Migrate macos controller API to GameController.h

This should fix a lot of issues regarding to old controller API, such as vibration

Haptics (vibrations) are only available in macOS 11+, so haptics are now
processed in macOS 11+ only. Also, this doesn't interfere with
controller's input as controller support is available in macOS 10.9+.

Added a Note for macOS regarding vibration support
This commit is contained in:
Jezer Mejía 2023-08-16 02:42:12 -06:00
parent b7145638d5
commit 07313a08f4
9 changed files with 664 additions and 696 deletions

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@ -383,6 +383,7 @@
<description>
Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [param weak_magnitude] is the strength of the weak motor (between 0 and 1) and [param strong_magnitude] is the strength of the strong motor (between 0 and 1). [param duration] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling [method stop_joy_vibration].
[b]Note:[/b] Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
[b]Note:[/b] For macOS, vibration is only supported in macOS 11 and later.
</description>
</method>
<method name="stop_joy_vibration">

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@ -115,7 +115,7 @@ files = [
"godot_open_save_delegate.mm",
"dir_access_macos.mm",
"tts_macos.mm",
"joypad_macos.cpp",
"joypad_macos.mm",
"rendering_context_driver_vulkan_macos.mm",
"gl_manager_macos_angle.mm",
"gl_manager_macos_legacy.mm",

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@ -208,7 +208,9 @@ def configure(env: "SConsEnvironment"):
"-framework",
"IOKit",
"-framework",
"ForceFeedback",
"GameController",
"-framework",
"CoreHaptics",
"-framework",
"CoreVideo",
"-framework",

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@ -1,619 +0,0 @@
/**************************************************************************/
/* joypad_macos.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "joypad_macos.h"
#include <machine/endian.h>
#define GODOT_JOY_LOOP_RUN_MODE CFSTR("GodotJoypad")
static JoypadMacOS *self = nullptr;
joypad::joypad() {
ff_constant_force.lMagnitude = 10000;
ff_effect.dwDuration = 0;
ff_effect.dwSamplePeriod = 0;
ff_effect.dwGain = 10000;
ff_effect.dwFlags = FFEFF_OBJECTOFFSETS;
ff_effect.dwTriggerButton = FFEB_NOTRIGGER;
ff_effect.dwStartDelay = 0;
ff_effect.dwTriggerRepeatInterval = 0;
ff_effect.lpEnvelope = nullptr;
ff_effect.cbTypeSpecificParams = sizeof(FFCONSTANTFORCE);
ff_effect.lpvTypeSpecificParams = &ff_constant_force;
ff_effect.dwSize = sizeof(ff_effect);
}
void joypad::free() {
if (device_ref) {
IOHIDDeviceUnscheduleFromRunLoop(device_ref, CFRunLoopGetCurrent(), GODOT_JOY_LOOP_RUN_MODE);
}
if (ff_device) {
FFDeviceReleaseEffect(ff_device, ff_object);
FFReleaseDevice(ff_device);
ff_device = nullptr;
memfree(ff_axes);
memfree(ff_directions);
}
}
bool joypad::has_element(IOHIDElementCookie p_cookie, Vector<rec_element> *p_list) const {
for (int i = 0; i < p_list->size(); i++) {
if (p_cookie == p_list->get(i).cookie) {
return true;
}
}
return false;
}
int joypad::get_hid_element_state(rec_element *p_element) const {
int value = 0;
if (p_element && p_element->ref) {
IOHIDValueRef valueRef;
if (IOHIDDeviceGetValue(device_ref, p_element->ref, &valueRef) == kIOReturnSuccess) {
value = (SInt32)IOHIDValueGetIntegerValue(valueRef);
// Record min and max for auto calibration.
if (value < p_element->min) {
p_element->min = value;
}
if (value > p_element->max) {
p_element->max = value;
}
}
}
return value;
}
void joypad::add_hid_element(IOHIDElementRef p_element) {
const CFTypeID elementTypeID = p_element ? CFGetTypeID(p_element) : 0;
if (p_element && (elementTypeID == IOHIDElementGetTypeID())) {
const IOHIDElementCookie cookie = IOHIDElementGetCookie(p_element);
const uint32_t usagePage = IOHIDElementGetUsagePage(p_element);
const uint32_t usage = IOHIDElementGetUsage(p_element);
Vector<rec_element> *list = nullptr;
switch (IOHIDElementGetType(p_element)) {
case kIOHIDElementTypeInput_Misc:
case kIOHIDElementTypeInput_Button:
case kIOHIDElementTypeInput_Axis: {
switch (usagePage) {
case kHIDPage_GenericDesktop:
switch (usage) {
case kHIDUsage_GD_X:
case kHIDUsage_GD_Y:
case kHIDUsage_GD_Z:
case kHIDUsage_GD_Rx:
case kHIDUsage_GD_Ry:
case kHIDUsage_GD_Rz:
case kHIDUsage_GD_Slider:
case kHIDUsage_GD_Dial:
case kHIDUsage_GD_Wheel:
if (!has_element(cookie, &axis_elements)) {
list = &axis_elements;
}
break;
case kHIDUsage_GD_Hatswitch:
if (!has_element(cookie, &hat_elements)) {
list = &hat_elements;
}
break;
case kHIDUsage_GD_DPadUp:
case kHIDUsage_GD_DPadDown:
case kHIDUsage_GD_DPadRight:
case kHIDUsage_GD_DPadLeft:
case kHIDUsage_GD_Start:
case kHIDUsage_GD_Select:
if (!has_element(cookie, &button_elements)) {
list = &button_elements;
}
break;
}
break;
case kHIDPage_Simulation:
switch (usage) {
case kHIDUsage_Sim_Rudder:
case kHIDUsage_Sim_Throttle:
case kHIDUsage_Sim_Accelerator:
case kHIDUsage_Sim_Brake:
if (!has_element(cookie, &axis_elements)) {
list = &axis_elements;
}
break;
default:
break;
}
break;
case kHIDPage_Button:
case kHIDPage_Consumer:
if (!has_element(cookie, &button_elements)) {
list = &button_elements;
}
break;
default:
break;
}
} break;
case kIOHIDElementTypeCollection: {
CFArrayRef array = IOHIDElementGetChildren(p_element);
if (array) {
add_hid_elements(array);
}
} break;
default:
break;
}
if (list) { // Add to list.
rec_element element;
element.ref = p_element;
element.usage = usage;
element.min = (SInt32)IOHIDElementGetLogicalMin(p_element);
element.max = (SInt32)IOHIDElementGetLogicalMax(p_element);
element.cookie = IOHIDElementGetCookie(p_element);
list->push_back(element);
list->sort_custom<rec_element::Comparator>();
}
}
}
static void hid_element_added(const void *p_value, void *p_parameter) {
joypad *joy = static_cast<joypad *>(p_parameter);
joy->add_hid_element((IOHIDElementRef)p_value);
}
void joypad::add_hid_elements(CFArrayRef p_array) {
CFRange range = { 0, CFArrayGetCount(p_array) };
CFArrayApplyFunction(p_array, range, hid_element_added, this);
}
static void joypad_removed_callback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef ioHIDDeviceObject) {
self->_device_removed(res, ioHIDDeviceObject);
}
static void joypad_added_callback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef ioHIDDeviceObject) {
self->_device_added(res, ioHIDDeviceObject);
}
static bool is_joypad(IOHIDDeviceRef p_device_ref) {
int usage_page = 0;
int usage = 0;
CFTypeRef refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDPrimaryUsagePageKey));
if (refCF) {
CFNumberGetValue((CFNumberRef)refCF, kCFNumberSInt32Type, &usage_page);
}
if (usage_page != kHIDPage_GenericDesktop) {
return false;
}
refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDPrimaryUsageKey));
if (refCF) {
CFNumberGetValue((CFNumberRef)refCF, kCFNumberSInt32Type, &usage);
}
if ((usage != kHIDUsage_GD_Joystick &&
usage != kHIDUsage_GD_GamePad &&
usage != kHIDUsage_GD_MultiAxisController)) {
return false;
}
return true;
}
void JoypadMacOS::_device_added(IOReturn p_res, IOHIDDeviceRef p_device) {
if (p_res != kIOReturnSuccess || have_device(p_device)) {
return;
}
joypad new_joypad;
if (is_joypad(p_device)) {
configure_joypad(p_device, &new_joypad);
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
if (IOHIDDeviceGetService) {
#endif
const io_service_t ioservice = IOHIDDeviceGetService(p_device);
if ((ioservice) && (FFIsForceFeedback(ioservice) == FF_OK) && new_joypad.config_force_feedback(ioservice)) {
new_joypad.ffservice = ioservice;
}
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
}
#endif
device_list.push_back(new_joypad);
}
IOHIDDeviceScheduleWithRunLoop(p_device, CFRunLoopGetCurrent(), GODOT_JOY_LOOP_RUN_MODE);
}
void JoypadMacOS::_device_removed(IOReturn p_res, IOHIDDeviceRef p_device) {
int device = get_joy_ref(p_device);
ERR_FAIL_COND(device == -1);
input->joy_connection_changed(device_list[device].id, false, "");
device_list.write[device].free();
device_list.remove_at(device);
}
static String _hex_str(uint8_t p_byte) {
static const char *dict = "0123456789abcdef";
char ret[3];
ret[2] = 0;
ret[0] = dict[p_byte >> 4];
ret[1] = dict[p_byte & 0xF];
return ret;
}
bool JoypadMacOS::configure_joypad(IOHIDDeviceRef p_device_ref, joypad *p_joy) {
p_joy->device_ref = p_device_ref;
// Get device name.
String name;
char c_name[256];
CFTypeRef refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDProductKey));
if (!refCF) {
refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDManufacturerKey));
}
if ((!refCF) || (!CFStringGetCString((CFStringRef)refCF, c_name, sizeof(c_name), kCFStringEncodingUTF8))) {
name = "Unidentified Joypad";
} else {
name = c_name;
}
int id = input->get_unused_joy_id();
ERR_FAIL_COND_V(id == -1, false);
p_joy->id = id;
int vendor = 0;
refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDVendorIDKey));
if (refCF) {
CFNumberGetValue((CFNumberRef)refCF, kCFNumberSInt32Type, &vendor);
}
int product_id = 0;
refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDProductIDKey));
if (refCF) {
CFNumberGetValue((CFNumberRef)refCF, kCFNumberSInt32Type, &product_id);
}
int version = 0;
refCF = IOHIDDeviceGetProperty(p_device_ref, CFSTR(kIOHIDVersionNumberKey));
if (refCF) {
CFNumberGetValue((CFNumberRef)refCF, kCFNumberSInt32Type, &version);
}
if (vendor && product_id) {
char uid[128];
snprintf(uid, 128, "%08x%08x%08x%08x", OSSwapHostToBigInt32(3), OSSwapHostToBigInt32(vendor), OSSwapHostToBigInt32(product_id), OSSwapHostToBigInt32(version));
input->joy_connection_changed(id, true, name, uid);
} else {
// Bluetooth device.
String guid = "05000000";
for (int i = 0; i < 12; i++) {
if (i < name.size()) {
guid += _hex_str(name[i]);
} else {
guid += "00";
}
}
input->joy_connection_changed(id, true, name, guid);
}
CFArrayRef array = IOHIDDeviceCopyMatchingElements(p_device_ref, nullptr, kIOHIDOptionsTypeNone);
if (array) {
p_joy->add_hid_elements(array);
CFRelease(array);
}
// Xbox controller hat values start at 1 rather than 0.
p_joy->offset_hat = vendor == 0x45e &&
(product_id == 0x0b05 ||
product_id == 0x02e0 ||
product_id == 0x02fd ||
product_id == 0x0b13);
return true;
}
#define FF_ERR() \
{ \
if (ret != FF_OK) { \
FFReleaseDevice(ff_device); \
ff_device = nullptr; \
return false; \
} \
}
bool joypad::config_force_feedback(io_service_t p_service) {
HRESULT ret = FFCreateDevice(p_service, &ff_device);
ERR_FAIL_COND_V(ret != FF_OK, false);
ret = FFDeviceSendForceFeedbackCommand(ff_device, FFSFFC_RESET);
FF_ERR();
ret = FFDeviceSendForceFeedbackCommand(ff_device, FFSFFC_SETACTUATORSON);
FF_ERR();
if (check_ff_features()) {
ret = FFDeviceCreateEffect(ff_device, kFFEffectType_ConstantForce_ID, &ff_effect, &ff_object);
FF_ERR();
return true;
}
FFReleaseDevice(ff_device);
ff_device = nullptr;
return false;
}
#undef FF_ERR
#define TEST_FF(ff) (features.supportedEffects & (ff))
bool joypad::check_ff_features() {
FFCAPABILITIES features;
HRESULT ret = FFDeviceGetForceFeedbackCapabilities(ff_device, &features);
if (ret == FF_OK && (features.supportedEffects & FFCAP_ET_CONSTANTFORCE)) {
uint32_t val;
ret = FFDeviceGetForceFeedbackProperty(ff_device, FFPROP_FFGAIN, &val, sizeof(val));
if (ret != FF_OK) {
return false;
}
int num_axes = features.numFfAxes;
ff_axes = (DWORD *)memalloc(sizeof(DWORD) * num_axes);
ff_directions = (LONG *)memalloc(sizeof(LONG) * num_axes);
for (int i = 0; i < num_axes; i++) {
ff_axes[i] = features.ffAxes[i];
ff_directions[i] = 0;
}
ff_effect.cAxes = num_axes;
ff_effect.rgdwAxes = ff_axes;
ff_effect.rglDirection = ff_directions;
return true;
}
return false;
}
static BitField<HatMask> process_hat_value(int p_min, int p_max, int p_value, bool p_offset_hat) {
int range = (p_max - p_min + 1);
int value = p_value - p_min;
BitField<HatMask> hat_value;
if (range == 4) {
value *= 2;
}
if (p_offset_hat) {
value -= 1;
}
switch (value) {
case 0:
hat_value.set_flag(HatMask::UP);
break;
case 1:
hat_value.set_flag(HatMask::UP);
hat_value.set_flag(HatMask::RIGHT);
break;
case 2:
hat_value.set_flag(HatMask::RIGHT);
break;
case 3:
hat_value.set_flag(HatMask::DOWN);
hat_value.set_flag(HatMask::RIGHT);
break;
case 4:
hat_value.set_flag(HatMask::DOWN);
break;
case 5:
hat_value.set_flag(HatMask::DOWN);
hat_value.set_flag(HatMask::LEFT);
break;
case 6:
hat_value.set_flag(HatMask::LEFT);
break;
case 7:
hat_value.set_flag(HatMask::UP);
hat_value.set_flag(HatMask::LEFT);
break;
default:
break;
}
return hat_value;
}
void JoypadMacOS::poll_joypads() const {
while (CFRunLoopRunInMode(GODOT_JOY_LOOP_RUN_MODE, 0, TRUE) == kCFRunLoopRunHandledSource) {
// No-op. Pending callbacks will fire.
}
}
static float axis_correct(int p_value, int p_min, int p_max) {
// Convert to a value between -1.0f and 1.0f.
return 2.0f * (p_value - p_min) / (p_max - p_min) - 1.0f;
}
void JoypadMacOS::process_joypads() {
poll_joypads();
for (int i = 0; i < device_list.size(); i++) {
joypad &joy = device_list.write[i];
for (int j = 0; j < joy.axis_elements.size(); j++) {
rec_element &elem = joy.axis_elements.write[j];
int value = joy.get_hid_element_state(&elem);
input->joy_axis(joy.id, (JoyAxis)j, axis_correct(value, elem.min, elem.max));
}
for (int j = 0; j < joy.button_elements.size(); j++) {
int value = joy.get_hid_element_state(&joy.button_elements.write[j]);
input->joy_button(joy.id, (JoyButton)j, (value >= 1));
}
for (int j = 0; j < joy.hat_elements.size(); j++) {
rec_element &elem = joy.hat_elements.write[j];
int value = joy.get_hid_element_state(&elem);
BitField<HatMask> hat_value = process_hat_value(elem.min, elem.max, value, joy.offset_hat);
input->joy_hat(joy.id, hat_value);
}
if (joy.ffservice) {
uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
if (timestamp > joy.ff_timestamp) {
Vector2 strength = input->get_joy_vibration_strength(joy.id);
float duration = input->get_joy_vibration_duration(joy.id);
if (strength.x == 0 && strength.y == 0) {
joypad_vibration_stop(joy.id, timestamp);
} else {
float gain = MAX(strength.x, strength.y);
joypad_vibration_start(joy.id, gain, duration, timestamp);
}
}
}
}
}
void JoypadMacOS::joypad_vibration_start(int p_id, float p_magnitude, float p_duration, uint64_t p_timestamp) {
joypad *joy = &device_list.write[get_joy_index(p_id)];
joy->ff_timestamp = p_timestamp;
joy->ff_effect.dwDuration = p_duration * FF_SECONDS;
joy->ff_effect.dwGain = p_magnitude * FF_FFNOMINALMAX;
FFEffectSetParameters(joy->ff_object, &joy->ff_effect, FFEP_DURATION | FFEP_GAIN);
FFEffectStart(joy->ff_object, 1, 0);
}
void JoypadMacOS::joypad_vibration_stop(int p_id, uint64_t p_timestamp) {
joypad *joy = &device_list.write[get_joy_index(p_id)];
joy->ff_timestamp = p_timestamp;
FFEffectStop(joy->ff_object);
}
int JoypadMacOS::get_joy_index(int p_id) const {
for (int i = 0; i < device_list.size(); i++) {
if (device_list[i].id == p_id) {
return i;
}
}
return -1;
}
int JoypadMacOS::get_joy_ref(IOHIDDeviceRef p_device) const {
for (int i = 0; i < device_list.size(); i++) {
if (device_list[i].device_ref == p_device) {
return i;
}
}
return -1;
}
bool JoypadMacOS::have_device(IOHIDDeviceRef p_device) const {
for (int i = 0; i < device_list.size(); i++) {
if (device_list[i].device_ref == p_device) {
return true;
}
}
return false;
}
static CFDictionaryRef create_match_dictionary(const UInt32 page, const UInt32 usage, int *okay) {
CFDictionaryRef retval = nullptr;
CFNumberRef pageNumRef = CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, &page);
CFNumberRef usageNumRef = CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, &usage);
if (pageNumRef && usageNumRef) {
const void *keys[2] = { (void *)CFSTR(kIOHIDDeviceUsagePageKey), (void *)CFSTR(kIOHIDDeviceUsageKey) };
const void *vals[2] = { (void *)pageNumRef, (void *)usageNumRef };
retval = CFDictionaryCreate(kCFAllocatorDefault, keys, vals, 2, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
}
if (pageNumRef) {
CFRelease(pageNumRef);
}
if (usageNumRef) {
CFRelease(usageNumRef);
}
if (!retval) {
*okay = 0;
}
return retval;
}
void JoypadMacOS::config_hid_manager(CFArrayRef p_matching_array) const {
CFRunLoopRef runloop = CFRunLoopGetCurrent();
IOReturn ret = IOHIDManagerOpen(hid_manager, kIOHIDOptionsTypeNone);
ERR_FAIL_COND(ret != kIOReturnSuccess);
IOHIDManagerSetDeviceMatchingMultiple(hid_manager, p_matching_array);
IOHIDManagerRegisterDeviceMatchingCallback(hid_manager, joypad_added_callback, nullptr);
IOHIDManagerRegisterDeviceRemovalCallback(hid_manager, joypad_removed_callback, nullptr);
IOHIDManagerScheduleWithRunLoop(hid_manager, runloop, GODOT_JOY_LOOP_RUN_MODE);
while (CFRunLoopRunInMode(GODOT_JOY_LOOP_RUN_MODE, 0, TRUE) == kCFRunLoopRunHandledSource) {
// No-op. Callback fires once per existing device.
}
}
JoypadMacOS::JoypadMacOS(Input *in) {
self = this;
input = in;
int okay = 1;
const void *vals[] = {
(void *)create_match_dictionary(kHIDPage_GenericDesktop, kHIDUsage_GD_Joystick, &okay),
(void *)create_match_dictionary(kHIDPage_GenericDesktop, kHIDUsage_GD_GamePad, &okay),
(void *)create_match_dictionary(kHIDPage_GenericDesktop, kHIDUsage_GD_MultiAxisController, &okay),
};
const size_t n_elements = sizeof(vals) / sizeof(vals[0]);
CFArrayRef array = okay ? CFArrayCreate(kCFAllocatorDefault, vals, n_elements, &kCFTypeArrayCallBacks) : nullptr;
for (size_t i = 0; i < n_elements; i++) {
if (vals[i]) {
CFRelease((CFTypeRef)vals[i]);
}
}
if (array) {
hid_manager = IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone);
if (hid_manager) {
config_hid_manager(array);
}
CFRelease(array);
}
}
JoypadMacOS::~JoypadMacOS() {
for (int i = 0; i < device_list.size(); i++) {
device_list.write[i].free();
}
IOHIDManagerUnscheduleFromRunLoop(hid_manager, CFRunLoopGetCurrent(), GODOT_JOY_LOOP_RUN_MODE);
IOHIDManagerClose(hid_manager, kIOHIDOptionsTypeNone);
CFRelease(hid_manager);
hid_manager = nullptr;
}

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@ -28,93 +28,62 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef JOYPAD_MACOS_H
#define JOYPAD_MACOS_H
#include "core/input/input.h"
#import <ForceFeedback/ForceFeedback.h>
#import <ForceFeedback/ForceFeedbackConstants.h>
#import <IOKit/hid/IOHIDLib.h>
#import <Kernel/IOKit/hidsystem/IOHIDUsageTables.h>
#define Key _QKey
#import <CoreHaptics/CoreHaptics.h>
#import <GameController/GameController.h>
#undef Key
struct rec_element {
IOHIDElementRef ref;
IOHIDElementCookie cookie;
@interface JoypadMacOSObserver : NSObject
uint32_t usage = 0;
- (void)startObserving;
- (void)startProcessing;
- (void)finishObserving;
int min = 0;
int max = 0;
@end
struct Comparator {
bool operator()(const rec_element p_a, const rec_element p_b) const { return p_a.usage < p_b.usage; }
};
};
API_AVAILABLE(macosx(11))
@interface RumbleMotor : NSObject
@property(strong, nonatomic) CHHapticEngine *engine;
@property(strong, nonatomic) id<CHHapticPatternPlayer> player;
@end
struct joypad {
IOHIDDeviceRef device_ref = nullptr;
API_AVAILABLE(macosx(11))
@interface RumbleContext : NSObject
// High frequency motor, it's usually the right engine.
@property(strong, nonatomic) RumbleMotor *weak_motor;
// Low frequency motor, it's usually the left engine.
@property(strong, nonatomic) RumbleMotor *strong_motor;
@end
Vector<rec_element> axis_elements;
Vector<rec_element> button_elements;
Vector<rec_element> hat_elements;
// Controller support for macOS begins with macOS 10.9+,
// however haptics (vibrations) are only supported in macOS 11+.
@interface Joypad : NSObject
int id = 0;
bool offset_hat = false;
@property(assign, nonatomic) BOOL force_feedback;
@property(assign, nonatomic) NSInteger ff_effect_timestamp;
@property(strong, nonatomic) GCController *controller;
@property(strong, nonatomic) RumbleContext *rumble_context API_AVAILABLE(macosx(11));
io_service_t ffservice = 0; // Interface for force feedback, 0 = no ff.
FFCONSTANTFORCE ff_constant_force;
FFDeviceObjectReference ff_device = nullptr;
FFEffectObjectReference ff_object = nullptr;
uint64_t ff_timestamp = 0;
LONG *ff_directions = nullptr;
FFEFFECT ff_effect;
DWORD *ff_axes = nullptr;
- (instancetype)init;
- (instancetype)init:(GCController *)controller;
void add_hid_elements(CFArrayRef p_array);
void add_hid_element(IOHIDElementRef p_element);
bool has_element(IOHIDElementCookie p_cookie, Vector<rec_element> *p_list) const;
bool config_force_feedback(io_service_t p_service);
bool check_ff_features();
int get_hid_element_state(rec_element *p_element) const;
void free();
joypad();
};
@end
class JoypadMacOS {
enum {
JOYPADS_MAX = 16,
};
private:
Input *input = nullptr;
IOHIDManagerRef hid_manager;
Vector<joypad> device_list;
bool have_device(IOHIDDeviceRef p_device) const;
bool configure_joypad(IOHIDDeviceRef p_device_ref, joypad *p_joy);
int get_joy_index(int p_id) const;
int get_joy_ref(IOHIDDeviceRef p_device) const;
void poll_joypads() const;
void config_hid_manager(CFArrayRef p_matching_array) const;
void joypad_vibration_start(int p_id, float p_magnitude, float p_duration, uint64_t p_timestamp);
void joypad_vibration_stop(int p_id, uint64_t p_timestamp);
JoypadMacOSObserver *observer;
public:
void process_joypads();
void _device_added(IOReturn p_res, IOHIDDeviceRef p_device);
void _device_removed(IOReturn p_res, IOHIDDeviceRef p_device);
JoypadMacOS(Input *in);
JoypadMacOS();
~JoypadMacOS();
};
#endif // JOYPAD_MACOS_H
API_AVAILABLE(macosx(11))
void joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
API_AVAILABLE(macosx(11))
void joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp);
void start_processing();
void process_joypads();
};

View File

@ -0,0 +1,608 @@
/**************************************************************************/
/* 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];
}
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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@ -32,7 +32,7 @@
#define OS_MACOS_H
#include "crash_handler_macos.h"
#include "joypad_macos.h"
#import "joypad_macos.h"
#include "core/input/input.h"
#import "drivers/coreaudio/audio_driver_coreaudio.h"

View File

@ -139,7 +139,7 @@ void OS_MacOS::finalize() {
}
void OS_MacOS::initialize_joypads() {
joypad_macos = memnew(JoypadMacOS(Input::get_singleton()));
joypad_macos = memnew(JoypadMacOS());
}
void OS_MacOS::set_main_loop(MainLoop *p_main_loop) {
@ -769,7 +769,7 @@ void OS_MacOS::run() {
if (DisplayServer::get_singleton()) {
DisplayServer::get_singleton()->process_events(); // Get rid of pending events.
}
joypad_macos->process_joypads();
joypad_macos->start_processing();
if (Main::iteration()) {
quit = true;

View File

@ -31,3 +31,10 @@
#include <alloca.h>
#define PTHREAD_RENAME_SELF
#define _weakify(var) __weak typeof(var) GDWeak_##var = var;
#define _strongify(var) \
_Pragma("clang diagnostic push") \
_Pragma("clang diagnostic ignored \"-Wshadow\"") \
__strong typeof(var) var = GDWeak_##var; \
_Pragma("clang diagnostic pop")