mirror of
https://github.com/godotengine/godot.git
synced 2025-01-22 10:32:54 -05:00
[macos, ios]: Refactor joypad support into shared code, numerous bugfixes
This commit is contained in:
parent
aa65940a85
commit
cd17cb0110
13 changed files with 482 additions and 1091 deletions
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@ -26,7 +26,9 @@ if env["xaudio2"]:
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print_error("Target platform '{}' does not support the XAudio2 audio driver".format(env["platform"]))
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Exit(255)
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SConscript("xaudio2/SCsub")
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# Shared Apple platform drivers
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if env["platform"] in ["macos", "ios"]:
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SConscript("apple/SCsub")
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# Midi drivers
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SConscript("alsamidi/SCsub")
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SConscript("coremidi/SCsub")
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7
drivers/apple/SCsub
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7
drivers/apple/SCsub
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@ -0,0 +1,7 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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# Driver source files
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env.add_source_files(env.drivers_sources, "*.mm")
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@ -1,5 +1,5 @@
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/**************************************************************************/
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/* joypad_ios.h */
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/* joypad_apple.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -28,23 +28,44 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "core/input/input.h"
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#define Key _QKey
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#import <GameController/GameController.h>
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#undef Key
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@interface JoypadIOSObserver : NSObject
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@class GCController;
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class RumbleContext;
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- (void)startObserving;
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- (void)startProcessing;
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- (void)finishObserving;
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struct GameController {
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int joy_id;
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GCController *controller;
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RumbleContext *rumble_context API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) = nil;
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NSInteger ff_effect_timestamp = 0;
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bool force_feedback = false;
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@end
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GameController(int p_joy_id, GCController *p_controller);
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~GameController();
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};
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class JoypadIOS {
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class JoypadApple {
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private:
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JoypadIOSObserver *observer;
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id<NSObject> connect_observer = nil;
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id<NSObject> disconnect_observer = nil;
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HashMap<int, GameController *> joypads;
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HashMap<GCController *, int> controller_to_joy_id;
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GCControllerPlayerIndex get_free_player_index();
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void add_joypad(GCController *p_controller);
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void remove_joypad(GCController *p_controller);
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public:
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JoypadIOS();
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~JoypadIOS();
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JoypadApple();
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~JoypadApple();
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void start_processing();
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void joypad_vibration_start(GameController &p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0));
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void joypad_vibration_stop(GameController &p_joypad, uint64_t p_timestamp) API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0));
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void process_joypads();
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};
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427
drivers/apple/joypad_apple.mm
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427
drivers/apple/joypad_apple.mm
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@ -0,0 +1,427 @@
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/**************************************************************************/
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/* joypad_apple.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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#import "joypad_apple.h"
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#include <CoreHaptics/CoreHaptics.h>
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#import <os/log.h>
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#include "core/config/project_settings.h"
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#include "main/main.h"
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class API_AVAILABLE(macos(11), ios(14.0), tvos(14.0)) RumbleMotor {
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CHHapticEngine *engine;
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id<CHHapticPatternPlayer> player;
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bool is_started;
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RumbleMotor(GCController *p_controller, GCHapticsLocality p_locality) {
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engine = [p_controller.haptics createEngineWithLocality:p_locality];
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engine.autoShutdownEnabled = YES;
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}
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public:
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static RumbleMotor *create(GCController *p_controller, GCHapticsLocality p_locality) {
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if ([p_controller.haptics.supportedLocalities containsObject:p_locality]) {
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return memnew(RumbleMotor(p_controller, p_locality));
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}
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return nullptr;
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}
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_ALWAYS_INLINE_ bool has_active_player() {
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return player != nil;
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}
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void execute_pattern(CHHapticPattern *p_pattern) {
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NSError *error;
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if (!is_started) {
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ERR_FAIL_COND_MSG(![engine startAndReturnError:&error], "Couldn't start controller haptic engine: " + String::utf8(error.localizedDescription.UTF8String));
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is_started = YES;
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}
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player = [engine createPlayerWithPattern:p_pattern error:&error];
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ERR_FAIL_COND_MSG(error, "Couldn't create controller haptic pattern player: " + String::utf8(error.localizedDescription.UTF8String));
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ERR_FAIL_COND_MSG(![player startAtTime:CHHapticTimeImmediate error:&error], "Couldn't execute controller haptic pattern: " + String::utf8(error.localizedDescription.UTF8String));
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}
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void stop() {
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id<CHHapticPatternPlayer> old_player = player;
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player = nil;
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NSError *error;
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ERR_FAIL_COND_MSG(![old_player stopAtTime:CHHapticTimeImmediate error:&error], "Couldn't stop controller haptic pattern: " + String::utf8(error.localizedDescription.UTF8String));
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}
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};
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class API_AVAILABLE(macos(11), ios(14.0), tvos(14.0)) RumbleContext {
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RumbleMotor *weak_motor;
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RumbleMotor *strong_motor;
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public:
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RumbleContext(GCController *p_controller) {
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weak_motor = RumbleMotor::create(p_controller, GCHapticsLocalityRightHandle);
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strong_motor = RumbleMotor::create(p_controller, GCHapticsLocalityLeftHandle);
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}
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~RumbleContext() {
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if (weak_motor) {
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memdelete(weak_motor);
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}
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if (strong_motor) {
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memdelete(strong_motor);
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}
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}
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_ALWAYS_INLINE_ bool has_motors() {
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return weak_motor != nullptr && strong_motor != nullptr;
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}
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_ALWAYS_INLINE_ bool has_active_players() {
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if (!has_motors()) {
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return false;
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}
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return (weak_motor && weak_motor->has_active_player()) || (strong_motor && strong_motor->has_active_player());
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}
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void stop() {
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if (weak_motor) {
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weak_motor->stop();
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}
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if (strong_motor) {
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strong_motor->stop();
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}
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}
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void play_weak_pattern(CHHapticPattern *p_pattern) {
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if (weak_motor) {
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weak_motor->execute_pattern(p_pattern);
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}
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}
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void play_strong_pattern(CHHapticPattern *p_pattern) {
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if (strong_motor) {
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strong_motor->execute_pattern(p_pattern);
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}
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}
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};
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GameController::GameController(int p_joy_id, GCController *p_controller) :
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joy_id(p_joy_id), controller(p_controller) {
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force_feedback = NO;
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if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
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if (controller.haptics != nil) {
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// Create a rumble context for the controller.
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rumble_context = memnew(RumbleContext(p_controller));
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// If the rumble motors aren't available, disable force feedback.
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force_feedback = rumble_context->has_motors();
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}
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}
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int l_joy_id = joy_id;
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auto BUTTON = [l_joy_id](JoyButton p_button) {
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return ^(GCControllerButtonInput *button, float value, BOOL pressed) {
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Input::get_singleton()->joy_button(l_joy_id, p_button, pressed);
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};
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};
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if (controller.extendedGamepad != nil) {
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GCExtendedGamepad *gamepad = controller.extendedGamepad;
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gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
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gamepad.buttonB.pressedChangedHandler = BUTTON(JoyButton::B);
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gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
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gamepad.buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
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gamepad.leftShoulder.pressedChangedHandler = BUTTON(JoyButton::LEFT_SHOULDER);
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gamepad.rightShoulder.pressedChangedHandler = BUTTON(JoyButton::RIGHT_SHOULDER);
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gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
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gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
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gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
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gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
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gamepad.leftThumbstick.valueChangedHandler = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::LEFT_X, xValue);
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::LEFT_Y, -yValue);
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};
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gamepad.rightThumbstick.valueChangedHandler = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::RIGHT_X, xValue);
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::RIGHT_Y, -yValue);
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};
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gamepad.leftTrigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::TRIGGER_LEFT, value);
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};
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gamepad.rightTrigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::TRIGGER_RIGHT, value);
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};
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if (@available(macOS 10.14.1, iOS 12.1, tvOS 12.1, *)) {
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gamepad.leftThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::LEFT_STICK);
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gamepad.rightThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::RIGHT_STICK);
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}
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if (@available(macOS 10.15, iOS 13.0, tvOS 13.0, *)) {
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gamepad.buttonOptions.pressedChangedHandler = BUTTON(JoyButton::BACK);
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gamepad.buttonMenu.pressedChangedHandler = BUTTON(JoyButton::START);
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}
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if (@available(macOS 11, iOS 14.0, tvOS 14.0, *)) {
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gamepad.buttonHome.pressedChangedHandler = BUTTON(JoyButton::GUIDE);
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if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
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GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
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xboxGamepad.paddleButton1.pressedChangedHandler = BUTTON(JoyButton::PADDLE1);
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xboxGamepad.paddleButton2.pressedChangedHandler = BUTTON(JoyButton::PADDLE2);
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xboxGamepad.paddleButton3.pressedChangedHandler = BUTTON(JoyButton::PADDLE3);
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xboxGamepad.paddleButton4.pressedChangedHandler = BUTTON(JoyButton::PADDLE4);
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}
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}
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if (@available(macOS 12, iOS 15.0, tvOS 15.0, *)) {
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if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
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GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
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xboxGamepad.buttonShare.pressedChangedHandler = BUTTON(JoyButton::MISC1);
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}
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}
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} else if (controller.microGamepad != nil) {
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GCMicroGamepad *gamepad = controller.microGamepad;
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gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
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gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
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gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
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gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
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gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
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gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
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}
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// TODO: Need to add support for controller.motion which gives us access to
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// the orientation of the device (if supported).
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}
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GameController::~GameController() {
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if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
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if (rumble_context) {
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memdelete(rumble_context);
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}
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}
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}
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JoypadApple::JoypadApple() {
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connect_observer = [NSNotificationCenter.defaultCenter
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addObserverForName:GCControllerDidConnectNotification
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object:nil
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queue:NSOperationQueue.mainQueue
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usingBlock:^(NSNotification *notification) {
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GCController *controller = notification.object;
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if (!controller) {
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return;
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}
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add_joypad(controller);
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}];
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disconnect_observer = [NSNotificationCenter.defaultCenter
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addObserverForName:GCControllerDidDisconnectNotification
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object:nil
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queue:NSOperationQueue.mainQueue
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usingBlock:^(NSNotification *notification) {
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GCController *controller = notification.object;
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if (!controller) {
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return;
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}
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remove_joypad(controller);
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}];
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if (@available(macOS 11.3, iOS 14.5, tvOS 14.5, *)) {
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GCController.shouldMonitorBackgroundEvents = YES;
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}
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}
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JoypadApple::~JoypadApple() {
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for (KeyValue<int, GameController *> &E : joypads) {
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memdelete(E.value);
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E.value = nullptr;
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}
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[NSNotificationCenter.defaultCenter removeObserver:connect_observer];
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[NSNotificationCenter.defaultCenter removeObserver:disconnect_observer];
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}
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// Finds the rightmost set bit in a number, n.
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// variation of https://www.geeksforgeeks.org/position-of-rightmost-set-bit/
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int rightmost_one(int n) {
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return __builtin_ctz(n & -n) + 1;
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}
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GCControllerPlayerIndex JoypadApple::get_free_player_index() {
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// player_set will be a bitfield where each bit represents a player index.
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__block uint32_t player_set = 0;
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for (const KeyValue<GCController *, int> &E : controller_to_joy_id) {
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player_set |= 1U << E.key.playerIndex;
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}
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// invert, as we want to find the first unset player index.
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int n = rightmost_one((int)(~player_set));
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if (n >= 5) {
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return GCControllerPlayerIndexUnset;
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}
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return (GCControllerPlayerIndex)(n - 1);
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}
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void JoypadApple::add_joypad(GCController *p_controller) {
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if (controller_to_joy_id.has(p_controller)) {
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return;
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}
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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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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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// Assign our player index.
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if (p_controller.playerIndex == GCControllerPlayerIndexUnset) {
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p_controller.playerIndex = get_free_player_index();
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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(p_controller.vendorName.UTF8String));
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// Assign our player index.
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joypads.insert(joy_id, memnew(GameController(joy_id, p_controller)));
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controller_to_joy_id.insert(p_controller, joy_id);
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}
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void JoypadApple::remove_joypad(GCController *p_controller) {
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if (!controller_to_joy_id.has(p_controller)) {
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return;
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}
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int joy_id = controller_to_joy_id[p_controller];
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controller_to_joy_id.erase(p_controller);
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// Tell Godot this joystick is no longer there.
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Input::get_singleton()->joy_connection_changed(joy_id, false, "");
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// And remove it from our dictionary.
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GameController **old = joypads.getptr(joy_id);
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memdelete(*old);
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*old = nullptr;
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joypads.erase(joy_id);
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}
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API_AVAILABLE(macos(10.15), ios(13.0), tvos(14.0))
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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),
|
||||
CHHapticPatternKeyEventDuration : [NSNumber numberWithFloat:p_duration],
|
||||
|
||||
CHHapticPatternKeyEventParameters : @[
|
||||
@{
|
||||
CHHapticPatternKeyParameterID : CHHapticEventParameterIDHapticIntensity,
|
||||
CHHapticPatternKeyParameterValue : [NSNumber numberWithFloat:p_magnitude]
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
NSError *error;
|
||||
CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
|
||||
return pattern;
|
||||
}
|
||||
|
||||
void JoypadApple::joypad_vibration_start(GameController &p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
|
||||
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) {
|
||||
return;
|
||||
}
|
||||
|
||||
// If there is active vibration players, stop them.
|
||||
if (p_joypad.rumble_context->has_active_players()) {
|
||||
joypad_vibration_stop(p_joypad, p_timestamp);
|
||||
}
|
||||
|
||||
// Gets the default vibration pattern and creates a player for each motor.
|
||||
CHHapticPattern *weak_pattern = get_vibration_pattern(p_weak_magnitude, p_duration);
|
||||
CHHapticPattern *strong_pattern = get_vibration_pattern(p_strong_magnitude, p_duration);
|
||||
|
||||
p_joypad.rumble_context->play_weak_pattern(weak_pattern);
|
||||
p_joypad.rumble_context->play_strong_pattern(strong_pattern);
|
||||
|
||||
p_joypad.ff_effect_timestamp = p_timestamp;
|
||||
}
|
||||
|
||||
void JoypadApple::joypad_vibration_stop(GameController &p_joypad, uint64_t p_timestamp) {
|
||||
if (!p_joypad.force_feedback) {
|
||||
return;
|
||||
}
|
||||
// If there is no active vibration players, exit.
|
||||
if (!p_joypad.rumble_context->has_active_players()) {
|
||||
return;
|
||||
}
|
||||
|
||||
p_joypad.rumble_context->stop();
|
||||
|
||||
p_joypad.ff_effect_timestamp = p_timestamp;
|
||||
}
|
||||
|
||||
void JoypadApple::process_joypads() {
|
||||
if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
|
||||
for (KeyValue<int, GameController *> &E : joypads) {
|
||||
int id = E.key;
|
||||
GameController &joypad = *E.value;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -68,7 +68,6 @@ ios_lib = [
|
|||
"ios.mm",
|
||||
"rendering_context_driver_vulkan_ios.mm",
|
||||
"display_server_ios.mm",
|
||||
"joypad_ios.mm",
|
||||
"godot_view.mm",
|
||||
"tts_ios.mm",
|
||||
"display_layer.mm",
|
||||
|
|
|
@ -1,362 +0,0 @@
|
|||
/**************************************************************************/
|
||||
/* joypad_ios.mm */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#import "joypad_ios.h"
|
||||
|
||||
#import "godot_view.h"
|
||||
#import "os_ios.h"
|
||||
|
||||
#include "core/config/project_settings.h"
|
||||
#import "drivers/coreaudio/audio_driver_coreaudio.h"
|
||||
#include "main/main.h"
|
||||
|
||||
JoypadIOS::JoypadIOS() {
|
||||
observer = [[JoypadIOSObserver alloc] init];
|
||||
[observer startObserving];
|
||||
}
|
||||
|
||||
JoypadIOS::~JoypadIOS() {
|
||||
if (observer) {
|
||||
[observer finishObserving];
|
||||
observer = nil;
|
||||
}
|
||||
}
|
||||
|
||||
void JoypadIOS::start_processing() {
|
||||
if (observer) {
|
||||
[observer startProcessing];
|
||||
}
|
||||
}
|
||||
|
||||
@interface JoypadIOSObserver ()
|
||||
|
||||
@property(assign, nonatomic) BOOL isObserving;
|
||||
@property(assign, nonatomic) BOOL isProcessing;
|
||||
@property(strong, nonatomic) NSMutableDictionary *connectedJoypads;
|
||||
@property(strong, nonatomic) NSMutableArray *joypadsQueue;
|
||||
|
||||
@end
|
||||
|
||||
@implementation JoypadIOSObserver
|
||||
|
||||
- (instancetype)init {
|
||||
self = [super init];
|
||||
|
||||
if (self) {
|
||||
[self godot_commonInit];
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)godot_commonInit {
|
||||
self.isObserving = NO;
|
||||
self.isProcessing = NO;
|
||||
}
|
||||
|
||||
- (void)startProcessing {
|
||||
self.isProcessing = YES;
|
||||
|
||||
for (GCController *controller in self.joypadsQueue) {
|
||||
[self addiOSJoypad:controller];
|
||||
}
|
||||
|
||||
[self.joypadsQueue removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)startObserving {
|
||||
if (self.isObserving) {
|
||||
return;
|
||||
}
|
||||
|
||||
self.isObserving = YES;
|
||||
|
||||
self.connectedJoypads = [NSMutableDictionary dictionary];
|
||||
self.joypadsQueue = [NSMutableArray array];
|
||||
|
||||
// get told when controllers connect, this will be called right away for
|
||||
// already connected controllers
|
||||
[[NSNotificationCenter defaultCenter]
|
||||
addObserver:self
|
||||
selector:@selector(controllerWasConnected:)
|
||||
name:GCControllerDidConnectNotification
|
||||
object:nil];
|
||||
|
||||
// get told when controllers disconnect
|
||||
[[NSNotificationCenter defaultCenter]
|
||||
addObserver:self
|
||||
selector:@selector(controllerWasDisconnected:)
|
||||
name:GCControllerDidDisconnectNotification
|
||||
object:nil];
|
||||
}
|
||||
|
||||
- (void)finishObserving {
|
||||
if (self.isObserving) {
|
||||
[[NSNotificationCenter defaultCenter] removeObserver:self];
|
||||
}
|
||||
|
||||
self.isObserving = NO;
|
||||
self.isProcessing = NO;
|
||||
|
||||
self.connectedJoypads = nil;
|
||||
self.joypadsQueue = nil;
|
||||
}
|
||||
|
||||
- (void)dealloc {
|
||||
[self finishObserving];
|
||||
}
|
||||
|
||||
- (int)getJoyIdForController:(GCController *)controller {
|
||||
NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
|
||||
|
||||
for (NSNumber *key in keys) {
|
||||
int joy_id = [key intValue];
|
||||
return joy_id;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
- (void)addiOSJoypad:(GCController *)controller {
|
||||
// get a new id for our controller
|
||||
int joy_id = Input::get_singleton()->get_unused_joy_id();
|
||||
|
||||
if (joy_id == -1) {
|
||||
print_verbose("Couldn't retrieve new joy ID.");
|
||||
return;
|
||||
}
|
||||
|
||||
// assign our player index
|
||||
if (controller.playerIndex == GCControllerPlayerIndexUnset) {
|
||||
controller.playerIndex = [self getFreePlayerIndex];
|
||||
}
|
||||
|
||||
// tell Godot about our new controller
|
||||
Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8([controller.vendorName UTF8String]));
|
||||
|
||||
// add it to our dictionary, this will retain our controllers
|
||||
[self.connectedJoypads setObject:controller forKey:[NSNumber numberWithInt:joy_id]];
|
||||
|
||||
// set our input handler
|
||||
[self setControllerInputHandler:controller];
|
||||
}
|
||||
|
||||
- (void)controllerWasConnected:(NSNotification *)notification {
|
||||
// get our controller
|
||||
GCController *controller = (GCController *)notification.object;
|
||||
|
||||
if (!controller) {
|
||||
print_verbose("Couldn't retrieve new controller.");
|
||||
return;
|
||||
}
|
||||
|
||||
if ([[self.connectedJoypads allKeysForObject:controller] count] > 0) {
|
||||
print_verbose("Controller is already registered.");
|
||||
} else if (!self.isProcessing) {
|
||||
[self.joypadsQueue addObject:controller];
|
||||
} else {
|
||||
[self addiOSJoypad: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.connectedJoypads allKeysForObject: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) {
|
||||
GCController *controller = [self.connectedJoypads objectForKey:key];
|
||||
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(iOS 13, *)) {
|
||||
// iOS uses 'buttonOptions' and 'buttonMenu' names for BACK and START joy buttons.
|
||||
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(iOS 14, *)) {
|
||||
// iOS uses 'buttonHome' for the GUIDE joy button.
|
||||
if (element == gamepad.buttonHome) {
|
||||
Input::get_singleton()->joy_button(joy_id, JoyButton::GUIDE,
|
||||
gamepad.buttonHome.isPressed);
|
||||
}
|
||||
}
|
||||
};
|
||||
} else if (controller.microGamepad != nil) {
|
||||
// micro gamepads were added in OS 9 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)
|
||||
|
||||
///@TODO need to add support for controllerPausedHandler which should be a
|
||||
/// toggle
|
||||
}
|
||||
|
||||
@end
|
|
@ -34,8 +34,8 @@
|
|||
#ifdef IOS_ENABLED
|
||||
|
||||
#import "ios.h"
|
||||
#import "joypad_ios.h"
|
||||
|
||||
#import "drivers/apple/joypad_apple.h"
|
||||
#import "drivers/coreaudio/audio_driver_coreaudio.h"
|
||||
#include "drivers/unix/os_unix.h"
|
||||
#include "servers/audio_server.h"
|
||||
|
@ -58,7 +58,7 @@ private:
|
|||
|
||||
iOS *ios = nullptr;
|
||||
|
||||
JoypadIOS *joypad_ios = nullptr;
|
||||
JoypadApple *joypad_apple = nullptr;
|
||||
|
||||
MainLoop *main_loop = nullptr;
|
||||
|
||||
|
|
|
@ -130,12 +130,12 @@ void OS_IOS::initialize_modules() {
|
|||
ios = memnew(iOS);
|
||||
Engine::get_singleton()->add_singleton(Engine::Singleton("iOS", ios));
|
||||
|
||||
joypad_ios = memnew(JoypadIOS);
|
||||
joypad_apple = memnew(JoypadApple);
|
||||
}
|
||||
|
||||
void OS_IOS::deinitialize_modules() {
|
||||
if (joypad_ios) {
|
||||
memdelete(joypad_ios);
|
||||
if (joypad_apple) {
|
||||
memdelete(joypad_apple);
|
||||
}
|
||||
|
||||
if (ios) {
|
||||
|
@ -169,6 +169,8 @@ bool OS_IOS::iterate() {
|
|||
DisplayServer::get_singleton()->process_events();
|
||||
}
|
||||
|
||||
joypad_apple->process_joypads();
|
||||
|
||||
return Main::iteration();
|
||||
}
|
||||
|
||||
|
@ -176,10 +178,6 @@ void OS_IOS::start() {
|
|||
if (Main::start() == EXIT_SUCCESS) {
|
||||
main_loop->initialize();
|
||||
}
|
||||
|
||||
if (joypad_ios) {
|
||||
joypad_ios->start_processing();
|
||||
}
|
||||
}
|
||||
|
||||
void OS_IOS::finalize() {
|
||||
|
|
|
@ -123,7 +123,6 @@ files = [
|
|||
"native_menu_macos.mm",
|
||||
"dir_access_macos.mm",
|
||||
"tts_macos.mm",
|
||||
"joypad_macos.mm",
|
||||
"rendering_context_driver_vulkan_macos.mm",
|
||||
"gl_manager_macos_angle.mm",
|
||||
"gl_manager_macos_legacy.mm",
|
||||
|
|
|
@ -1,89 +0,0 @@
|
|||
/**************************************************************************/
|
||||
/* joypad_macos.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "core/input/input.h"
|
||||
|
||||
#define Key _QKey
|
||||
#import <CoreHaptics/CoreHaptics.h>
|
||||
#import <GameController/GameController.h>
|
||||
#undef Key
|
||||
|
||||
@interface JoypadMacOSObserver : NSObject
|
||||
|
||||
- (void)startObserving;
|
||||
- (void)startProcessing;
|
||||
- (void)finishObserving;
|
||||
|
||||
@end
|
||||
|
||||
API_AVAILABLE(macosx(11))
|
||||
@interface RumbleMotor : NSObject
|
||||
@property(strong, nonatomic) CHHapticEngine *engine;
|
||||
@property(strong, nonatomic) id<CHHapticPatternPlayer> player;
|
||||
@end
|
||||
|
||||
API_AVAILABLE(macosx(11))
|
||||
@interface RumbleContext : NSObject
|
||||
// High frequency motor, it's usually the right engine.
|
||||
@property(strong, nonatomic) RumbleMotor *weak_motor;
|
||||
// Low frequency motor, it's usually the left engine.
|
||||
@property(strong, nonatomic) RumbleMotor *strong_motor;
|
||||
@end
|
||||
|
||||
// Controller support for macOS begins with macOS 10.9+,
|
||||
// however haptics (vibrations) are only supported in macOS 11+.
|
||||
@interface Joypad : NSObject
|
||||
|
||||
@property(assign, nonatomic) BOOL force_feedback;
|
||||
@property(assign, nonatomic) NSInteger ff_effect_timestamp;
|
||||
@property(strong, nonatomic) GCController *controller;
|
||||
@property(strong, nonatomic) RumbleContext *rumble_context API_AVAILABLE(macosx(11));
|
||||
|
||||
- (instancetype)init;
|
||||
- (instancetype)init:(GCController *)controller;
|
||||
|
||||
@end
|
||||
|
||||
class JoypadMacOS {
|
||||
private:
|
||||
JoypadMacOSObserver *observer;
|
||||
|
||||
public:
|
||||
JoypadMacOS();
|
||||
~JoypadMacOS();
|
||||
|
||||
API_AVAILABLE(macosx(11))
|
||||
void joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
|
||||
API_AVAILABLE(macosx(11))
|
||||
void joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp);
|
||||
|
||||
void start_processing();
|
||||
void process_joypads();
|
||||
};
|
|
@ -1,611 +0,0 @@
|
|||
/**************************************************************************/
|
||||
/* joypad_macos.mm */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#import "joypad_macos.h"
|
||||
|
||||
#include <Foundation/Foundation.h>
|
||||
|
||||
#import "os_macos.h"
|
||||
|
||||
#include "core/config/project_settings.h"
|
||||
#include "core/os/keyboard.h"
|
||||
#include "core/string/ustring.h"
|
||||
#include "main/main.h"
|
||||
|
||||
@implementation RumbleMotor
|
||||
|
||||
- (instancetype)initWithController:(GCController *)controller locality:(GCHapticsLocality)locality {
|
||||
self = [super init];
|
||||
self.engine = [controller.haptics createEngineWithLocality:locality];
|
||||
self.player = nil;
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)execute_pattern:(CHHapticPattern *)pattern {
|
||||
NSError *error;
|
||||
id<CHHapticPatternPlayer> player = [self.engine createPlayerWithPattern:pattern error:&error];
|
||||
|
||||
// When all players have stopped for an engine, stop the engine.
|
||||
[self.engine notifyWhenPlayersFinished:^CHHapticEngineFinishedAction(NSError *_Nullable error) {
|
||||
return CHHapticEngineFinishedActionStopEngine;
|
||||
}];
|
||||
|
||||
self.player = player;
|
||||
|
||||
// Starts the engine and returns if an error was encountered.
|
||||
if (![self.engine startAndReturnError:&error]) {
|
||||
print_verbose("Couldn't start controller haptic engine");
|
||||
return;
|
||||
}
|
||||
if (![self.player startAtTime:0 error:&error]) {
|
||||
print_verbose("Couldn't execute controller haptic pattern");
|
||||
}
|
||||
}
|
||||
|
||||
- (void)stop {
|
||||
NSError *error;
|
||||
[self.player stopAtTime:0 error:&error];
|
||||
self.player = nil;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@implementation RumbleContext
|
||||
|
||||
- (instancetype)init {
|
||||
self = [super init];
|
||||
self.weak_motor = nil;
|
||||
self.strong_motor = nil;
|
||||
return self;
|
||||
}
|
||||
|
||||
- (bool)hasMotors {
|
||||
return self.weak_motor != nil && self.strong_motor != nil;
|
||||
}
|
||||
- (bool)hasActivePlayers {
|
||||
if (![self hasMotors]) {
|
||||
return NO;
|
||||
}
|
||||
return self.weak_motor.player != nil && self.strong_motor.player != nil;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@implementation Joypad
|
||||
|
||||
- (instancetype)init {
|
||||
self = [super init];
|
||||
return self;
|
||||
}
|
||||
- (instancetype)init:(GCController *)controller {
|
||||
self = [super init];
|
||||
self.controller = controller;
|
||||
|
||||
if (@available(macOS 11, *)) {
|
||||
// Haptics within the controller is only available in macOS 11+.
|
||||
self.rumble_context = [[RumbleContext alloc] init];
|
||||
|
||||
// Create Weak and Strong motors for controller.
|
||||
self.rumble_context.weak_motor = [[RumbleMotor alloc] initWithController:controller locality:GCHapticsLocalityRightHandle];
|
||||
self.rumble_context.strong_motor = [[RumbleMotor alloc] initWithController:controller locality:GCHapticsLocalityLeftHandle];
|
||||
|
||||
// If the rumble motors aren't available, disable force feedback.
|
||||
if (![self.rumble_context hasMotors]) {
|
||||
self.force_feedback = NO;
|
||||
} else {
|
||||
self.force_feedback = YES;
|
||||
}
|
||||
} else {
|
||||
self.force_feedback = NO;
|
||||
}
|
||||
|
||||
self.ff_effect_timestamp = 0;
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
JoypadMacOS::JoypadMacOS() {
|
||||
observer = [[JoypadMacOSObserver alloc] init];
|
||||
[observer startObserving];
|
||||
|
||||
if (@available(macOS 11.3, *)) {
|
||||
GCController.shouldMonitorBackgroundEvents = YES;
|
||||
}
|
||||
}
|
||||
|
||||
JoypadMacOS::~JoypadMacOS() {
|
||||
if (observer) {
|
||||
[observer finishObserving];
|
||||
observer = nil;
|
||||
}
|
||||
}
|
||||
|
||||
void JoypadMacOS::start_processing() {
|
||||
if (observer) {
|
||||
[observer startProcessing];
|
||||
}
|
||||
process_joypads();
|
||||
}
|
||||
|
||||
API_AVAILABLE(macosx(10.15))
|
||||
CHHapticPattern *get_vibration_pattern(float p_magnitude, float p_duration) {
|
||||
// Creates a vibration pattern with an intensity and duration.
|
||||
NSDictionary *hapticDict = @{
|
||||
CHHapticPatternKeyPattern : @[
|
||||
@{
|
||||
CHHapticPatternKeyEvent : @{
|
||||
CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
|
||||
CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
|
||||
CHHapticPatternKeyEventDuration : [NSNumber numberWithFloat:p_duration],
|
||||
|
||||
CHHapticPatternKeyEventParameters : @[
|
||||
@{
|
||||
CHHapticPatternKeyParameterID : CHHapticEventParameterIDHapticIntensity,
|
||||
CHHapticPatternKeyParameterValue : [NSNumber numberWithFloat:p_magnitude]
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
NSError *error;
|
||||
CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
|
||||
return pattern;
|
||||
}
|
||||
|
||||
void JoypadMacOS::joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
|
||||
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) {
|
||||
return;
|
||||
}
|
||||
|
||||
// If there is active vibration players, stop them.
|
||||
if ([p_joypad.rumble_context hasActivePlayers]) {
|
||||
joypad_vibration_stop(p_joypad, p_timestamp);
|
||||
}
|
||||
|
||||
// Gets the default vibration pattern and creates a player for each motor.
|
||||
CHHapticPattern *weak_pattern = get_vibration_pattern(p_weak_magnitude, p_duration);
|
||||
CHHapticPattern *strong_pattern = get_vibration_pattern(p_strong_magnitude, p_duration);
|
||||
|
||||
RumbleMotor *weak_motor = p_joypad.rumble_context.weak_motor;
|
||||
RumbleMotor *strong_motor = p_joypad.rumble_context.strong_motor;
|
||||
|
||||
[weak_motor execute_pattern:weak_pattern];
|
||||
[strong_motor execute_pattern:strong_pattern];
|
||||
|
||||
p_joypad.ff_effect_timestamp = p_timestamp;
|
||||
}
|
||||
|
||||
void JoypadMacOS::joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp) {
|
||||
if (!p_joypad.force_feedback) {
|
||||
return;
|
||||
}
|
||||
// If there is no active vibration players, exit.
|
||||
if (![p_joypad.rumble_context hasActivePlayers]) {
|
||||
return;
|
||||
}
|
||||
|
||||
RumbleMotor *weak_motor = p_joypad.rumble_context.weak_motor;
|
||||
RumbleMotor *strong_motor = p_joypad.rumble_context.strong_motor;
|
||||
|
||||
[weak_motor stop];
|
||||
[strong_motor stop];
|
||||
|
||||
p_joypad.ff_effect_timestamp = p_timestamp;
|
||||
}
|
||||
|
||||
@interface JoypadMacOSObserver ()
|
||||
|
||||
@property(assign, nonatomic) BOOL isObserving;
|
||||
@property(assign, nonatomic) BOOL isProcessing;
|
||||
@property(strong, nonatomic) NSMutableDictionary<NSNumber *, Joypad *> *connectedJoypads;
|
||||
@property(strong, nonatomic) NSMutableArray<GCController *> *joypadsQueue;
|
||||
|
||||
@end
|
||||
|
||||
@implementation JoypadMacOSObserver
|
||||
|
||||
- (instancetype)init {
|
||||
self = [super init];
|
||||
|
||||
if (self) {
|
||||
[self godot_commonInit];
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)godot_commonInit {
|
||||
self.isObserving = NO;
|
||||
self.isProcessing = NO;
|
||||
}
|
||||
|
||||
- (void)startProcessing {
|
||||
self.isProcessing = YES;
|
||||
|
||||
for (GCController *controller in self.joypadsQueue) {
|
||||
[self addMacOSJoypad:controller];
|
||||
}
|
||||
|
||||
[self.joypadsQueue removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)startObserving {
|
||||
if (self.isObserving) {
|
||||
return;
|
||||
}
|
||||
|
||||
self.isObserving = YES;
|
||||
|
||||
self.connectedJoypads = [NSMutableDictionary dictionary];
|
||||
self.joypadsQueue = [NSMutableArray array];
|
||||
|
||||
// Get told when controllers connect, this will be called right away for
|
||||
// already connected controllers.
|
||||
[[NSNotificationCenter defaultCenter]
|
||||
addObserver:self
|
||||
selector:@selector(controllerWasConnected:)
|
||||
name:GCControllerDidConnectNotification
|
||||
object:nil];
|
||||
|
||||
// Get told when controllers disconnect.
|
||||
[[NSNotificationCenter defaultCenter]
|
||||
addObserver:self
|
||||
selector:@selector(controllerWasDisconnected:)
|
||||
name:GCControllerDidDisconnectNotification
|
||||
object:nil];
|
||||
}
|
||||
|
||||
- (void)finishObserving {
|
||||
if (self.isObserving) {
|
||||
[[NSNotificationCenter defaultCenter] removeObserver:self];
|
||||
}
|
||||
|
||||
self.isObserving = NO;
|
||||
self.isProcessing = NO;
|
||||
|
||||
self.connectedJoypads = nil;
|
||||
self.joypadsQueue = nil;
|
||||
}
|
||||
|
||||
- (void)dealloc {
|
||||
[self finishObserving];
|
||||
}
|
||||
|
||||
- (NSArray<NSNumber *> *)getAllKeysForController:(GCController *)controller {
|
||||
NSArray *keys = [self.connectedJoypads allKeys];
|
||||
NSMutableArray *final_keys = [NSMutableArray array];
|
||||
|
||||
for (NSNumber *key in keys) {
|
||||
Joypad *joypad = [self.connectedJoypads objectForKey:key];
|
||||
if (joypad.controller == controller) {
|
||||
[final_keys addObject:key];
|
||||
}
|
||||
}
|
||||
|
||||
return final_keys;
|
||||
}
|
||||
|
||||
- (int)getJoyIdForController:(GCController *)controller {
|
||||
NSArray *keys = [self getAllKeysForController:controller];
|
||||
|
||||
for (NSNumber *key in keys) {
|
||||
int joy_id = [key intValue];
|
||||
return joy_id;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
- (void)addMacOSJoypad:(GCController *)controller {
|
||||
// Get a new id for our controller.
|
||||
int joy_id = Input::get_singleton()->get_unused_joy_id();
|
||||
|
||||
if (joy_id == -1) {
|
||||
print_verbose("Couldn't retrieve new joy ID.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Assign our player index.
|
||||
if (controller.playerIndex == GCControllerPlayerIndexUnset) {
|
||||
controller.playerIndex = [self getFreePlayerIndex];
|
||||
}
|
||||
|
||||
// Tell Godot about our new controller.
|
||||
Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8([controller.vendorName UTF8String]));
|
||||
|
||||
Joypad *joypad = [[Joypad alloc] init:controller];
|
||||
|
||||
// Add it to our dictionary, this will retain our controllers.
|
||||
[self.connectedJoypads setObject:joypad forKey:[NSNumber numberWithInt:joy_id]];
|
||||
|
||||
// Set our input handler.
|
||||
[self setControllerInputHandler:controller];
|
||||
}
|
||||
|
||||
- (void)controllerWasConnected:(NSNotification *)notification {
|
||||
// Get our controller.
|
||||
GCController *controller = (GCController *)notification.object;
|
||||
|
||||
if (!controller) {
|
||||
print_verbose("Couldn't retrieve new controller.");
|
||||
return;
|
||||
}
|
||||
|
||||
if ([[self getAllKeysForController:controller] count] > 0) {
|
||||
print_verbose("Controller is already registered.");
|
||||
} else if (!self.isProcessing) {
|
||||
[self.joypadsQueue addObject:controller];
|
||||
} else {
|
||||
[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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -32,16 +32,16 @@
|
|||
#define OS_MACOS_H
|
||||
|
||||
#include "crash_handler_macos.h"
|
||||
#import "joypad_macos.h"
|
||||
|
||||
#include "core/input/input.h"
|
||||
#import "drivers/apple/joypad_apple.h"
|
||||
#import "drivers/coreaudio/audio_driver_coreaudio.h"
|
||||
#import "drivers/coremidi/midi_driver_coremidi.h"
|
||||
#include "drivers/unix/os_unix.h"
|
||||
#include "servers/audio_server.h"
|
||||
|
||||
class OS_MacOS : public OS_Unix {
|
||||
JoypadMacOS *joypad_macos = nullptr;
|
||||
JoypadApple *joypad_apple = nullptr;
|
||||
|
||||
#ifdef COREAUDIO_ENABLED
|
||||
AudioDriverCoreAudio audio_driver;
|
||||
|
|
|
@ -142,13 +142,13 @@ void OS_MacOS::finalize() {
|
|||
|
||||
delete_main_loop();
|
||||
|
||||
if (joypad_macos) {
|
||||
memdelete(joypad_macos);
|
||||
if (joypad_apple) {
|
||||
memdelete(joypad_apple);
|
||||
}
|
||||
}
|
||||
|
||||
void OS_MacOS::initialize_joypads() {
|
||||
joypad_macos = memnew(JoypadMacOS());
|
||||
joypad_apple = memnew(JoypadApple());
|
||||
}
|
||||
|
||||
void OS_MacOS::set_main_loop(MainLoop *p_main_loop) {
|
||||
|
@ -834,7 +834,7 @@ void OS_MacOS::run() {
|
|||
if (DisplayServer::get_singleton()) {
|
||||
DisplayServer::get_singleton()->process_events(); // Get rid of pending events.
|
||||
}
|
||||
joypad_macos->start_processing();
|
||||
joypad_apple->process_joypads();
|
||||
|
||||
if (Main::iteration()) {
|
||||
quit = true;
|
||||
|
|
Loading…
Reference in a new issue