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+/**************************************************************************/
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+/* joypad_macos.mm */
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+/**************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* https://godotengine.org */
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+/**************************************************************************/
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+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/**************************************************************************/
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+
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+#import "joypad_macos.h"
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+
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+#include <Foundation/Foundation.h>
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+
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+#import "os_macos.h"
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+
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+#include "core/config/project_settings.h"
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+#include "core/os/keyboard.h"
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+#include "core/string/ustring.h"
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+#include "main/main.h"
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+
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+@implementation RumbleMotor
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+
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+- (instancetype)initWithController:(GCController *)controller locality:(GCHapticsLocality)locality {
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+ self = [super init];
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+ self.engine = [controller.haptics createEngineWithLocality:locality];
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+ self.player = nil;
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+ return self;
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+}
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+
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+- (void)execute_pattern:(CHHapticPattern *)pattern {
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+ NSError *error;
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+ id<CHHapticPatternPlayer> player = [self.engine createPlayerWithPattern:pattern error:&error];
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+
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+ // When all players have stopped for an engine, stop the engine.
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+ [self.engine notifyWhenPlayersFinished:^CHHapticEngineFinishedAction(NSError *_Nullable error) {
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+ return CHHapticEngineFinishedActionStopEngine;
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+ }];
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+
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+ self.player = player;
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+
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+ // Starts the engine and returns if an error was encountered.
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+ if (![self.engine startAndReturnError:&error]) {
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+ print_verbose("Couldn't start controller haptic engine");
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+ return;
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+ }
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+ if (![self.player startAtTime:0 error:&error]) {
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+ print_verbose("Couldn't execute controller haptic pattern");
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+ }
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+}
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+
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+- (void)stop {
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+ NSError *error;
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+ [self.player stopAtTime:0 error:&error];
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+ self.player = nil;
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+}
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+
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+@end
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+
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+@implementation RumbleContext
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+
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+- (instancetype)init {
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+ self = [super init];
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+ self.weak_motor = nil;
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+ self.strong_motor = nil;
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+ return self;
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+}
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+
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+- (bool)hasMotors {
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+ return self.weak_motor != nil && self.strong_motor != nil;
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+}
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+- (bool)hasActivePlayers {
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+ if (![self hasMotors]) {
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+ return NO;
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+ }
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+ return self.weak_motor.player != nil && self.strong_motor.player != nil;
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+}
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+
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+@end
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+
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+@implementation Joypad
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+
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+- (instancetype)init {
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+ self = [super init];
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+ return self;
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+}
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+- (instancetype)init:(GCController *)controller {
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+ self = [super init];
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+ self.controller = controller;
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+
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+ if (@available(macOS 11, *)) {
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+ // Haptics within the controller is only available in macOS 11+.
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+ self.rumble_context = [[RumbleContext alloc] init];
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+
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+ // Create Weak and Strong motors for controller.
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+ self.rumble_context.weak_motor = [[RumbleMotor alloc] initWithController:controller locality:GCHapticsLocalityRightHandle];
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+ self.rumble_context.strong_motor = [[RumbleMotor alloc] initWithController:controller locality:GCHapticsLocalityLeftHandle];
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+
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+ // If the rumble motors aren't available, disable force feedback.
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+ if (![self.rumble_context hasMotors]) {
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+ self.force_feedback = NO;
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+ } else {
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+ self.force_feedback = YES;
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+ }
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+ } else {
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+ self.force_feedback = NO;
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+ }
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+
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+ self.ff_effect_timestamp = 0;
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+
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+ return self;
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+}
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+
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+@end
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+
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+JoypadMacOS::JoypadMacOS() {
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+ observer = [[JoypadMacOSObserver alloc] init];
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+ [observer startObserving];
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+}
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+
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+JoypadMacOS::~JoypadMacOS() {
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+ if (observer) {
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+ [observer finishObserving];
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+ observer = nil;
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+ }
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+}
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+
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+void JoypadMacOS::start_processing() {
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+ if (observer) {
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+ [observer startProcessing];
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+ }
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+ process_joypads();
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+}
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+
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+API_AVAILABLE(macosx(10.15))
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+CHHapticPattern *get_vibration_pattern(float p_magnitude, float p_duration) {
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+ // Creates a vibration pattern with an intensity and duration.
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+ NSDictionary *hapticDict = @{
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+ CHHapticPatternKeyPattern : @[
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+ @{
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+ CHHapticPatternKeyEvent : @{
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+ CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
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+ CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
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+ CHHapticPatternKeyEventDuration : [NSNumber numberWithFloat:p_duration],
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+
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+ CHHapticPatternKeyEventParameters : @[
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+ @{
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+ CHHapticPatternKeyParameterID : CHHapticEventParameterIDHapticIntensity,
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+ CHHapticPatternKeyParameterValue : [NSNumber numberWithFloat:p_magnitude]
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+ },
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+ ],
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+ },
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+ },
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+ ],
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+ };
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+ NSError *error;
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+ CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
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+ return pattern;
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+}
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+
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+void JoypadMacOS::joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
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+ if (!p_joypad.force_feedback || p_weak_magnitude < 0.f || p_weak_magnitude > 1.f || p_strong_magnitude < 0.f || p_strong_magnitude > 1.f) {
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+ return;
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+ }
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+
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+ // If there is active vibration players, stop them.
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+ if ([p_joypad.rumble_context hasActivePlayers]) {
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+ joypad_vibration_stop(p_joypad, p_timestamp);
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+ }
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+
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+ // Gets the default vibration pattern and creates a player for each motor.
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+ CHHapticPattern *weak_pattern = get_vibration_pattern(p_weak_magnitude, p_duration);
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+ CHHapticPattern *strong_pattern = get_vibration_pattern(p_strong_magnitude, p_duration);
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+
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+ RumbleMotor *weak_motor = p_joypad.rumble_context.weak_motor;
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+ RumbleMotor *strong_motor = p_joypad.rumble_context.strong_motor;
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+
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+ [weak_motor execute_pattern:weak_pattern];
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+ [strong_motor execute_pattern:strong_pattern];
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+
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+ p_joypad.ff_effect_timestamp = p_timestamp;
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+}
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+
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+void JoypadMacOS::joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp) {
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+ if (!p_joypad.force_feedback) {
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+ return;
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+ }
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+ // If there is no active vibration players, exit.
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+ if (![p_joypad.rumble_context hasActivePlayers]) {
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+ return;
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+ }
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+
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+ RumbleMotor *weak_motor = p_joypad.rumble_context.weak_motor;
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+ RumbleMotor *strong_motor = p_joypad.rumble_context.strong_motor;
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+
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+ [weak_motor stop];
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+ [strong_motor stop];
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+
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+ p_joypad.ff_effect_timestamp = p_timestamp;
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+}
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+
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+@interface JoypadMacOSObserver ()
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+
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+@property(assign, nonatomic) BOOL isObserving;
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+@property(assign, nonatomic) BOOL isProcessing;
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+@property(strong, nonatomic) NSMutableDictionary<NSNumber *, Joypad *> *connectedJoypads;
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+@property(strong, nonatomic) NSMutableArray<Joypad *> *joypadsQueue;
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+
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+@end
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+
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+@implementation JoypadMacOSObserver
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+
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+- (instancetype)init {
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+ self = [super init];
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+
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+ if (self) {
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+ [self godot_commonInit];
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+ }
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+
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+ return self;
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+}
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+
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+- (void)godot_commonInit {
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+ self.isObserving = NO;
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+ self.isProcessing = NO;
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+}
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+
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+- (void)startProcessing {
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+ self.isProcessing = YES;
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+
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+ for (GCController *controller in self.joypadsQueue) {
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+ [self addMacOSJoypad:controller];
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+ }
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+
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+ [self.joypadsQueue removeAllObjects];
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+}
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+
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+- (void)startObserving {
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+ if (self.isObserving) {
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+ return;
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+ }
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+
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+ self.isObserving = YES;
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+
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+ self.connectedJoypads = [NSMutableDictionary dictionary];
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+ self.joypadsQueue = [NSMutableArray array];
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+
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+ // Get told when controllers connect, this will be called right away for
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+ // already connected controllers.
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+ [[NSNotificationCenter defaultCenter]
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+ addObserver:self
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+ selector:@selector(controllerWasConnected:)
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+ name:GCControllerDidConnectNotification
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+ object:nil];
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+
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+ // Get told when controllers disconnect.
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+ [[NSNotificationCenter defaultCenter]
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+ addObserver:self
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+ selector:@selector(controllerWasDisconnected:)
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+ name:GCControllerDidDisconnectNotification
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+ object:nil];
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+}
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+
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+- (void)finishObserving {
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+ if (self.isObserving) {
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+ [[NSNotificationCenter defaultCenter] removeObserver:self];
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+ }
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+
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+ self.isObserving = NO;
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+ self.isProcessing = NO;
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+
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+ self.connectedJoypads = nil;
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+ self.joypadsQueue = nil;
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+}
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+
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+- (void)dealloc {
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+ [self finishObserving];
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+}
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+
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+- (NSArray<NSNumber *> *)getAllKeysForController:(GCController *)controller {
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+ NSArray *keys = [self.connectedJoypads allKeys];
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+ NSMutableArray *final_keys = [NSMutableArray array];
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+
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+ for (NSNumber *key in keys) {
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+ Joypad *joypad = [self.connectedJoypads objectForKey:key];
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+ if (joypad.controller == controller) {
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+ [final_keys addObject:key];
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+ }
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+ }
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+
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+ return final_keys;
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+}
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+
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+- (int)getJoyIdForController:(GCController *)controller {
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+ NSArray *keys = [self getAllKeysForController:controller];
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+
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+ for (NSNumber *key in keys) {
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+ int joy_id = [key intValue];
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+ return joy_id;
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+ }
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+
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+ return -1;
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+}
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+
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+- (void)addMacOSJoypad:(GCController *)controller {
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+ // Get a new id for our controller.
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+ int joy_id = Input::get_singleton()->get_unused_joy_id();
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+
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+ if (joy_id == -1) {
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+ print_verbose("Couldn't retrieve new joy ID.");
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+ return;
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+ }
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+
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+ // Assign our player index.
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+ if (controller.playerIndex == GCControllerPlayerIndexUnset) {
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+ controller.playerIndex = [self getFreePlayerIndex];
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+ }
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+
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+ // Tell Godot about our new controller.
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+ Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8([controller.vendorName UTF8String]));
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+
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+ Joypad *joypad = [[Joypad alloc] init:controller];
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+
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+ // Add it to our dictionary, this will retain our controllers.
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+ [self.connectedJoypads setObject:joypad forKey:[NSNumber numberWithInt:joy_id]];
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+
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+ // Set our input handler.
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+ [self setControllerInputHandler:controller];
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+}
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+
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+- (void)controllerWasConnected:(NSNotification *)notification {
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+ // Get our controller.
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+ GCController *controller = (GCController *)notification.object;
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+
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+ if (!controller) {
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+ print_verbose("Couldn't retrieve new controller.");
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+ return;
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+ }
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+
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+ if ([[self getAllKeysForController:controller] count] > 0) {
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+ print_verbose("Controller is already registered.");
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+ } else if (!self.isProcessing) {
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+ Joypad *joypad = [[Joypad alloc] init:controller];
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+ [self.joypadsQueue addObject:joypad];
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+ } else {
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|
|
|
+ [self addMacOSJoypad:controller];
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+- (void)controllerWasDisconnected:(NSNotification *)notification {
|
|
|
|
+ // Find our joystick, there should be only one in our dictionary.
|
|
|
|
+ GCController *controller = (GCController *)notification.object;
|
|
|
|
+
|
|
|
|
+ if (!controller) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ NSArray *keys = [self getAllKeysForController:controller];
|
|
|
|
+ for (NSNumber *key in keys) {
|
|
|
|
+ // Tell Godot this joystick is no longer there.
|
|
|
|
+ int joy_id = [key intValue];
|
|
|
|
+ Input::get_singleton()->joy_connection_changed(joy_id, false, "");
|
|
|
|
+
|
|
|
|
+ // And remove it from our dictionary.
|
|
|
|
+ [self.connectedJoypads removeObjectForKey:key];
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+- (GCControllerPlayerIndex)getFreePlayerIndex {
|
|
|
|
+ bool have_player_1 = false;
|
|
|
|
+ bool have_player_2 = false;
|
|
|
|
+ bool have_player_3 = false;
|
|
|
|
+ bool have_player_4 = false;
|
|
|
|
+
|
|
|
|
+ if (self.connectedJoypads == nil) {
|
|
|
|
+ NSArray *keys = [self.connectedJoypads allKeys];
|
|
|
|
+ for (NSNumber *key in keys) {
|
|
|
|
+ Joypad *joypad = [self.connectedJoypads objectForKey:key];
|
|
|
|
+ GCController *controller = joypad.controller;
|
|
|
|
+ if (controller.playerIndex == GCControllerPlayerIndex1) {
|
|
|
|
+ have_player_1 = true;
|
|
|
|
+ } else if (controller.playerIndex == GCControllerPlayerIndex2) {
|
|
|
|
+ have_player_2 = true;
|
|
|
|
+ } else if (controller.playerIndex == GCControllerPlayerIndex3) {
|
|
|
|
+ have_player_3 = true;
|
|
|
|
+ } else if (controller.playerIndex == GCControllerPlayerIndex4) {
|
|
|
|
+ have_player_4 = true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!have_player_1) {
|
|
|
|
+ return GCControllerPlayerIndex1;
|
|
|
|
+ } else if (!have_player_2) {
|
|
|
|
+ return GCControllerPlayerIndex2;
|
|
|
|
+ } else if (!have_player_3) {
|
|
|
|
+ return GCControllerPlayerIndex3;
|
|
|
|
+ } else if (!have_player_4) {
|
|
|
|
+ return GCControllerPlayerIndex4;
|
|
|
|
+ } else {
|
|
|
|
+ return GCControllerPlayerIndexUnset;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+- (void)setControllerInputHandler:(GCController *)controller {
|
|
|
|
+ // Hook in the callback handler for the correct gamepad profile.
|
|
|
|
+ // This is a bit of a weird design choice on Apples part.
|
|
|
|
+ // You need to select the most capable gamepad profile for the
|
|
|
|
+ // gamepad attached.
|
|
|
|
+ if (controller.extendedGamepad != nil) {
|
|
|
|
+ // The extended gamepad profile has all the input you could possibly find on
|
|
|
|
+ // a gamepad but will only be active if your gamepad actually has all of
|
|
|
|
+ // these...
|
|
|
|
+ _weakify(self);
|
|
|
|
+ _weakify(controller);
|
|
|
|
+
|
|
|
|
+ controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
|
|
|
|
+ _strongify(self);
|
|
|
|
+ _strongify(controller);
|
|
|
|
+
|
|
|
|
+ int joy_id = [self getJoyIdForController:controller];
|
|
|
|
+
|
|
|
|
+ if (element == gamepad.buttonA) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::A,
|
|
|
|
+ gamepad.buttonA.isPressed);
|
|
|
|
+ } else if (element == gamepad.buttonB) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::B,
|
|
|
|
+ gamepad.buttonB.isPressed);
|
|
|
|
+ } else if (element == gamepad.buttonX) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::X,
|
|
|
|
+ gamepad.buttonX.isPressed);
|
|
|
|
+ } else if (element == gamepad.buttonY) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::Y,
|
|
|
|
+ gamepad.buttonY.isPressed);
|
|
|
|
+ } else if (element == gamepad.leftShoulder) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::LEFT_SHOULDER,
|
|
|
|
+ gamepad.leftShoulder.isPressed);
|
|
|
|
+ } else if (element == gamepad.rightShoulder) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::RIGHT_SHOULDER,
|
|
|
|
+ gamepad.rightShoulder.isPressed);
|
|
|
|
+ } else if (element == gamepad.dpad) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
|
|
|
|
+ gamepad.dpad.up.isPressed);
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
|
|
|
|
+ gamepad.dpad.down.isPressed);
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT,
|
|
|
|
+ gamepad.dpad.left.isPressed);
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT,
|
|
|
|
+ gamepad.dpad.right.isPressed);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (element == gamepad.leftThumbstick) {
|
|
|
|
+ float value = gamepad.leftThumbstick.xAxis.value;
|
|
|
|
+ Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_X, value);
|
|
|
|
+ value = -gamepad.leftThumbstick.yAxis.value;
|
|
|
|
+ Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_Y, value);
|
|
|
|
+ } else if (element == gamepad.rightThumbstick) {
|
|
|
|
+ float value = gamepad.rightThumbstick.xAxis.value;
|
|
|
|
+ Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_X, value);
|
|
|
|
+ value = -gamepad.rightThumbstick.yAxis.value;
|
|
|
|
+ Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_Y, value);
|
|
|
|
+ } else if (element == gamepad.leftTrigger) {
|
|
|
|
+ float value = gamepad.leftTrigger.value;
|
|
|
|
+ Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_LEFT, value);
|
|
|
|
+ } else if (element == gamepad.rightTrigger) {
|
|
|
|
+ float value = gamepad.rightTrigger.value;
|
|
|
|
+ Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_RIGHT, value);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (@available(macOS 10.14.1, *)) {
|
|
|
|
+ if (element == gamepad.leftThumbstickButton) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::LEFT_STICK,
|
|
|
|
+ gamepad.leftThumbstickButton.isPressed);
|
|
|
|
+ } else if (element == gamepad.rightThumbstickButton) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::RIGHT_STICK,
|
|
|
|
+ gamepad.rightThumbstickButton.isPressed);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (@available(macOS 10.15, *)) {
|
|
|
|
+ if (element == gamepad.buttonOptions) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::BACK,
|
|
|
|
+ gamepad.buttonOptions.isPressed);
|
|
|
|
+ } else if (element == gamepad.buttonMenu) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::START,
|
|
|
|
+ gamepad.buttonMenu.isPressed);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (@available(macOS 11, *)) {
|
|
|
|
+ if (element == gamepad.buttonHome) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::GUIDE,
|
|
|
|
+ gamepad.buttonHome.isPressed);
|
|
|
|
+ }
|
|
|
|
+ if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
|
|
|
|
+ GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
|
|
|
|
+ if (element == xboxGamepad.paddleButton1) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE1,
|
|
|
|
+ xboxGamepad.paddleButton1.isPressed);
|
|
|
|
+ } else if (element == xboxGamepad.paddleButton2) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE2,
|
|
|
|
+ xboxGamepad.paddleButton2.isPressed);
|
|
|
|
+ } else if (element == xboxGamepad.paddleButton3) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE3,
|
|
|
|
+ xboxGamepad.paddleButton3.isPressed);
|
|
|
|
+ } else if (element == xboxGamepad.paddleButton4) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE4,
|
|
|
|
+ xboxGamepad.paddleButton4.isPressed);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (@available(macOS 12, *)) {
|
|
|
|
+ if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
|
|
|
|
+ GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
|
|
|
|
+ if (element == xboxGamepad.buttonShare) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::MISC1,
|
|
|
|
+ xboxGamepad.buttonShare.isPressed);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ } else if (controller.microGamepad != nil) {
|
|
|
|
+ // Micro gamepads were added in macOS 10.11 and feature just 2 buttons and a d-pad.
|
|
|
|
+ _weakify(self);
|
|
|
|
+ _weakify(controller);
|
|
|
|
+
|
|
|
|
+ controller.microGamepad.valueChangedHandler = ^(GCMicroGamepad *gamepad, GCControllerElement *element) {
|
|
|
|
+ _strongify(self);
|
|
|
|
+ _strongify(controller);
|
|
|
|
+
|
|
|
|
+ int joy_id = [self getJoyIdForController:controller];
|
|
|
|
+
|
|
|
|
+ if (element == gamepad.buttonA) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::A,
|
|
|
|
+ gamepad.buttonA.isPressed);
|
|
|
|
+ } else if (element == gamepad.buttonX) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::X,
|
|
|
|
+ gamepad.buttonX.isPressed);
|
|
|
|
+ } else if (element == gamepad.dpad) {
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
|
|
|
|
+ gamepad.dpad.up.isPressed);
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
|
|
|
|
+ gamepad.dpad.down.isPressed);
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT,
|
|
|
|
+ gamepad.dpad.left.isPressed);
|
|
|
|
+ Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT,
|
|
|
|
+ gamepad.dpad.right.isPressed);
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // TODO: Need to add support for controller.motion which gives us access to
|
|
|
|
+ // the orientation of the device (if supported).
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+@end
|
|
|
|
+
|
|
|
|
+void JoypadMacOS::process_joypads() {
|
|
|
|
+ if (@available(macOS 11, *)) {
|
|
|
|
+ // Process vibrations in macOS 11+.
|
|
|
|
+ NSArray *keys = [observer.connectedJoypads allKeys];
|
|
|
|
+
|
|
|
|
+ for (NSNumber *key in keys) {
|
|
|
|
+ int id = key.intValue;
|
|
|
|
+ Joypad *joypad = [observer.connectedJoypads objectForKey:key];
|
|
|
|
+
|
|
|
|
+ if (joypad.force_feedback) {
|
|
|
|
+ Input *input = Input::get_singleton();
|
|
|
|
+ uint64_t timestamp = input->get_joy_vibration_timestamp(id);
|
|
|
|
+
|
|
|
|
+ if (timestamp > (unsigned)joypad.ff_effect_timestamp) {
|
|
|
|
+ Vector2 strength = input->get_joy_vibration_strength(id);
|
|
|
|
+ float duration = input->get_joy_vibration_duration(id);
|
|
|
|
+ if (duration == 0) {
|
|
|
|
+ duration = GCHapticDurationInfinite;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (strength.x == 0 && strength.y == 0) {
|
|
|
|
+ joypad_vibration_stop(joypad, timestamp);
|
|
|
|
+ } else {
|
|
|
|
+ joypad_vibration_start(joypad, strength.x, strength.y, duration, timestamp);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|