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428 lines
15 KiB
Plaintext
428 lines
15 KiB
Plaintext
/**************************************************************************/
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/* joypad_apple.mm */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#import "joypad_apple.h"
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#include <CoreHaptics/CoreHaptics.h>
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#import <os/log.h>
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#include "core/config/project_settings.h"
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#include "main/main.h"
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class API_AVAILABLE(macos(11), ios(14.0), tvos(14.0)) RumbleMotor {
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CHHapticEngine *engine;
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id<CHHapticPatternPlayer> player;
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bool is_started;
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RumbleMotor(GCController *p_controller, GCHapticsLocality p_locality) {
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engine = [p_controller.haptics createEngineWithLocality:p_locality];
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engine.autoShutdownEnabled = YES;
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}
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public:
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static RumbleMotor *create(GCController *p_controller, GCHapticsLocality p_locality) {
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if ([p_controller.haptics.supportedLocalities containsObject:p_locality]) {
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return memnew(RumbleMotor(p_controller, p_locality));
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}
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return nullptr;
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}
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_ALWAYS_INLINE_ bool has_active_player() {
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return player != nil;
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}
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void execute_pattern(CHHapticPattern *p_pattern) {
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NSError *error;
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if (!is_started) {
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ERR_FAIL_COND_MSG(![engine startAndReturnError:&error], "Couldn't start controller haptic engine: " + String::utf8(error.localizedDescription.UTF8String));
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is_started = YES;
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}
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player = [engine createPlayerWithPattern:p_pattern error:&error];
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ERR_FAIL_COND_MSG(error, "Couldn't create controller haptic pattern player: " + String::utf8(error.localizedDescription.UTF8String));
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ERR_FAIL_COND_MSG(![player startAtTime:CHHapticTimeImmediate error:&error], "Couldn't execute controller haptic pattern: " + String::utf8(error.localizedDescription.UTF8String));
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}
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void stop() {
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id<CHHapticPatternPlayer> old_player = player;
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player = nil;
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NSError *error;
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ERR_FAIL_COND_MSG(![old_player stopAtTime:CHHapticTimeImmediate error:&error], "Couldn't stop controller haptic pattern: " + String::utf8(error.localizedDescription.UTF8String));
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}
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};
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class API_AVAILABLE(macos(11), ios(14.0), tvos(14.0)) RumbleContext {
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RumbleMotor *weak_motor;
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RumbleMotor *strong_motor;
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public:
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RumbleContext(GCController *p_controller) {
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weak_motor = RumbleMotor::create(p_controller, GCHapticsLocalityRightHandle);
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strong_motor = RumbleMotor::create(p_controller, GCHapticsLocalityLeftHandle);
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}
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~RumbleContext() {
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if (weak_motor) {
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memdelete(weak_motor);
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}
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if (strong_motor) {
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memdelete(strong_motor);
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}
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}
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_ALWAYS_INLINE_ bool has_motors() {
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return weak_motor != nullptr && strong_motor != nullptr;
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}
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_ALWAYS_INLINE_ bool has_active_players() {
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if (!has_motors()) {
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return false;
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}
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return (weak_motor && weak_motor->has_active_player()) || (strong_motor && strong_motor->has_active_player());
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}
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void stop() {
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if (weak_motor) {
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weak_motor->stop();
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}
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if (strong_motor) {
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strong_motor->stop();
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}
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}
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void play_weak_pattern(CHHapticPattern *p_pattern) {
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if (weak_motor) {
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weak_motor->execute_pattern(p_pattern);
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}
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}
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void play_strong_pattern(CHHapticPattern *p_pattern) {
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if (strong_motor) {
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strong_motor->execute_pattern(p_pattern);
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}
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}
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};
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GameController::GameController(int p_joy_id, GCController *p_controller) :
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joy_id(p_joy_id), controller(p_controller) {
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force_feedback = NO;
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if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
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if (controller.haptics != nil) {
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// Create a rumble context for the controller.
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rumble_context = memnew(RumbleContext(p_controller));
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// If the rumble motors aren't available, disable force feedback.
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force_feedback = rumble_context->has_motors();
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}
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}
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int l_joy_id = joy_id;
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auto BUTTON = [l_joy_id](JoyButton p_button) {
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return ^(GCControllerButtonInput *button, float value, BOOL pressed) {
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Input::get_singleton()->joy_button(l_joy_id, p_button, pressed);
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};
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};
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if (controller.extendedGamepad != nil) {
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GCExtendedGamepad *gamepad = controller.extendedGamepad;
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gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
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gamepad.buttonB.pressedChangedHandler = BUTTON(JoyButton::B);
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gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
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gamepad.buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
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gamepad.leftShoulder.pressedChangedHandler = BUTTON(JoyButton::LEFT_SHOULDER);
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gamepad.rightShoulder.pressedChangedHandler = BUTTON(JoyButton::RIGHT_SHOULDER);
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gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
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gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
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gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
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gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
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gamepad.leftThumbstick.valueChangedHandler = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::LEFT_X, xValue);
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::LEFT_Y, -yValue);
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};
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gamepad.rightThumbstick.valueChangedHandler = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::RIGHT_X, xValue);
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::RIGHT_Y, -yValue);
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};
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gamepad.leftTrigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::TRIGGER_LEFT, value);
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};
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gamepad.rightTrigger.valueChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
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Input::get_singleton()->joy_axis(l_joy_id, JoyAxis::TRIGGER_RIGHT, value);
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};
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if (@available(macOS 10.14.1, iOS 12.1, tvOS 12.1, *)) {
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gamepad.leftThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::LEFT_STICK);
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gamepad.rightThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::RIGHT_STICK);
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}
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if (@available(macOS 10.15, iOS 13.0, tvOS 13.0, *)) {
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gamepad.buttonOptions.pressedChangedHandler = BUTTON(JoyButton::BACK);
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gamepad.buttonMenu.pressedChangedHandler = BUTTON(JoyButton::START);
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}
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if (@available(macOS 11, iOS 14.0, tvOS 14.0, *)) {
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gamepad.buttonHome.pressedChangedHandler = BUTTON(JoyButton::GUIDE);
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if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
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GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
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xboxGamepad.paddleButton1.pressedChangedHandler = BUTTON(JoyButton::PADDLE1);
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xboxGamepad.paddleButton2.pressedChangedHandler = BUTTON(JoyButton::PADDLE2);
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xboxGamepad.paddleButton3.pressedChangedHandler = BUTTON(JoyButton::PADDLE3);
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xboxGamepad.paddleButton4.pressedChangedHandler = BUTTON(JoyButton::PADDLE4);
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}
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}
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if (@available(macOS 12, iOS 15.0, tvOS 15.0, *)) {
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if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
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GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
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xboxGamepad.buttonShare.pressedChangedHandler = BUTTON(JoyButton::MISC1);
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}
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}
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} else if (controller.microGamepad != nil) {
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GCMicroGamepad *gamepad = controller.microGamepad;
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gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
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gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
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gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
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gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
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gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
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gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
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}
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// TODO: Need to add support for controller.motion which gives us access to
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// the orientation of the device (if supported).
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}
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GameController::~GameController() {
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if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
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if (rumble_context) {
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memdelete(rumble_context);
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}
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}
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}
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JoypadApple::JoypadApple() {
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connect_observer = [NSNotificationCenter.defaultCenter
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addObserverForName:GCControllerDidConnectNotification
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object:nil
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queue:NSOperationQueue.mainQueue
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usingBlock:^(NSNotification *notification) {
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GCController *controller = notification.object;
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if (!controller) {
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return;
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}
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add_joypad(controller);
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}];
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disconnect_observer = [NSNotificationCenter.defaultCenter
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addObserverForName:GCControllerDidDisconnectNotification
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object:nil
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queue:NSOperationQueue.mainQueue
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usingBlock:^(NSNotification *notification) {
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GCController *controller = notification.object;
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if (!controller) {
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return;
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}
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remove_joypad(controller);
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}];
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if (@available(macOS 11.3, iOS 14.5, tvOS 14.5, *)) {
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GCController.shouldMonitorBackgroundEvents = YES;
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}
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}
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JoypadApple::~JoypadApple() {
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for (KeyValue<int, GameController *> &E : joypads) {
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memdelete(E.value);
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E.value = nullptr;
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}
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[NSNotificationCenter.defaultCenter removeObserver:connect_observer];
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[NSNotificationCenter.defaultCenter removeObserver:disconnect_observer];
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}
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// Finds the rightmost set bit in a number, n.
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// variation of https://www.geeksforgeeks.org/position-of-rightmost-set-bit/
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int rightmost_one(int n) {
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return __builtin_ctz(n & -n) + 1;
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}
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GCControllerPlayerIndex JoypadApple::get_free_player_index() {
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// player_set will be a bitfield where each bit represents a player index.
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__block uint32_t player_set = 0;
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for (const KeyValue<GCController *, int> &E : controller_to_joy_id) {
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player_set |= 1U << E.key.playerIndex;
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}
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// invert, as we want to find the first unset player index.
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int n = rightmost_one((int)(~player_set));
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if (n >= 5) {
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return GCControllerPlayerIndexUnset;
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}
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return (GCControllerPlayerIndex)(n - 1);
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}
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void JoypadApple::add_joypad(GCController *p_controller) {
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if (controller_to_joy_id.has(p_controller)) {
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return;
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}
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// Get a new id for our controller.
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int joy_id = Input::get_singleton()->get_unused_joy_id();
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if (joy_id == -1) {
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print_verbose("Couldn't retrieve new joy ID.");
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return;
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}
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// Assign our player index.
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if (p_controller.playerIndex == GCControllerPlayerIndexUnset) {
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p_controller.playerIndex = get_free_player_index();
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}
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// Tell Godot about our new controller.
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Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8(p_controller.vendorName.UTF8String));
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// Assign our player index.
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joypads.insert(joy_id, memnew(GameController(joy_id, p_controller)));
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controller_to_joy_id.insert(p_controller, joy_id);
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}
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void JoypadApple::remove_joypad(GCController *p_controller) {
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if (!controller_to_joy_id.has(p_controller)) {
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return;
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}
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int joy_id = controller_to_joy_id[p_controller];
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controller_to_joy_id.erase(p_controller);
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// Tell Godot this joystick is no longer there.
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Input::get_singleton()->joy_connection_changed(joy_id, false, "");
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// And remove it from our dictionary.
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GameController **old = joypads.getptr(joy_id);
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memdelete(*old);
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*old = nullptr;
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joypads.erase(joy_id);
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}
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API_AVAILABLE(macos(10.15), ios(13.0), tvos(14.0))
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CHHapticPattern *get_vibration_pattern(float p_magnitude, float p_duration) {
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// Creates a vibration pattern with an intensity and duration.
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NSDictionary *hapticDict = @{
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CHHapticPatternKeyPattern : @[
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@{
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CHHapticPatternKeyEvent : @{
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CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
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CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
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CHHapticPatternKeyEventDuration : [NSNumber numberWithFloat:p_duration],
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CHHapticPatternKeyEventParameters : @[
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@{
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CHHapticPatternKeyParameterID : CHHapticEventParameterIDHapticIntensity,
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CHHapticPatternKeyParameterValue : [NSNumber numberWithFloat:p_magnitude]
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},
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],
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},
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},
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],
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};
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NSError *error;
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CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
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return pattern;
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}
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void JoypadApple::joypad_vibration_start(GameController &p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
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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) {
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return;
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}
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// If there is active vibration players, stop them.
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if (p_joypad.rumble_context->has_active_players()) {
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joypad_vibration_stop(p_joypad, p_timestamp);
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}
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// Gets the default vibration pattern and creates a player for each motor.
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CHHapticPattern *weak_pattern = get_vibration_pattern(p_weak_magnitude, p_duration);
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CHHapticPattern *strong_pattern = get_vibration_pattern(p_strong_magnitude, p_duration);
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p_joypad.rumble_context->play_weak_pattern(weak_pattern);
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p_joypad.rumble_context->play_strong_pattern(strong_pattern);
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p_joypad.ff_effect_timestamp = p_timestamp;
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}
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void JoypadApple::joypad_vibration_stop(GameController &p_joypad, uint64_t p_timestamp) {
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if (!p_joypad.force_feedback) {
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return;
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}
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// If there is no active vibration players, exit.
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if (!p_joypad.rumble_context->has_active_players()) {
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return;
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}
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p_joypad.rumble_context->stop();
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p_joypad.ff_effect_timestamp = p_timestamp;
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}
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void JoypadApple::process_joypads() {
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if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
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for (KeyValue<int, GameController *> &E : joypads) {
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int id = E.key;
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GameController &joypad = *E.value;
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if (joypad.force_feedback) {
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Input *input = Input::get_singleton();
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uint64_t timestamp = input->get_joy_vibration_timestamp(id);
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if (timestamp > (unsigned)joypad.ff_effect_timestamp) {
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Vector2 strength = input->get_joy_vibration_strength(id);
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float duration = input->get_joy_vibration_duration(id);
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if (duration == 0) {
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duration = GCHapticDurationInfinite;
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}
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if (strength.x == 0 && strength.y == 0) {
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joypad_vibration_stop(joypad, timestamp);
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} else {
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joypad_vibration_start(joypad, strength.x, strength.y, duration, timestamp);
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}
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}
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}
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}
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}
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}
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