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