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- /**************************************************************************/
- /* joypad_apple.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_apple.h"
- #include <CoreHaptics/CoreHaptics.h>
- #import <os/log.h>
- #include "core/config/project_settings.h"
- #include "main/main.h"
- class API_AVAILABLE(macos(11), ios(14.0), tvos(14.0)) RumbleMotor {
- CHHapticEngine *engine;
- id<CHHapticPatternPlayer> player;
- bool is_started;
- RumbleMotor(GCController *p_controller, GCHapticsLocality p_locality) {
- engine = [p_controller.haptics createEngineWithLocality:p_locality];
- engine.autoShutdownEnabled = YES;
- }
- public:
- static RumbleMotor *create(GCController *p_controller, GCHapticsLocality p_locality) {
- if ([p_controller.haptics.supportedLocalities containsObject:p_locality]) {
- return memnew(RumbleMotor(p_controller, p_locality));
- }
- return nullptr;
- }
- _ALWAYS_INLINE_ bool has_active_player() {
- return player != nil;
- }
- void execute_pattern(CHHapticPattern *p_pattern) {
- NSError *error;
- if (!is_started) {
- ERR_FAIL_COND_MSG(![engine startAndReturnError:&error], "Couldn't start controller haptic engine: " + String::utf8(error.localizedDescription.UTF8String));
- is_started = YES;
- }
- player = [engine createPlayerWithPattern:p_pattern error:&error];
- ERR_FAIL_COND_MSG(error, "Couldn't create controller haptic pattern player: " + String::utf8(error.localizedDescription.UTF8String));
- ERR_FAIL_COND_MSG(![player startAtTime:CHHapticTimeImmediate error:&error], "Couldn't execute controller haptic pattern: " + String::utf8(error.localizedDescription.UTF8String));
- }
- void stop() {
- id<CHHapticPatternPlayer> old_player = player;
- player = nil;
- NSError *error;
- ERR_FAIL_COND_MSG(![old_player stopAtTime:CHHapticTimeImmediate error:&error], "Couldn't stop controller haptic pattern: " + String::utf8(error.localizedDescription.UTF8String));
- }
- };
- class API_AVAILABLE(macos(11), ios(14.0), tvos(14.0)) RumbleContext {
- RumbleMotor *weak_motor;
- RumbleMotor *strong_motor;
- public:
- RumbleContext(GCController *p_controller) {
- weak_motor = RumbleMotor::create(p_controller, GCHapticsLocalityRightHandle);
- strong_motor = RumbleMotor::create(p_controller, GCHapticsLocalityLeftHandle);
- }
- ~RumbleContext() {
- if (weak_motor) {
- memdelete(weak_motor);
- }
- if (strong_motor) {
- memdelete(strong_motor);
- }
- }
- _ALWAYS_INLINE_ bool has_motors() {
- return weak_motor != nullptr && strong_motor != nullptr;
- }
- _ALWAYS_INLINE_ bool has_active_players() {
- if (!has_motors()) {
- return false;
- }
- return (weak_motor && weak_motor->has_active_player()) || (strong_motor && strong_motor->has_active_player());
- }
- void stop() {
- if (weak_motor) {
- weak_motor->stop();
- }
- if (strong_motor) {
- strong_motor->stop();
- }
- }
- void play_weak_pattern(CHHapticPattern *p_pattern) {
- if (weak_motor) {
- weak_motor->execute_pattern(p_pattern);
- }
- }
- void play_strong_pattern(CHHapticPattern *p_pattern) {
- if (strong_motor) {
- strong_motor->execute_pattern(p_pattern);
- }
- }
- };
- GameController::GameController(int p_joy_id, GCController *p_controller) :
- joy_id(p_joy_id), controller(p_controller) {
- force_feedback = NO;
- if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
- if (controller.haptics != nil) {
- // Create a rumble context for the controller.
- rumble_context = memnew(RumbleContext(p_controller));
- // If the rumble motors aren't available, disable force feedback.
- force_feedback = rumble_context->has_motors();
- }
- }
- int l_joy_id = joy_id;
- auto BUTTON = [l_joy_id](JoyButton p_button) {
- return ^(GCControllerButtonInput *button, float value, BOOL pressed) {
- Input::get_singleton()->joy_button(l_joy_id, p_button, pressed);
- };
- };
- if (controller.extendedGamepad != nil) {
- GCExtendedGamepad *gamepad = controller.extendedGamepad;
- gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
- gamepad.buttonB.pressedChangedHandler = BUTTON(JoyButton::B);
- gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
- gamepad.buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
- gamepad.leftShoulder.pressedChangedHandler = BUTTON(JoyButton::LEFT_SHOULDER);
- gamepad.rightShoulder.pressedChangedHandler = BUTTON(JoyButton::RIGHT_SHOULDER);
- gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
- gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
- gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
- gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
- gamepad.leftThumbstick.valueChangedHandler = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
- Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::LEFT_X, xValue);
- Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::LEFT_Y, -yValue);
- };
- gamepad.rightThumbstick.valueChangedHandler = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
- Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::RIGHT_X, xValue);
- Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::RIGHT_Y, -yValue);
- };
- gamepad.leftTrigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
- Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::TRIGGER_LEFT, value);
- };
- gamepad.rightTrigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
- Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::TRIGGER_RIGHT, value);
- };
- if (@available(macOS 10.14.1, iOS 12.1, tvOS 12.1, *)) {
- gamepad.leftThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::LEFT_STICK);
- gamepad.rightThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::RIGHT_STICK);
- }
- if (@available(macOS 10.15, iOS 13.0, tvOS 13.0, *)) {
- gamepad.buttonOptions.pressedChangedHandler = BUTTON(JoyButton::BACK);
- gamepad.buttonMenu.pressedChangedHandler = BUTTON(JoyButton::START);
- }
- if (@available(macOS 11, iOS 14.0, tvOS 14.0, *)) {
- gamepad.buttonHome.pressedChangedHandler = BUTTON(JoyButton::GUIDE);
- if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
- GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
- xboxGamepad.paddleButton1.pressedChangedHandler = BUTTON(JoyButton::PADDLE1);
- xboxGamepad.paddleButton2.pressedChangedHandler = BUTTON(JoyButton::PADDLE2);
- xboxGamepad.paddleButton3.pressedChangedHandler = BUTTON(JoyButton::PADDLE3);
- xboxGamepad.paddleButton4.pressedChangedHandler = BUTTON(JoyButton::PADDLE4);
- }
- }
- if (@available(macOS 12, iOS 15.0, tvOS 15.0, *)) {
- if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
- GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
- xboxGamepad.buttonShare.pressedChangedHandler = BUTTON(JoyButton::MISC1);
- }
- }
- } else if (controller.microGamepad != nil) {
- GCMicroGamepad *gamepad = controller.microGamepad;
- gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
- gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
- gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
- gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
- gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
- gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
- }
- // TODO: Need to add support for controller.motion which gives us access to
- // the orientation of the device (if supported).
- }
- GameController::~GameController() {
- if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
- if (rumble_context) {
- memdelete(rumble_context);
- }
- }
- }
- JoypadApple::JoypadApple() {
- connect_observer = [NSNotificationCenter.defaultCenter
- addObserverForName:GCControllerDidConnectNotification
- object:nil
- queue:NSOperationQueue.mainQueue
- usingBlock:^(NSNotification *notification) {
- GCController *controller = notification.object;
- if (!controller) {
- return;
- }
- add_joypad(controller);
- }];
- disconnect_observer = [NSNotificationCenter.defaultCenter
- addObserverForName:GCControllerDidDisconnectNotification
- object:nil
- queue:NSOperationQueue.mainQueue
- usingBlock:^(NSNotification *notification) {
- GCController *controller = notification.object;
- if (!controller) {
- return;
- }
- remove_joypad(controller);
- }];
- if (@available(macOS 11.3, iOS 14.5, tvOS 14.5, *)) {
- GCController.shouldMonitorBackgroundEvents = YES;
- }
- }
- JoypadApple::~JoypadApple() {
- for (KeyValue<int, GameController *> &E : joypads) {
- memdelete(E.value);
- E.value = nullptr;
- }
- [NSNotificationCenter.defaultCenter removeObserver:connect_observer];
- [NSNotificationCenter.defaultCenter removeObserver:disconnect_observer];
- }
- // Finds the rightmost set bit in a number, n.
- // variation of https://www.geeksforgeeks.org/position-of-rightmost-set-bit/
- int rightmost_one(int n) {
- return __builtin_ctz(n & -n) + 1;
- }
- GCControllerPlayerIndex JoypadApple::get_free_player_index() {
- // player_set will be a bitfield where each bit represents a player index.
- __block uint32_t player_set = 0;
- for (const KeyValue<GCController *, int> &E : controller_to_joy_id) {
- player_set |= 1U << E.key.playerIndex;
- }
- // invert, as we want to find the first unset player index.
- int n = rightmost_one((int)(~player_set));
- if (n >= 5) {
- return GCControllerPlayerIndexUnset;
- }
- return (GCControllerPlayerIndex)(n - 1);
- }
- void JoypadApple::add_joypad(GCController *p_controller) {
- if (controller_to_joy_id.has(p_controller)) {
- return;
- }
- // 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 (p_controller.playerIndex == GCControllerPlayerIndexUnset) {
- p_controller.playerIndex = get_free_player_index();
- }
- // Tell Godot about our new controller.
- Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8(p_controller.vendorName.UTF8String));
- // Assign our player index.
- joypads.insert(joy_id, memnew(GameController(joy_id, p_controller)));
- controller_to_joy_id.insert(p_controller, joy_id);
- }
- void JoypadApple::remove_joypad(GCController *p_controller) {
- if (!controller_to_joy_id.has(p_controller)) {
- return;
- }
- int joy_id = controller_to_joy_id[p_controller];
- controller_to_joy_id.erase(p_controller);
- // Tell Godot this joystick is no longer there.
- Input::get_singleton()->joy_connection_changed(joy_id, false, "");
- // And remove it from our dictionary.
- GameController **old = joypads.getptr(joy_id);
- memdelete(*old);
- *old = nullptr;
- joypads.erase(joy_id);
- }
- API_AVAILABLE(macos(10.15), ios(13.0), tvos(14.0))
- 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 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);
- }
- }
- }
- }
- }
- }
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