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- /**************************************************************************/
- /* 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<Joypad *> *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) {
- Joypad *joypad = [[Joypad alloc] init:controller];
- [self.joypadsQueue addObject:joypad];
- } 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);
- }
- }
- }
- }
- }
- }
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