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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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- if (@available(macOS 11.3, *)) {
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- GCController.shouldMonitorBackgroundEvents = YES;
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- }
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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<GCController *> *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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- [self.joypadsQueue addObject:controller];
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- } else {
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- [self addMacOSJoypad:controller];
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- }
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-}
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-
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-- (void)controllerWasDisconnected:(NSNotification *)notification {
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- // Find our joystick, there should be only one in our dictionary.
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- GCController *controller = (GCController *)notification.object;
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-
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- if (!controller) {
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- return;
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- }
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-
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- NSArray *keys = [self getAllKeysForController:controller];
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- for (NSNumber *key in keys) {
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- // Tell Godot this joystick is no longer there.
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- int joy_id = [key intValue];
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- Input::get_singleton()->joy_connection_changed(joy_id, false, "");
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-
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- // And remove it from our dictionary.
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- [self.connectedJoypads removeObjectForKey:key];
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- }
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-}
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-
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-- (GCControllerPlayerIndex)getFreePlayerIndex {
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- bool have_player_1 = false;
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- bool have_player_2 = false;
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- bool have_player_3 = false;
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- bool have_player_4 = false;
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-
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- if (self.connectedJoypads == nil) {
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- NSArray *keys = [self.connectedJoypads allKeys];
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- for (NSNumber *key in keys) {
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- Joypad *joypad = [self.connectedJoypads objectForKey:key];
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- GCController *controller = joypad.controller;
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- if (controller.playerIndex == GCControllerPlayerIndex1) {
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- have_player_1 = true;
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- } else if (controller.playerIndex == GCControllerPlayerIndex2) {
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- have_player_2 = true;
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- } else if (controller.playerIndex == GCControllerPlayerIndex3) {
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- have_player_3 = true;
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- } else if (controller.playerIndex == GCControllerPlayerIndex4) {
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- have_player_4 = true;
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- }
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- }
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- }
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-
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- if (!have_player_1) {
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- return GCControllerPlayerIndex1;
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- } else if (!have_player_2) {
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- return GCControllerPlayerIndex2;
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- } 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);
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|
|
-
|
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|
- controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
|
|
|
- _strongify(self);
|
|
|
- _strongify(controller);
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|
|
-
|
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|
- int joy_id = [self getJoyIdForController:controller];
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|
-
|
|
|
- if (element == gamepad.buttonA) {
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|
- Input::get_singleton()->joy_button(joy_id, JoyButton::A,
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|
|
- 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);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|