2023-08-16 10:42:12 +02:00
|
|
|
/**************************************************************************/
|
|
|
|
/* 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];
|
2024-02-28 20:25:47 +01:00
|
|
|
|
|
|
|
if (@available(macOS 11.3, *)) {
|
|
|
|
GCController.shouldMonitorBackgroundEvents = YES;
|
|
|
|
}
|
2023-08-16 10:42:12 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
2024-08-12 13:08:34 +02:00
|
|
|
@property(strong, nonatomic) NSMutableArray<GCController *> *joypadsQueue;
|
2023-08-16 10:42:12 +02:00
|
|
|
|
|
|
|
@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) {
|
2024-08-12 13:08:34 +02:00
|
|
|
[self.joypadsQueue addObject:controller];
|
2023-08-16 10:42:12 +02:00
|
|
|
} 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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|