Add the following files to your Xcode project:
Get the 60beat SDK from 60beat. I think you need to email them, don't see it freely available on the website.
Copy the contents of the SDK to /shared/iOS/60BeatGamepad. Why do I tell you where to copy it? It's so the RTLooneyLadder example will find it, and you'll have a single place to change when new SDK versions come out.
//Somewhere near the top the file, but under the existing #include statements add: #ifdef RT_IOS_60BEAT_GAMEPAD_SUPPORT #include "Gamepad/GamepadProvider60Beat.h" #endif //add the following somewhere after GamepadManager is initialized: #if defined(PLATFORM_IOS) && defined(RT_IOS_60BEAT_GAMEPAD_SUPPORT) //startup the 60beat gamepad stuff.. really, we should only do this if they've checked to use it in options //or such because their driver being turned on may slow us down.. unsure GetGamepadManager()->AddProvider(new GamepadProvider60Beat); GetBaseApp()->SetAllowScreenDimming(false); #endif
Next, in Xcode, define RT_IOS_60BEAT_GAMEPAD_SUPPORT in the preprocesser macros in the project target. It's not enough to just define it in App.h, because one of the iOS audio managers actually see this and adjust some audio things as needed. (This pad actually sends fake audio signals through the mic jack to communicate)