Files
ppsspp/ios/Controls.mm
T
Henrik RydgårdandClaude Opus 5.5 61ea2710bd iOS: Lift stuck touches when the scene resigns active
Pulling down Control Center starts a touch on our view that UIKit
doesn't always end or cancel. The tracker kept that slot down forever,
and touch input stopped working until the app was restarted.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 12:25:42 +02:00

570 lines
22 KiB
Plaintext

#include "Controls.h"
#include <algorithm>
#include <cmath>
#include <memory>
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
#include "Common/Input/InputState.h"
#include "Common/System/NativeApp.h"
#include "Common/System/Display.h"
#include "Core/KeyMap.h"
static void controllerButtonPressed(BOOL pressed, InputKeyCode keyCode) {
KeyInput key;
key.deviceId = DEVICE_ID_PAD_0;
key.flags = pressed ? KeyInputFlags::DOWN : KeyInputFlags::UP;
key.keyCode = keyCode;
NativeKey(key);
}
static void analogTriggerPressed(InputAxis axis, float value) {
AxisInput axisInput;
axisInput.deviceId = DEVICE_ID_PAD_0;
axisInput.axisId = axis;
axisInput.value = value;
NativeAxis(&axisInput, 1);
}
static void bindButton(GCControllerButtonInput *input, InputKeyCode keyCode) {
// Optional buttons are nil on controllers that don't have them.
if (input == nil) {
return;
}
input.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
controllerButtonPressed(pressed, keyCode);
};
}
static void bindTrigger(GCControllerButtonInput *trigger, InputAxis axis) {
if (trigger == nil) {
return;
}
trigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
analogTriggerPressed(axis, value);
};
}
static void bindDpad(GCControllerDirectionPad *dpad) {
if (dpad == nil) {
return;
}
bindButton(dpad.up, NKCODE_DPAD_UP);
bindButton(dpad.down, NKCODE_DPAD_DOWN);
bindButton(dpad.left, NKCODE_DPAD_LEFT);
bindButton(dpad.right, NKCODE_DPAD_RIGHT);
}
static void bindStick(GCControllerDirectionPad *stick, InputAxis xAxis, InputAxis yAxis) {
if (stick == nil) {
return;
}
stick.xAxis.valueChangedHandler = ^(GCControllerAxisInput *axis, float value) {
AxisInput axisInput;
axisInput.deviceId = DEVICE_ID_PAD_0;
axisInput.axisId = xAxis;
axisInput.value = value;
NativeAxis(&axisInput, 1);
};
stick.yAxis.valueChangedHandler = ^(GCControllerAxisInput *axis, float value) {
AxisInput axisInput;
axisInput.deviceId = DEVICE_ID_PAD_0;
axisInput.axisId = yAxis;
axisInput.value = -value;
NativeAxis(&axisInput, 1);
};
}
// Newer iOS versions (17.4+) also have GCInputDirectionalDpad as a name for it.
static GCControllerDirectionPad *findDpad(GCPhysicalInputProfile *profile) {
GCControllerDirectionPad *dpad = profile.dpads[GCInputDirectionPad];
if (dpad == nil) {
if (@available(iOS 17.4, tvOS 17.4, *)) {
dpad = profile.dpads[GCInputDirectionalDpad];
}
}
return dpad;
}
bool InitController(GCController *controller) {
GCExtendedGamepad *extendedProfile = controller.extendedGamepad;
GCPhysicalInputProfile *profile = controller.physicalInputProfile;
// Controllers without thumbsticks (like the 8BitDo FlipPad) have no extended profile, only the
// physical one. Take those if they at least look like a gamepad.
NSDictionary<NSString *, GCControllerButtonInput *> *buttons = profile.buttons;
NSDictionary<NSString *, GCControllerDirectionPad *> *dpads = profile.dpads;
if (extendedProfile == nil && (buttons[GCInputButtonA] == nil || findDpad(profile) == nil)) {
INFO_LOG(Log::System, "Ignoring controller without a gamepad layout: %s", [controller.vendorName ?: @"(unnamed)" UTF8String]);
return false;
}
for (GCControllerElement* element in profile.allElements) {
element.preferredSystemGestureState = GCSystemGestureStateDisabled;
}
const std::string controllerName = [controller.vendorName ?: @"Gamepad" UTF8String];
KeyMap::NotifyPadConnected(DEVICE_ID_PAD_0, controllerName);
if (extendedProfile != nil) {
bindButton(extendedProfile.buttonA, NKCODE_BUTTON_2); // Cross
bindButton(extendedProfile.buttonB, NKCODE_BUTTON_3); // Circle
bindButton(extendedProfile.buttonX, NKCODE_BUTTON_4); // Square
bindButton(extendedProfile.buttonY, NKCODE_BUTTON_1); // Triangle
bindButton(extendedProfile.leftShoulder, NKCODE_BUTTON_L1); // LTrigger
bindButton(extendedProfile.rightShoulder, NKCODE_BUTTON_R1); // RTrigger
bindDpad(extendedProfile.dpad);
bindTrigger(extendedProfile.leftTrigger, JOYSTICK_AXIS_LTRIGGER);
bindTrigger(extendedProfile.rightTrigger, JOYSTICK_AXIS_RTRIGGER);
bindButton(extendedProfile.leftThumbstickButton, NKCODE_BUTTON_THUMBL);
bindButton(extendedProfile.rightThumbstickButton, NKCODE_BUTTON_THUMBR);
bindButton(extendedProfile.buttonOptions, NKCODE_BUTTON_SELECT);
bindButton(extendedProfile.buttonMenu, NKCODE_BUTTON_START);
bindButton(extendedProfile.buttonHome, NKCODE_HOME);
bindStick(extendedProfile.leftThumbstick, JOYSTICK_AXIS_X, JOYSTICK_AXIS_Y);
// Map right thumbstick as another analog stick, particularly useful for controllers
// like the DualShock 3/4 when connected to an iOS device
bindStick(extendedProfile.rightThumbstick, JOYSTICK_AXIS_Z, JOYSTICK_AXIS_RZ);
return true;
}
// The same layout, looked up by element name. Anything the controller lacks is nil.
NSMutableArray<NSString *> *names = [NSMutableArray arrayWithArray:buttons.allKeys];
[names addObjectsFromArray:dpads.allKeys];
INFO_LOG(Log::System, "Controller %s has no extended profile, using its elements: %s", controllerName.c_str(), [[names componentsJoinedByString:@", "] UTF8String]);
bindButton(buttons[GCInputButtonA], NKCODE_BUTTON_2);
bindButton(buttons[GCInputButtonB], NKCODE_BUTTON_3);
bindButton(buttons[GCInputButtonX], NKCODE_BUTTON_4);
bindButton(buttons[GCInputButtonY], NKCODE_BUTTON_1);
bindButton(buttons[GCInputLeftShoulder], NKCODE_BUTTON_L1);
bindButton(buttons[GCInputRightShoulder], NKCODE_BUTTON_R1);
bindDpad(findDpad(profile));
bindTrigger(buttons[GCInputLeftTrigger], JOYSTICK_AXIS_LTRIGGER);
bindTrigger(buttons[GCInputRightTrigger], JOYSTICK_AXIS_RTRIGGER);
bindButton(buttons[GCInputLeftThumbstickButton], NKCODE_BUTTON_THUMBL);
bindButton(buttons[GCInputRightThumbstickButton], NKCODE_BUTTON_THUMBR);
bindButton(buttons[GCInputButtonOptions], NKCODE_BUTTON_SELECT);
bindButton(buttons[GCInputButtonMenu], NKCODE_BUTTON_START);
bindButton(buttons[GCInputButtonHome], NKCODE_HOME);
bindStick(dpads[GCInputLeftThumbstick], JOYSTICK_AXIS_X, JOYSTICK_AXIS_Y);
bindStick(dpads[GCInputRightThumbstick], JOYSTICK_AXIS_Z, JOYSTICK_AXIS_RZ);
return true;
}
void ShutdownController(GCController *controller) {
for (GCControllerElement* element in controller.physicalInputProfile.allElements) {
element.preferredSystemGestureState = GCSystemGestureStateEnabled;
}
static const InputKeyCode keycodes[] = {
NKCODE_BUTTON_1,
NKCODE_BUTTON_2,
NKCODE_BUTTON_3,
NKCODE_BUTTON_4,
NKCODE_BUTTON_L1,
NKCODE_BUTTON_R1,
NKCODE_DPAD_UP,
NKCODE_DPAD_DOWN,
NKCODE_DPAD_LEFT,
NKCODE_DPAD_RIGHT,
NKCODE_BUTTON_THUMBL,
NKCODE_BUTTON_THUMBR,
NKCODE_BUTTON_SELECT,
NKCODE_BUTTON_START,
NKCODE_HOME
};
for (InputKeyCode keyCode : keycodes) {
KeyInput key;
key.deviceId = DEVICE_ID_PAD_0;
key.flags = KeyInputFlags::UP;
key.keyCode = keyCode;
NativeKey(key);
}
static const InputAxis axes[] = {
JOYSTICK_AXIS_X,
JOYSTICK_AXIS_Y,
JOYSTICK_AXIS_Z,
JOYSTICK_AXIS_RZ,
JOYSTICK_AXIS_LTRIGGER,
JOYSTICK_AXIS_RTRIGGER
};
AxisInput axisInput;
axisInput.deviceId = DEVICE_ID_PAD_0;
for (InputAxis axis : axes) {
axisInput.axisId = axis;
axisInput.value = 0.0f;
NativeAxis(&axisInput, 1);
}
KeyMap::NotifyPadDisconnected(DEVICE_ID_PAD_0);
}
static void remoteButtonPressed(BOOL pressed, InputKeyCode keyCode) {
// As keyboard keys, which the UI already understands (arrows, enter, escape), and which have
// default in-game mappings.
KeyInput key;
key.deviceId = DEVICE_ID_KEYBOARD;
key.flags = pressed ? KeyInputFlags::DOWN : KeyInputFlags::UP;
key.keyCode = keyCode;
NativeKey(key);
}
// A click on a remote without a separate ring (the 1st generation Siri Remote): an arrow at the
// edges of the touch surface, enter in the middle. Handlers run on the main queue, so no locking.
struct RemoteClickState {
bool clicking = false;
InputKeyCode key = NKCODE_UNKNOWN;
};
// A click further out than this from the center is an arrow. The surface is -1..1 on each axis.
static const float REMOTE_EDGE_CLICK = 0.5f;
static void remoteClicked(RemoteClickState *s, GCControllerDirectionPad *touch, BOOL pressed) {
if (pressed) {
if (s->clicking) {
return;
}
const float x = touch.xAxis.value;
const float y = touch.yAxis.value;
if (std::max(fabsf(x), fabsf(y)) < REMOTE_EDGE_CLICK) {
s->key = NKCODE_ENTER;
} else if (fabsf(x) > fabsf(y)) {
s->key = x > 0.0f ? NKCODE_DPAD_RIGHT : NKCODE_DPAD_LEFT;
} else {
s->key = y > 0.0f ? NKCODE_DPAD_UP : NKCODE_DPAD_DOWN;
}
s->clicking = true;
remoteButtonPressed(YES, s->key);
} else if (s->clicking) {
s->clicking = false;
remoteButtonPressed(NO, s->key);
}
}
bool InitSiriRemote(GCController *controller) {
GCMicroGamepad *micro = controller.microGamepad;
if (micro == nil || controller.extendedGamepad != nil) {
return false;
}
// A gamepad without thumbsticks can have a micro profile too. Remotes have no B button.
if (controller.physicalInputProfile.buttons[GCInputButtonB] != nil) {
return false;
}
micro.allowsRotation = NO;
// Swiping on the touch surface isn't used for now. One swipe step per so much travel fought
// with the ring presses. Maybe it could scroll.
GCPhysicalInputProfile *profile = controller.physicalInputProfile;
GCControllerDirectionPad *ring = profile.dpads[GCInputDirectionalCardinalDpad];
GCControllerButtonInput *center = profile.buttons[GCInputDirectionalCenterButton];
if (ring != nil && center != nil) {
// The 2nd generation remote, whose ring has real buttons. This takes
// GCSupportsMultipleMicroGamepads in Info.plist. buttonA isn't used, since it's pressed
// along with every ring button.
ring.up.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_DPAD_UP);
};
ring.down.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_DPAD_DOWN);
};
ring.left.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_DPAD_LEFT);
};
ring.right.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_DPAD_RIGHT);
};
center.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_ENTER);
};
} else {
// Where the finger is when clicking, rather than how far it moved since it went down.
micro.reportsAbsoluteDpadValues = YES;
GCControllerDirectionPad *touch = micro.dpad;
std::shared_ptr<RemoteClickState> state = std::make_shared<RemoteClickState>();
micro.buttonA.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteClicked(state.get(), touch, pressed);
};
}
// Play/pause. Escape opens the pause menu in-game.
micro.buttonX.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_ESCAPE);
};
// The Menu (or Back) button.
micro.buttonMenu.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
remoteButtonPressed(pressed, NKCODE_BACK);
};
INFO_LOG(Log::System, "Siri Remote set up: %s (ring: %s)", [controller.vendorName ?: @"Remote" UTF8String], ring != nil ? "yes" : "no");
return true;
}
void TouchTracker::SendTouchEvent(CGPoint point, UIView *view, int code, int pointerId) {
// From points to dp. The view covers the whole display.
CGSize size = view.bounds.size;
if (size.width <= 0.0 || size.height <= 0.0) {
return;
}
TouchInput input;
input.x = point.x * g_display.dp_xres / size.width;
input.y = point.y * g_display.dp_yres / size.height;
switch (code) {
case 1: input.flags = TouchInputFlags::DOWN; break;
case 2: input.flags = TouchInputFlags::UP; break;
default: input.flags = TouchInputFlags::MOVE; break;
}
input.id = pointerId;
NativeTouch(input);
}
int TouchTracker::ToTouchID(UITouch *uiTouch, bool allowAllocate) {
// Find the id for the touch.
for (int localId = 0; localId < (int)ARRAY_SIZE(touches_); ++localId) {
if (touches_[localId] == uiTouch) {
return localId;
}
}
// Allocate a new one, perhaps?
if (allowAllocate) {
for (int localId = 0; localId < (int)ARRAY_SIZE(touches_); ++localId) {
if (touches_[localId] == 0) {
touches_[localId] = uiTouch;
return localId;
}
}
// None were free. Ignore?
return 0;
}
return -1;
}
void TouchTracker::Began(NSSet *touches, UIView *view) {
for (UITouch* touch in touches) {
CGPoint point = [touch locationInView:view];
int touchId = ToTouchID(touch, true);
SendTouchEvent(point, view, 1, touchId);
}
}
void TouchTracker::Moved(NSSet *touches, UIView *view) {
for (UITouch* touch in touches) {
CGPoint point = [touch locationInView:view];
int touchId = ToTouchID(touch, true);
SendTouchEvent(point, view, 0, touchId);
}
}
void TouchTracker::Ended(NSSet *touches, UIView *view) {
for (UITouch* touch in touches) {
CGPoint point = [touch locationInView:view];
int touchId = ToTouchID(touch, false);
if (touchId >= 0) {
SendTouchEvent(point, view, 2, touchId);
touches_[touchId] = nullptr;
}
}
}
void TouchTracker::Cancelled(NSSet *touches, UIView *view) {
for (UITouch* touch in touches) {
CGPoint point = [touch locationInView:view];
int touchId = ToTouchID(touch, false);
if (touchId >= 0) {
SendTouchEvent(point, view, 2, touchId);
touches_[touchId] = nullptr;
}
}
}
void TouchTracker::CancelAll() {
for (int touchId = 0; touchId < (int)ARRAY_SIZE(touches_); ++touchId) {
if (touches_[touchId]) {
TouchInput input{};
input.flags = TouchInputFlags::UP | TouchInputFlags::CANCEL;
input.id = touchId;
NativeTouch(input);
touches_[touchId] = nullptr;
}
}
}
#if !PPSSPP_PLATFORM(TVOS)
void ProcessAccelerometerData(CMAccelerometerData *accData) {
CMAcceleration acc = accData.acceleration;
// INFO_LOG(SYSTEM, "%f %f %f", acc.x, acc.y, acc.z);
// Core Motion reports acceleration in g, with the opposite sign of Android's m/s^2.
// Might need to change these for portrait or inverse landscape
const float standardGravity = 9.81f;
NativeAccelerometer(-acc.x * standardGravity, -acc.y * standardGravity, -acc.z * standardGravity);
}
void ProcessGyroData(CMGyroData *gyroData) {
// Same axes and units (rad/s, right-handed) as Android.
CMRotationRate rate = gyroData.rotationRate;
NativeGyroscope(rate.x, rate.y, rate.z, gyroData.timestamp);
}
#endif
void SendKeyboardChars(std::string_view str) {
UTF8 chars(str);
while (!chars.end()) {
uint32_t codePoint = chars.next();
KeyInput input{};
input.deviceId = DEVICE_ID_KEYBOARD;
input.flags = KeyInputFlags::CHAR;
input.unicodeChar = codePoint;
NativeKey(input);
}
}
static void SendPresses(NSSet<UIPress *> *presses, KeyInputFlags flags) {
for (UIPress *press in presses) {
if (!press.key) {
// I guess we could support remotes and stuff.
continue;
}
InputKeyCode code = HIDUsageToInputKeyCode(press.key.keyCode);
if (code != NKCODE_UNKNOWN) {
KeyInput input{};
input.deviceId = DEVICE_ID_KEYBOARD;
input.keyCode = code;
input.flags = flags;
NativeKey(input);
}
if ((flags & KeyInputFlags::DOWN) && press.key.characters) {
std::string chars([press.key.characters UTF8String]);
SendKeyboardChars(chars);
}
}
}
void KeyboardPressesBegan(NSSet<UIPress *> *presses, UIPressesEvent *event) {
SendPresses(presses, KeyInputFlags::DOWN);
}
void KeyboardPressesEnded(NSSet<UIPress *> *presses, UIPressesEvent *event) {
SendPresses(presses, KeyInputFlags::UP);
}
InputKeyCode HIDUsageToInputKeyCode(UIKeyboardHIDUsage usage) {
switch (usage) {
case UIKeyboardHIDUsageKeyboardA: return NKCODE_A;
case UIKeyboardHIDUsageKeyboardB: return NKCODE_B;
case UIKeyboardHIDUsageKeyboardC: return NKCODE_C;
case UIKeyboardHIDUsageKeyboardD: return NKCODE_D;
case UIKeyboardHIDUsageKeyboardE: return NKCODE_E;
case UIKeyboardHIDUsageKeyboardF: return NKCODE_F;
case UIKeyboardHIDUsageKeyboardG: return NKCODE_G;
case UIKeyboardHIDUsageKeyboardH: return NKCODE_H;
case UIKeyboardHIDUsageKeyboardI: return NKCODE_I;
case UIKeyboardHIDUsageKeyboardJ: return NKCODE_J;
case UIKeyboardHIDUsageKeyboardK: return NKCODE_K;
case UIKeyboardHIDUsageKeyboardL: return NKCODE_L;
case UIKeyboardHIDUsageKeyboardM: return NKCODE_M;
case UIKeyboardHIDUsageKeyboardN: return NKCODE_N;
case UIKeyboardHIDUsageKeyboardO: return NKCODE_O;
case UIKeyboardHIDUsageKeyboardP: return NKCODE_P;
case UIKeyboardHIDUsageKeyboardQ: return NKCODE_Q;
case UIKeyboardHIDUsageKeyboardR: return NKCODE_R;
case UIKeyboardHIDUsageKeyboardS: return NKCODE_S;
case UIKeyboardHIDUsageKeyboardT: return NKCODE_T;
case UIKeyboardHIDUsageKeyboardU: return NKCODE_U;
case UIKeyboardHIDUsageKeyboardV: return NKCODE_V;
case UIKeyboardHIDUsageKeyboardW: return NKCODE_W;
case UIKeyboardHIDUsageKeyboardX: return NKCODE_X;
case UIKeyboardHIDUsageKeyboardY: return NKCODE_Y;
case UIKeyboardHIDUsageKeyboardZ: return NKCODE_Z;
case UIKeyboardHIDUsageKeyboard1: return NKCODE_1;
case UIKeyboardHIDUsageKeyboard2: return NKCODE_2;
case UIKeyboardHIDUsageKeyboard3: return NKCODE_3;
case UIKeyboardHIDUsageKeyboard4: return NKCODE_4;
case UIKeyboardHIDUsageKeyboard5: return NKCODE_5;
case UIKeyboardHIDUsageKeyboard6: return NKCODE_6;
case UIKeyboardHIDUsageKeyboard7: return NKCODE_7;
case UIKeyboardHIDUsageKeyboard8: return NKCODE_8;
case UIKeyboardHIDUsageKeyboard9: return NKCODE_9;
case UIKeyboardHIDUsageKeyboard0: return NKCODE_0;
case UIKeyboardHIDUsageKeyboardReturnOrEnter: return NKCODE_NUMPAD_ENTER;
case UIKeyboardHIDUsageKeyboardEscape: return NKCODE_ESCAPE;
case UIKeyboardHIDUsageKeyboardDeleteOrBackspace: return NKCODE_DEL; // really.
case UIKeyboardHIDUsageKeyboardTab: return NKCODE_TAB;
case UIKeyboardHIDUsageKeyboardSpacebar: return NKCODE_SPACE;
case UIKeyboardHIDUsageKeyboardHyphen: return NKCODE_MINUS;
case UIKeyboardHIDUsageKeyboardEqualSign: return NKCODE_EQUALS;
case UIKeyboardHIDUsageKeyboardOpenBracket: return NKCODE_LEFT_BRACKET;
case UIKeyboardHIDUsageKeyboardCloseBracket: return NKCODE_RIGHT_BRACKET;
case UIKeyboardHIDUsageKeyboardBackslash: return NKCODE_BACKSLASH;
case UIKeyboardHIDUsageKeyboardNonUSPound: return NKCODE_POUND;
case UIKeyboardHIDUsageKeyboardSemicolon: return NKCODE_SEMICOLON;
case UIKeyboardHIDUsageKeyboardQuote: return NKCODE_APOSTROPHE;
case UIKeyboardHIDUsageKeyboardGraveAccentAndTilde: return NKCODE_GRAVE;
case UIKeyboardHIDUsageKeyboardComma: return NKCODE_COMMA;
case UIKeyboardHIDUsageKeyboardPeriod: return NKCODE_PERIOD;
case UIKeyboardHIDUsageKeyboardSlash: return NKCODE_SLASH;
case UIKeyboardHIDUsageKeyboardCapsLock: return NKCODE_CAPS_LOCK;
case UIKeyboardHIDUsageKeyboardF1: return NKCODE_F1;
case UIKeyboardHIDUsageKeyboardF2: return NKCODE_F2;
case UIKeyboardHIDUsageKeyboardF3: return NKCODE_F3;
case UIKeyboardHIDUsageKeyboardF4: return NKCODE_F4;
case UIKeyboardHIDUsageKeyboardF5: return NKCODE_F5;
case UIKeyboardHIDUsageKeyboardF6: return NKCODE_F6;
case UIKeyboardHIDUsageKeyboardF7: return NKCODE_F7;
case UIKeyboardHIDUsageKeyboardF8: return NKCODE_F8;
case UIKeyboardHIDUsageKeyboardF9: return NKCODE_F9;
case UIKeyboardHIDUsageKeyboardF10: return NKCODE_F10;
case UIKeyboardHIDUsageKeyboardF11: return NKCODE_F11;
case UIKeyboardHIDUsageKeyboardF12: return NKCODE_F12;
case UIKeyboardHIDUsageKeyboardScrollLock: return NKCODE_SCROLL_LOCK;
case UIKeyboardHIDUsageKeyboardInsert: return NKCODE_INSERT;
case UIKeyboardHIDUsageKeyboardHome: return NKCODE_HOME;
case UIKeyboardHIDUsageKeyboardPageUp: return NKCODE_PAGE_UP;
case UIKeyboardHIDUsageKeyboardDeleteForward: return NKCODE_DEL;
case UIKeyboardHIDUsageKeyboardEnd: return NKCODE_MOVE_END;
case UIKeyboardHIDUsageKeyboardPageDown: return NKCODE_PAGE_DOWN;
case UIKeyboardHIDUsageKeyboardRightArrow: return NKCODE_DPAD_RIGHT;
case UIKeyboardHIDUsageKeyboardLeftArrow: return NKCODE_DPAD_LEFT;
case UIKeyboardHIDUsageKeyboardDownArrow: return NKCODE_DPAD_DOWN;
case UIKeyboardHIDUsageKeyboardUpArrow: return NKCODE_DPAD_UP;
case UIKeyboardHIDUsageKeypadNumLock: return NKCODE_NUM_LOCK;
case UIKeyboardHIDUsageKeypadSlash: return NKCODE_NUMPAD_DIVIDE;
case UIKeyboardHIDUsageKeypadAsterisk: return NKCODE_NUMPAD_MULTIPLY;
case UIKeyboardHIDUsageKeypadHyphen: return NKCODE_NUMPAD_SUBTRACT;
case UIKeyboardHIDUsageKeypadPlus: return NKCODE_NUMPAD_ADD;
case UIKeyboardHIDUsageKeypadEnter: return NKCODE_NUMPAD_ENTER;
case UIKeyboardHIDUsageKeypad1: return NKCODE_NUMPAD_1;
case UIKeyboardHIDUsageKeypad2: return NKCODE_NUMPAD_2;
case UIKeyboardHIDUsageKeypad3: return NKCODE_NUMPAD_3;
case UIKeyboardHIDUsageKeypad4: return NKCODE_NUMPAD_4;
case UIKeyboardHIDUsageKeypad5: return NKCODE_NUMPAD_5;
case UIKeyboardHIDUsageKeypad6: return NKCODE_NUMPAD_6;
case UIKeyboardHIDUsageKeypad7: return NKCODE_NUMPAD_7;
case UIKeyboardHIDUsageKeypad8: return NKCODE_NUMPAD_8;
case UIKeyboardHIDUsageKeypad9: return NKCODE_NUMPAD_9;
case UIKeyboardHIDUsageKeypad0: return NKCODE_NUMPAD_0;
case UIKeyboardHIDUsageKeypadPeriod: return NKCODE_NUMPAD_COMMA;
case UIKeyboardHIDUsageKeyboardNonUSBackslash: return NKCODE_BACKSLASH;
case UIKeyboardHIDUsageKeyboardApplication: return NKCODE_APP_SWITCH;
case UIKeyboardHIDUsageKeyboardPower: return NKCODE_POWER;
case UIKeyboardHIDUsageKeypadEqualSign: return NKCODE_NUMPAD_EQUALS;
case UIKeyboardHIDUsageKeyboardMenu: return NKCODE_MENU;
case UIKeyboardHIDUsageKeyboardMute: return NKCODE_MUTE;
case UIKeyboardHIDUsageKeyboardVolumeUp: return NKCODE_VOLUME_UP;
case UIKeyboardHIDUsageKeypadComma: return NKCODE_NUMPAD_COMMA;
case UIKeyboardHIDUsageKeyboardLeftShift: return NKCODE_SHIFT_LEFT;
case UIKeyboardHIDUsageKeyboardRightShift: return NKCODE_SHIFT_RIGHT;
case UIKeyboardHIDUsageKeyboardLeftControl: return NKCODE_CTRL_LEFT;
case UIKeyboardHIDUsageKeyboardRightControl: return NKCODE_CTRL_RIGHT;
case UIKeyboardHIDUsageKeyboardLeftAlt: return NKCODE_ALT_LEFT;
case UIKeyboardHIDUsageKeyboardRightAlt: return NKCODE_ALT_RIGHT;
case UIKeyboardHIDUsageKeyboardLeftGUI: return NKCODE_META_LEFT;
case UIKeyboardHIDUsageKeyboardRightGUI: return NKCODE_META_RIGHT;
default: return NKCODE_UNKNOWN;
}
}