SpriteKit の SKScene から DUALSHOCK 4 のボタンを検知する方法です。
以下のコードを実行する前に iPhone と DUALSHOCK 4を Bluetooth でリンクする必要があります。
以下の参考にして接続してください。
iOS 13の新機能:iPhone/iPadとPS4コントローラの繋ぎ方・使い方を解説
https://mobilelaby.com/blog-entry-how-to-connect-ps4-controller.html
接続できたら、以下のコードを Xcode で実行してください。
実行中にボタンを押すと、デバッグコンソールに各ボタンが押された旨の表示が print によって出ます。
import SpriteKit
import GameController
class GameScene: SKScene {
override func sceneDidLoad() {
self.scaleMode = .resizeFill
self.anchorPoint = CGPoint(x: 0.5,
y: 0.5)
setupNotificationCenter()
}
func setupNotificationCenter() {
NotificationCenter.default.addObserver(self,
selector: #selector(self.handleControllerDidConnectNotification(_:)),
name: .GCControllerDidConnect,
object: nil)
}
@objc func handleControllerDidConnectNotification(_ notification: NSNotification) {
print("GCControllerDidConnect")
guard let controller = notification.object as? GCController,
let gamepad = controller.extendedGamepad else {
return
}
print(String(describing: controller.vendorName))
handleGameController(gamepad: gamepad)
}
}
以下がボタンを検知する処理です
func handleGameController(gamepad: GCExtendedGamepad) {
// △ ○ × □
var triangleButton: GCControllerButtonInput?
var circleButton: GCControllerButtonInput?
var crossButton:GCControllerButtonInput?
var rectButton:GCControllerButtonInput?
// ↑ ← ↓ → key
var directionPad: GCControllerDirectionPad?
// thumbstich
var leftThumbstick: GCControllerDirectionPad?
var rightThumbstick: GCControllerDirectionPad?
var leftThumbstickButton: GCControllerButtonInput?
var rightThumbstickButton: GCControllerButtonInput?
// L1, L2, R1, R2 button
var l1Button: GCControllerButtonInput?
var l2Button: GCControllerButtonInput?
var r1Button: GCControllerButtonInput?
var r2Button: GCControllerButtonInput?
// setting
var optionsButton: GCControllerButtonInput?
var shareButton: GCControllerButtonInput?
// △ ○ × □
rectButton = gamepad.buttonX
triangleButton = gamepad.buttonY
circleButton = gamepad.buttonB
crossButton = gamepad.buttonA
// ↑ ← ↓ → key
directionPad = gamepad.dpad
// thumbstich
leftThumbstick = gamepad.leftThumbstick
rightThumbstick = gamepad.rightThumbstick
leftThumbstickButton = gamepad.leftThumbstickButton
rightThumbstickButton = gamepad.rightThumbstickButton
// L1, L2, R1, R2 button
l1Button = gamepad.leftShoulder
l2Button = gamepad.leftTrigger
r1Button = gamepad.rightShoulder
r2Button = gamepad.rightTrigger
// setting
optionsButton = gamepad.buttonMenu
shareButton = gamepad.buttonOptions
// △ ○ × □
triangleButton?.pressedChangedHandler = { (input, value, isPressed) in
guard isPressed else { return }
print("press △")
}
circleButton?.pressedChangedHandler = { (input, value, isPressed) in
guard isPressed else { return }
print("press ○")
}
crossButton?.pressedChangedHandler = { (input, value, isPressed) in
guard isPressed else { return }
print("press ×")
}
rectButton?.pressedChangedHandler = { (input, value, isPressed) in
guard isPressed else { return }
print("press □")
}
// ↑ ← ↓ → key
directionPad?.valueChangedHandler = {(_ dPad: GCControllerDirectionPad,
_ x: Float,
_ y: Float) -> Void in
if x == 0 && y == 0 {
return
}
print("x: \(x), y: \(y)")
if x == 1.0 {
print("→")
}
if x == -1.0 {
print("←")
}
if y == 1.0 {
print("↑")
}
if y == -1.0 {
print("↓")
}
}
// thumbstich
leftThumbstick?.valueChangedHandler = {(_ dpad: GCControllerDirectionPad,
_ xValue: Float,
_ yValue: Float) -> Void in
print("left stick X: \(xValue)")
print("left stick Y: \(yValue)")
}
rightThumbstick?.valueChangedHandler = {(_ dpad: GCControllerDirectionPad,
_ xValue: Float,
_ yValue: Float) -> Void in
print("right stick X: \(xValue)")
print("right stick Y: \(yValue)")
}
leftThumbstickButton?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("left thumbstick pressed")
}
}
rightThumbstickButton?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("right thumbstick presded")
}
}
// L1, L2, R1, R2 button
l1Button?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("L1")
}
}
l2Button?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("L2")
}
}
r1Button?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("R1")
}
}
r2Button?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("R2")
}
}
// setting
optionsButton?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("OPTIONS tapped")
}
}
shareButton?.valueChangedHandler = {(_ button: GCControllerButtonInput,
_ value: Float,
_ pressed: Bool) -> Void in
if pressed {
print("share tapped")
}
}
}
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