virtualx-engine/platform/ios/joypad_ios.mm
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

344 lines
12 KiB
Text

/**************************************************************************/
/* 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"
#include "core/config/project_settings.h"
#include "drivers/coreaudio/audio_driver_coreaudio.h"
#include "main/main.h"
#import "godot_view.h"
#include "os_ios.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) {
printf("Couldn't retrieve new joy id\n");
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) {
printf("Couldn't retrieve new controller\n");
return;
}
if ([[self.connectedJoypads allKeysForObject:controller] count] > 0) {
printf("Controller is already registered\n");
} 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);
}
};
} 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