godot/platform/macos/joypad_macos.mm

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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];
}
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);
}
}
}
}
}
}