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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);
+ }
+ }
+ }
+ }
+ }
+}