerId)
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}
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extendedGamepad.dpad.down.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadDown, controllerId: controllerId) : self.touchUpInside(.directionalPadDown, controllerId: controllerId)
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}
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extendedGamepad.dpad.left.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadLeft, controllerId: controllerId) : self.touchUpInside(.directionalPadLeft, controllerId: controllerId)
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}
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extendedGamepad.dpad.right.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadRight, controllerId: controllerId) : self.touchUpInside(.directionalPadRight, controllerId: controllerId)
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}
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extendedGamepad.buttonOptions?.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.minus, controllerId: controllerId) : self.touchUpInside(.minus, controllerId: controllerId)
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}
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extendedGamepad.buttonMenu.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.plus, controllerId: controllerId) : self.touchUpInside(.plus, controllerId: controllerId)
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}
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extendedGamepad.buttonA.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.A, controllerId: controllerId) : self.touchUpInside(.A, controllerId: controllerId)
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}
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extendedGamepad.buttonB.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.B, controllerId: controllerId) : self.touchUpInside(.B, controllerId: controllerId)
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}
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extendedGamepad.buttonX.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.X, controllerId: controllerId) : self.touchUpInside(.X, controllerId: controllerId)
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}
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extendedGamepad.buttonY.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.Y, controllerId: controllerId) : self.touchUpInside(.Y, controllerId: controllerId)
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}
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extendedGamepad.leftShoulder.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.triggerL, controllerId: controllerId) : self.touchUpInside(.L, controllerId: controllerId)
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}
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extendedGamepad.leftTrigger.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.triggerZL, controllerId: controllerId) : self.touchUpInside(.triggerZL, controllerId: controllerId)
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}
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extendedGamepad.rightShoulder.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.triggerR, controllerId: controllerId) : self.touchUpInside(.triggerR, controllerId: controllerId)
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}
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extendedGamepad.leftThumbstickButton?.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.L, controllerId: controllerId) : self.touchUpInside(.triggerR, controllerId: controllerId)
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}
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extendedGamepad.rightThumbstickButton?.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.R, controllerId: controllerId) : self.touchUpInside(.triggerR, controllerId: controllerId)
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}
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extendedGamepad.rightTrigger.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.triggerZR, controllerId: controllerId) : self.touchUpInside(.triggerZR, controllerId: controllerId)
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}
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extendedGamepad.buttonHome?.pressedChangedHandler = { button, value, pressed in
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if pressed {
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appui.exit()
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presentationMode.wrappedValue.dismiss()
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}
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}
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extendedGamepad.leftThumbstick.valueChangedHandler = { dpad, x, y in
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self.appui.thumbstickMoved(analog: .left, x: x, y: y, controllerid: controllerId)
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}
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extendedGamepad.rightThumbstick.valueChangedHandler = { dpad, x, y in
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self.appui.thumbstickMoved(analog: .right, x: x, y: y, controllerid: controllerId)
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}
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if let motion = controller.motion {
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var lastTimestamp = Date().timeIntervalSince1970 // Initialize timestamp when motion starts
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motion.valueChangedHandler = { motion in
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// Get current time
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let currentTimestamp = Date().timeIntervalSince1970
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let deltaTimestamp = Int32((currentTimestamp - lastTimestamp) * 1000) // Difference in milliseconds
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// Update last timestamp
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lastTimestamp = currentTimestamp
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// Get gyroscope data
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let gyroX = motion.rotationRate.x
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let gyroY = motion.rotationRate.y
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let gyroZ = motion.rotationRate.z
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// Get accelerometer data
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let accelX = motion.gravity.x + motion.userAcceleration.x
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let accelY = motion.gravity.y + motion.userAcceleration.y
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let accelZ = motion.gravity.z + motion.userAcceleration.z
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print("\(gyroX), \(gyroY), \(gyroZ), \(accelX), \(accelY), \(accelZ)")
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// Call your gyroMoved function with the motion data
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appui.gyroMoved(x: Float(gyroX), y: Float(gyroY), z: Float(gyroZ), accelX: Float(accelX), accelY: Float(accelY), accelZ: Float(accelZ), controllerId: Int32(controllerId), deltaTimestamp: Int32(lastTimestamp))
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}
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}
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} else if let microGamepad = controller.microGamepad {
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// Handle micro gamepad
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microGamepad.dpad.up.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadUp, controllerId: controllerId) : self.touchUpInside(.directionalPadUp, controllerId: controllerId)
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}
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microGamepad.dpad.down.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadDown, controllerId: controllerId) : self.touchUpInside(.directionalPadDown, controllerId: controllerId)
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}
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microGamepad.dpad.left.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadLeft, controllerId: controllerId) : self.touchUpInside(.directionalPadLeft, controllerId: controllerId)
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}
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microGamepad.dpad.right.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.directionalPadRight, controllerId: controllerId) : self.touchUpInside(.directionalPadRight, controllerId: controllerId)
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}
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microGamepad.buttonA.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.A, controllerId: controllerId) : self.touchUpInside(.A, controllerId: controllerId)
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}
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microGamepad.buttonX.pressedChangedHandler = { button, value, pressed in
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pressed ? self.touchDown(.X, controllerId: controllerId) : self.touchUpInside(.X, controllerId: controllerId)
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}
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}
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}
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private func touchDown(_ button: VirtualControllerButtonType, controllerId: Int) {
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appui.virtualControllerButtonDown(button: button, controllerid: controllerId) }
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private func touchUpInside(_ button: VirtualControllerButtonType, controllerId: Int) {
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appui.virtualControllerButtonUp(button: button, controllerid: controllerId)
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}
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}
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struct OnScreenController: View {
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@State var geometry: GeometryProxy
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var body: some View {
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if geometry.size.height > geometry.size.width && UIDevice.current.userInterfaceIdiom != .pad {
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// portrait
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VStack {
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Spacer()
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VStack {
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HStack {
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VStack {
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ShoulderButtonsViewLeft()
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ZStack {
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Joystick()
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DPadView()
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}
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}
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.padding()
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VStack {
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ShoulderButtonsViewRight()
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ZStack {
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Joystick(iscool: true) // hope this works
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ABXYView()
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}
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}
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.padding()
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}
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HStack {
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ButtonView(button: .plus).padding(.horizontal, 40)
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ButtonView(button: .minus).padding(.horizontal, 40)
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}
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}
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.padding(.bottom, geometry.size.height / 3.2) // very broken
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}
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} else {
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// could be landscape
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VStack {
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HStack {
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Spacer()
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ButtonView(button: .home)
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.padding(.horizontal)
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}
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Spacer()
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VStack {
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HStack {
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// gotta fuckin add + and - now
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VStack {
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ShoulderButtonsViewLeft()
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ZStack {
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Joystick()
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DPadView()
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}
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}
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HStack {
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Spacer()
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VStack {
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Spacer()
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ButtonView(button: .plus) // Adding the + button
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}
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VStack {
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Spacer()
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ButtonView(button: .minus) // Adding the - button
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}
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Spacer()
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}
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VStack {
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ShoulderButtonsViewRight()
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ZStack {
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Joystick(iscool: true) // hope this work s
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ABXYView()
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}
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}
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}
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}
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.padding(.bottom, geometry.size.height / 11) // also extremally broken (
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}
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}
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}
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}
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struct ShoulderButtonsViewLeft: View {
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var body: some View {
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HStack {
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ButtonView(button: .triggerZL)
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.padding(.horizontal)
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ButtonView(button: .triggerL)
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.padding(.horizontal)
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}
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.frame(width: 160, height: 20)
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}
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}
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struct ShoulderButtonsViewRight: View {
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var body: some View {
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HStack {
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ButtonView(button: .triggerR)
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.padding(.horizontal)
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ButtonView(button: .triggerZR)
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.padding(.horizontal)
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}
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.frame(width: 160, height: 20)
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}
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}
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struct DPadView: View {
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var body: some View {
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VStack {
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ButtonView(button: .directionalPadUp)
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HStack {
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ButtonView(button: .directionalPadLeft)
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Spacer(minLength: 20)
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ButtonView(button: .directionalPadRight)
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}
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ButtonView(button: .directionalPadDown)
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.padding(.horizontal)
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}
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.frame(width: 145, height: 145)
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}
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}
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struct ABXYView: View {
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var body: some View {
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VStack {
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ButtonView(button: .X)
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HStack {
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ButtonView(button: .Y)
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Spacer(minLength: 20)
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ButtonView(button: .A)
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}
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ButtonView(button: .B)
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.padding(.horizontal)
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}
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.frame(width: 145, height: 145)
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}
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}
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struct ButtonView: View {
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var button: VirtualControllerButtonType
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@StateObject private var viewModel: EmulationViewModel = EmulationViewModel(game: nil)
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let appui = AppUI.shared
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@State var mtkView: MTKView?
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@State var width: CGFloat = 45
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@State var height: CGFloat = 45
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@State var isPressed = false
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var id: Int {
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if onscreenjoy {
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return 8
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}
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return 0
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}
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@AppStorage("onscreenhandheld") var onscreenjoy: Bool = false
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@Environment(\.colorScheme) var colorScheme
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@Environment(\.presentationMode) var presentationMode
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var body: some View {
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Image(systemName: buttonText)
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.resizable()
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.frame(width: width, height: height)
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.foregroundColor(colorScheme == .dark ? Color.gray : Color.gray)
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.opacity(isPressed ? 0.5 : 1)
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.gesture(
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DragGesture(minimumDistance: 0)
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.onChanged { _ in
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if !self.isPressed {
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self.isPressed = true
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DispatchQueue.main.async {
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if button == .home {
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presentationMode.wrappedValue.dismiss()
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appui.exit()
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} else {
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appui.virtualControllerButtonDown(button: button, controllerid: id)
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Haptics.shared.play(.heavy)
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}
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}
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}
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}
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.onEnded { _ in
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self.isPressed = false
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DispatchQueue.main.async {
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if button != .home {
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appui.virtualControllerButtonUp(button: button, controllerid: id)
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}
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}
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}
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)
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.onAppear() {
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if button == .triggerL || button == .triggerZL || button == .triggerZR || button == .triggerR {
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width = 65
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}
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if button == .minus || button == .plus || button == .home {
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width = 35
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height = 35
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}
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}
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}
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private var buttonText: String {
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switch button {
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case .A: return "a.circle.fill"
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case .B: return "b.circle.fill"
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case .X: return "x.circle.fill"
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case .Y: return "y.circle.fill"
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case .directionalPadUp: return "arrowtriangle.up.circle.fill"
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case .directionalPadDown: return "arrowtriangle.down.circle.fill"
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case .directionalPadLeft: return "arrowtriangle.left.circle.fill"
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case .directionalPadRight: return "arrowtriangle.right.circle.fill"
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case .triggerZL: return"zl.rectangle.roundedtop.fill"
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case .triggerZR: return "zr.rectangle.roundedtop.fill"
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case .triggerL: return "l.rectangle.roundedbottom.fill"
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case .triggerR: return "r.rectangle.roundedbottom.fill"
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case .plus: return "plus.circle.fill"
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case .minus: return "minus.circle.fill"
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case .home: return "house.circle.fill"
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default: return ""
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}
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}
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}
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