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warmenhoven avatar warmenhoven commented on July 22, 2024 1

Ah, I see what you are saying now, thank you.

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warmenhoven avatar warmenhoven commented on July 22, 2024

Can you please clarify if you are talking about the shoulder or trigger buttons? https://developer.apple.com/documentation/gamecontroller/gcextendedgamepad

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CottonWoolee avatar CottonWoolee commented on July 22, 2024

Hello, Warmenhoven, first of all, I want to thank you for looking into this issue.

I'm referring to that the triggers on the physical controller are only recognized as buttons when inputted, even though I've manually attempted to change the 'input_l2_btn =' text representing the RetroPad in MFi_Controller.cfg to 'input_l2_axis =', when remapping, the iOS version of RetroArch still only recognizes the triggers on the physical controller as buttons. However, if I map any axis of the physical controller's analog stick to 'input_l2_axis', it is recognized as axis input correctly.

It's worth mentioning that through my testing, in the native apps of Flycast or DolphiniOS, these physical triggers can indeed provide continuous values of analog input, but only when using default configurations. If we attempt to remap the controller, something interesting happens: the triggers on the physical controller are once again only recognized as buttons, just like on RetroArch.

Since my understanding of how programs handle these controller is extremely limited, I refrain from making inferences. Nonetheless, I hope these observations provide some assistance. Additionally, it must be noted that my iPadOS is stuck on 16.5 due to jailbreaking. If this is an issue that has already been fixed in later versions of iOS/iPadOS, that's great, and we can move on from it.😅

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warmenhoven avatar warmenhoven commented on July 22, 2024

Looks like it's just a core integration issue, not specific to iOS. It works fine in other cores.

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CottonWoolee avatar CottonWoolee commented on July 22, 2024

Due to my desire to help this project progress more efficiently, please allow me to provide some additional explanation. As shown in the figure 1, on the iOS version of RetroArch, after opening the app and without loading any core, navigate to Settings -> Input -> RetroPad Binds -> Port1 Controls. Then, proceed to map the physical controller, we can observe that the L and R triggers can only be recognized as Button 12 and Button 13. On the other hand, on the Fire HD 10 tablet (which runs the Android-based Fire OS, sold by Amazon), the L and R Triggers of the Xbox Wireless Controller can be correctly identified as 'Axis +6' and 'Axis +7' respectively, as shown in the figure 2.

figure 1
IMG_2723
figure 2
IMG_2724

To be honest, as I don't play mobile games much, I used to think this situation was due to inherent limitations of iOS, It wasn't until I played games on GeForce Now and found that it supports continuous values of analog input, then I began to further investigate whether analog triggers have full functionality in various emulators.😊

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