Add SDL joystick input for iOS
This commit is contained in:
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14 changed files with 306 additions and 747 deletions
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@ -44,7 +44,7 @@
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<description>
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Clears the calibration information for the specified joypad's motion sensors, if it has any and if they were calibrated.
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="flush_buffered_events">
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@ -128,7 +128,7 @@
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+Y ... -Y: bottom ... top;
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+Z ... -Z: farther ... closer.
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The gravity part value is measured as a vector with length of [code]9.8[/code] away from the center of the Earth, which is a negative Y value.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS. On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.
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</description>
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</method>
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<method name="get_joy_axis" qualifiers="const">
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@ -149,7 +149,7 @@
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+Y ... -Y: bottom ... top;
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+Z ... -Z: farther ... closer.
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The gravity part value is measured as a vector with length of [code]9.8[/code] away from the center of the Earth, which is a negative Y value.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS. On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.
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</description>
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</method>
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<method name="get_joy_guid" qualifiers="const">
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@ -171,7 +171,7 @@
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Y: Angular speed around the Y axis (yaw);
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Z: Angular speed around the Z axis (roll).
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad gyroscope and gyroscope calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="get_joy_info" qualifiers="const">
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@ -179,15 +179,15 @@
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<param index="0" name="device" type="int" />
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<description>
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Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.
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On Windows, Linux, and macOS, the dictionary contains the following fields:
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On Windows, Linux, macOS, and iOS, the dictionary contains the following fields:
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[code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the controller database.
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[code]vendor_id[/code]: The USB vendor ID of the device.
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[code]product_id[/code]: The USB product ID of the device.
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[code]serial_number[/code]: The serial number of the device. This key won't be present if the serial number is unavailable.
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[code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.
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On Windows, the dictionary can have an additional field:
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[code]xinput_index[/code]: The index of the controller in the XInput system. This key won't be present for devices not handled by XInput.
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[b]Note:[/b] The returned dictionary is always empty on Android, iOS, visionOS, and Web.
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The dictionary can also include the following fields under selected platforms:
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[code]steam_input_index[/code]: The Steam Input gamepad index (Windows, Linux, and macOS only). If the device is not a Steam Input device this key won't be present.
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[code]xinput_index[/code]: The index of the controller in the XInput system (Windows only). This key won't be present for devices not handled by XInput.
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[b]Note:[/b] The returned dictionary is always empty on Android and Web.
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</description>
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</method>
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<method name="get_joy_motion_sensors_calibration" qualifiers="const" experimental="">
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@ -198,7 +198,7 @@
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The dictionary contains the following fields:
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[code]gyroscope_offset[/code]: average offset in gyroscope values from [constant Vector2.ZERO] in rad/s.
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="get_joy_motion_sensors_rate" qualifiers="const" experimental="">
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@ -206,7 +206,7 @@
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<param index="0" name="device" type="int" />
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<description>
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Returns the joypad's motion sensor rate in Hz, if the joypad has motion sensors and they're currently enabled. See also [method set_joy_motion_sensors_enabled].
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="get_joy_name">
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@ -274,7 +274,7 @@
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<param index="0" name="device" type="int" />
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<description>
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Returns [code]true[/code] if the joypad has an LED light that can change colors and/or brightness. See also [method set_joy_light].
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="has_joy_motion_sensors" qualifiers="const" experimental="">
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@ -282,7 +282,8 @@
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<param index="0" name="device" type="int" />
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<description>
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Returns [code]true[/code] if the joypad has motion sensors (accelerometer and gyroscope).
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="is_action_just_pressed" qualifiers="const">
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@ -371,7 +372,7 @@
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<description>
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Returns [code]true[/code] if the joypad's motion sensors have been calibrated.
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="is_joy_motion_sensors_calibrating" qualifiers="const" experimental="">
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@ -380,7 +381,7 @@
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<description>
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Returns [code]true[/code] if the joypad's motion sensors are currently being calibrated.
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="is_joy_motion_sensors_enabled" qualifiers="const" experimental="">
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@ -389,7 +390,7 @@
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<description>
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Returns [code]true[/code] if the requested joypad has motion sensors (accelerometer and gyroscope) and they are currently enabled. See also [method set_joy_motion_sensors_enabled] and [method has_joy_motion_sensors].
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="is_key_label_pressed" qualifiers="const">
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@ -508,7 +509,7 @@
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<description>
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Sets the joypad's LED light, if available, to the specified color. See also [method has_joy_light].
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[b]Note:[/b] There is no way to get the color of the light from a joypad. If you need to know the assigned color, store it separately.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="set_joy_motion_sensors_calibration" experimental="">
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@ -518,7 +519,7 @@
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<description>
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Sets the specified joypad's calibration information. See also [method get_joy_motion_sensors_calibration].
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="set_joy_motion_sensors_enabled" experimental="">
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@ -529,7 +530,7 @@
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Enables or disables the motion sensors (accelerometer and gyroscope), if available, on the specified joypad.
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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It's recommended to disable the motion sensors when they're no longer being used, because otherwise it might drain the controller battery faster.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="set_magnetometer">
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@ -654,7 +655,7 @@
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Accelerometer sensor doesn't usually require calibration.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="start_joy_vibration">
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<description>
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Stops the calibration process of the specified joypad's motion sensors.
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See [method start_joy_motion_sensors_calibration] for an example on how to use joypad motion sensors and calibration in your games.
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[b]Note:[/b] This feature is only supported on Windows, Linux, and macOS.
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[b]Note:[/b] This feature is only supported on Windows, Linux, macOS, and iOS.
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</description>
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</method>
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<method name="stop_joy_vibration">
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@ -61,8 +61,8 @@ if env["metal"]:
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SConscript("metal/SCsub")
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# Input drivers
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if env["sdl"] and env["platform"] in ["linuxbsd", "macos", "windows"]:
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# TODO: Evaluate support for Android, iOS, and Web.
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if env["sdl"] and env["platform"] in ["linuxbsd", "macos", "windows", "ios", "visionos"]:
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# TODO: Evaluate support for Android and Web.
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SConscript("sdl/SCsub")
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# Core dependencies
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@ -1,80 +0,0 @@
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/**************************************************************************/
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/* joypad_apple.h */
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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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#pragma once
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#include "core/input/input.h"
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#include "core/input/input_enums.h"
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#define Key _QKey
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#import <GameController/GameController.h>
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#undef Key
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@class GCController;
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class RumbleContext;
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struct GameController {
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int joy_id;
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GCController *controller;
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RumbleContext *rumble_context API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) = nil;
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NSInteger ff_effect_timestamp = 0;
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bool force_feedback = false;
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bool double_nintendo_joycon_layout = false;
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bool single_nintendo_joycon_layout = false;
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uint32_t axis_changed_mask = 0;
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static_assert(static_cast<uint32_t>(JoyAxis::MAX) < 32, "JoyAxis::MAX must be less than 32");
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double axis_value[(int)JoyAxis::MAX];
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GameController(int p_joy_id, GCController *p_controller);
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~GameController();
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};
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class JoypadApple {
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private:
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id<NSObject> connect_observer = nil;
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id<NSObject> disconnect_observer = nil;
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HashMap<int, GameController *> joypads;
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HashMap<GCController *, int> controller_to_joy_id;
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GCControllerPlayerIndex get_free_player_index();
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void add_joypad(GCController *p_controller);
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void remove_joypad(GCController *p_controller);
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public:
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JoypadApple();
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~JoypadApple();
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void joypad_vibration_start(GameController &p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0));
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void joypad_vibration_stop(GameController &p_joypad, uint64_t p_timestamp) API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0));
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void process_joypads();
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};
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/**************************************************************************/
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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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#import <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) {
|
||||
weak_motor->stop();
|
||||
}
|
||||
if (strong_motor) {
|
||||
strong_motor->stop();
|
||||
}
|
||||
}
|
||||
|
||||
void play_weak_pattern(CHHapticPattern *p_pattern) {
|
||||
if (weak_motor) {
|
||||
weak_motor->execute_pattern(p_pattern);
|
||||
}
|
||||
}
|
||||
|
||||
void play_strong_pattern(CHHapticPattern *p_pattern) {
|
||||
if (strong_motor) {
|
||||
strong_motor->execute_pattern(p_pattern);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
GameController::GameController(int p_joy_id, GCController *p_controller) :
|
||||
joy_id(p_joy_id), controller(p_controller) {
|
||||
force_feedback = NO;
|
||||
|
||||
for (int i = 0; i < (int)JoyAxis::MAX; i++) {
|
||||
axis_value[i] = 0.0;
|
||||
}
|
||||
if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
|
||||
if (controller.haptics != nil) {
|
||||
// Create a rumble context for the controller.
|
||||
rumble_context = memnew(RumbleContext(p_controller));
|
||||
|
||||
// If the rumble motors aren't available, disable force feedback.
|
||||
force_feedback = rumble_context->has_motors();
|
||||
}
|
||||
}
|
||||
|
||||
if (@available(macOS 10.15, iOS 13.0, tvOS 13.0, *)) {
|
||||
if ([controller.productCategory isEqualToString:@"Switch Pro Controller"] || [controller.productCategory isEqualToString:@"Nintendo Switch Joy-Con (L/R)"]) {
|
||||
double_nintendo_joycon_layout = true;
|
||||
}
|
||||
|
||||
if ([controller.productCategory isEqualToString:@"Nintendo Switch Joy-Con (L)"] || [controller.productCategory isEqualToString:@"Nintendo Switch Joy-Con (R)"]) {
|
||||
single_nintendo_joycon_layout = true;
|
||||
}
|
||||
}
|
||||
|
||||
int l_joy_id = joy_id;
|
||||
|
||||
auto BUTTON = [l_joy_id](JoyButton p_button) {
|
||||
return ^(GCControllerButtonInput *button, float value, BOOL pressed) {
|
||||
Input::get_singleton()->joy_button(l_joy_id, p_button, pressed);
|
||||
};
|
||||
};
|
||||
|
||||
auto JOYSTICK_LEFT = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
|
||||
if (axis_value[(int)JoyAxis::LEFT_X] != xValue) {
|
||||
axis_changed_mask |= (1 << (int)JoyAxis::LEFT_X);
|
||||
axis_value[(int)JoyAxis::LEFT_X] = xValue;
|
||||
}
|
||||
if (axis_value[(int)JoyAxis::LEFT_Y] != -yValue) {
|
||||
axis_changed_mask |= (1 << (int)JoyAxis::LEFT_Y);
|
||||
axis_value[(int)JoyAxis::LEFT_Y] = -yValue;
|
||||
}
|
||||
};
|
||||
|
||||
auto JOYSTICK_RIGHT = ^(GCControllerDirectionPad *dpad, float xValue, float yValue) {
|
||||
if (axis_value[(int)JoyAxis::RIGHT_X] != xValue) {
|
||||
axis_changed_mask |= (1 << (int)JoyAxis::RIGHT_X);
|
||||
axis_value[(int)JoyAxis::RIGHT_X] = xValue;
|
||||
}
|
||||
if (axis_value[(int)JoyAxis::RIGHT_Y] != -yValue) {
|
||||
axis_changed_mask |= (1 << (int)JoyAxis::RIGHT_Y);
|
||||
axis_value[(int)JoyAxis::RIGHT_Y] = -yValue;
|
||||
}
|
||||
};
|
||||
|
||||
auto TRIGGER_LEFT = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
|
||||
if (axis_value[(int)JoyAxis::TRIGGER_LEFT] != value) {
|
||||
axis_changed_mask |= (1 << (int)JoyAxis::TRIGGER_LEFT);
|
||||
axis_value[(int)JoyAxis::TRIGGER_LEFT] = value;
|
||||
}
|
||||
};
|
||||
|
||||
auto TRIGGER_RIGHT = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
|
||||
if (axis_value[(int)JoyAxis::TRIGGER_RIGHT] != value) {
|
||||
axis_changed_mask |= (1 << (int)JoyAxis::TRIGGER_RIGHT);
|
||||
axis_value[(int)JoyAxis::TRIGGER_RIGHT] = value;
|
||||
}
|
||||
};
|
||||
|
||||
if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
|
||||
if (controller.physicalInputProfile != nil) {
|
||||
GCPhysicalInputProfile *profile = controller.physicalInputProfile;
|
||||
|
||||
GCControllerButtonInput *buttonA = profile.buttons[GCInputButtonA];
|
||||
GCControllerButtonInput *buttonB = profile.buttons[GCInputButtonB];
|
||||
GCControllerButtonInput *buttonX = profile.buttons[GCInputButtonX];
|
||||
GCControllerButtonInput *buttonY = profile.buttons[GCInputButtonY];
|
||||
if (double_nintendo_joycon_layout) {
|
||||
if (buttonA) {
|
||||
buttonA.pressedChangedHandler = BUTTON(JoyButton::B);
|
||||
}
|
||||
if (buttonB) {
|
||||
buttonB.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
}
|
||||
if (buttonX) {
|
||||
buttonX.pressedChangedHandler = BUTTON(JoyButton::Y);
|
||||
}
|
||||
if (buttonY) {
|
||||
buttonY.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
}
|
||||
} else if (single_nintendo_joycon_layout) {
|
||||
if (buttonA) {
|
||||
buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
}
|
||||
if (buttonB) {
|
||||
buttonB.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
}
|
||||
if (buttonX) {
|
||||
buttonX.pressedChangedHandler = BUTTON(JoyButton::B);
|
||||
}
|
||||
if (buttonY) {
|
||||
buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
|
||||
}
|
||||
} else {
|
||||
if (buttonA) {
|
||||
buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
}
|
||||
if (buttonB) {
|
||||
buttonB.pressedChangedHandler = BUTTON(JoyButton::B);
|
||||
}
|
||||
if (buttonX) {
|
||||
buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
}
|
||||
if (buttonY) {
|
||||
buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
|
||||
}
|
||||
}
|
||||
|
||||
GCControllerButtonInput *leftThumbstickButton = profile.buttons[GCInputLeftThumbstickButton];
|
||||
GCControllerButtonInput *rightThumbstickButton = profile.buttons[GCInputRightThumbstickButton];
|
||||
if (leftThumbstickButton) {
|
||||
leftThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::LEFT_STICK);
|
||||
}
|
||||
if (rightThumbstickButton) {
|
||||
rightThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::RIGHT_STICK);
|
||||
}
|
||||
|
||||
GCControllerButtonInput *leftShoulder = profile.buttons[GCInputLeftShoulder];
|
||||
GCControllerButtonInput *rightShoulder = profile.buttons[GCInputRightShoulder];
|
||||
if (leftShoulder) {
|
||||
leftShoulder.pressedChangedHandler = BUTTON(JoyButton::LEFT_SHOULDER);
|
||||
}
|
||||
if (rightShoulder) {
|
||||
rightShoulder.pressedChangedHandler = BUTTON(JoyButton::RIGHT_SHOULDER);
|
||||
}
|
||||
|
||||
GCControllerButtonInput *leftTrigger = profile.buttons[GCInputLeftTrigger];
|
||||
GCControllerButtonInput *rightTrigger = profile.buttons[GCInputRightTrigger];
|
||||
if (leftTrigger) {
|
||||
leftTrigger.valueChangedHandler = TRIGGER_LEFT;
|
||||
}
|
||||
if (rightTrigger) {
|
||||
rightTrigger.valueChangedHandler = TRIGGER_RIGHT;
|
||||
}
|
||||
|
||||
GCControllerButtonInput *buttonMenu = profile.buttons[GCInputButtonMenu];
|
||||
GCControllerButtonInput *buttonHome = profile.buttons[GCInputButtonHome];
|
||||
GCControllerButtonInput *buttonOptions = profile.buttons[GCInputButtonOptions];
|
||||
if (buttonMenu) {
|
||||
buttonMenu.pressedChangedHandler = BUTTON(JoyButton::START);
|
||||
}
|
||||
if (buttonHome) {
|
||||
buttonHome.pressedChangedHandler = BUTTON(JoyButton::GUIDE);
|
||||
}
|
||||
if (buttonOptions) {
|
||||
buttonOptions.pressedChangedHandler = BUTTON(JoyButton::BACK);
|
||||
}
|
||||
|
||||
// Xbox controller buttons.
|
||||
if (@available(macOS 12.0, iOS 15.0, tvOS 15.0, *)) {
|
||||
GCControllerButtonInput *buttonShare = profile.buttons[GCInputButtonShare];
|
||||
if (buttonShare) {
|
||||
buttonShare.pressedChangedHandler = BUTTON(JoyButton::MISC1);
|
||||
}
|
||||
}
|
||||
|
||||
GCControllerButtonInput *paddleButton1 = profile.buttons[GCInputXboxPaddleOne];
|
||||
GCControllerButtonInput *paddleButton2 = profile.buttons[GCInputXboxPaddleTwo];
|
||||
GCControllerButtonInput *paddleButton3 = profile.buttons[GCInputXboxPaddleThree];
|
||||
GCControllerButtonInput *paddleButton4 = profile.buttons[GCInputXboxPaddleFour];
|
||||
if (paddleButton1) {
|
||||
paddleButton1.pressedChangedHandler = BUTTON(JoyButton::PADDLE1);
|
||||
}
|
||||
if (paddleButton2) {
|
||||
paddleButton2.pressedChangedHandler = BUTTON(JoyButton::PADDLE2);
|
||||
}
|
||||
if (paddleButton3) {
|
||||
paddleButton3.pressedChangedHandler = BUTTON(JoyButton::PADDLE3);
|
||||
}
|
||||
if (paddleButton4) {
|
||||
paddleButton4.pressedChangedHandler = BUTTON(JoyButton::PADDLE4);
|
||||
}
|
||||
|
||||
GCControllerDirectionPad *leftThumbstick = profile.dpads[GCInputLeftThumbstick];
|
||||
if (leftThumbstick) {
|
||||
leftThumbstick.valueChangedHandler = JOYSTICK_LEFT;
|
||||
}
|
||||
|
||||
GCControllerDirectionPad *rightThumbstick = profile.dpads[GCInputRightThumbstick];
|
||||
if (rightThumbstick) {
|
||||
rightThumbstick.valueChangedHandler = JOYSTICK_RIGHT;
|
||||
}
|
||||
|
||||
GCControllerDirectionPad *dpad = nil;
|
||||
if (controller.extendedGamepad != nil) {
|
||||
dpad = controller.extendedGamepad.dpad;
|
||||
} else if (controller.microGamepad != nil) {
|
||||
dpad = controller.microGamepad.dpad;
|
||||
}
|
||||
if (dpad) {
|
||||
dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
|
||||
dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
|
||||
dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
|
||||
dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
|
||||
}
|
||||
}
|
||||
} else if (controller.extendedGamepad != nil) {
|
||||
GCExtendedGamepad *gamepad = controller.extendedGamepad;
|
||||
|
||||
if (double_nintendo_joycon_layout) {
|
||||
gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::B);
|
||||
gamepad.buttonB.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::Y);
|
||||
gamepad.buttonY.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
} else if (single_nintendo_joycon_layout) {
|
||||
gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
gamepad.buttonB.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::B);
|
||||
gamepad.buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
|
||||
} else {
|
||||
gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
gamepad.buttonB.pressedChangedHandler = BUTTON(JoyButton::B);
|
||||
gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
gamepad.buttonY.pressedChangedHandler = BUTTON(JoyButton::Y);
|
||||
}
|
||||
|
||||
gamepad.leftShoulder.pressedChangedHandler = BUTTON(JoyButton::LEFT_SHOULDER);
|
||||
gamepad.rightShoulder.pressedChangedHandler = BUTTON(JoyButton::RIGHT_SHOULDER);
|
||||
gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
|
||||
gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
|
||||
gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
|
||||
gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
|
||||
|
||||
gamepad.leftThumbstick.valueChangedHandler = JOYSTICK_LEFT;
|
||||
gamepad.rightThumbstick.valueChangedHandler = JOYSTICK_RIGHT;
|
||||
gamepad.leftTrigger.valueChangedHandler = TRIGGER_LEFT;
|
||||
gamepad.rightTrigger.valueChangedHandler = TRIGGER_RIGHT;
|
||||
|
||||
if (@available(macOS 10.14.1, iOS 12.1, tvOS 12.1, *)) {
|
||||
gamepad.leftThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::LEFT_STICK);
|
||||
gamepad.rightThumbstickButton.pressedChangedHandler = BUTTON(JoyButton::RIGHT_STICK);
|
||||
}
|
||||
|
||||
if (@available(macOS 10.15, iOS 13.0, tvOS 13.0, *)) {
|
||||
gamepad.buttonOptions.pressedChangedHandler = BUTTON(JoyButton::BACK);
|
||||
gamepad.buttonMenu.pressedChangedHandler = BUTTON(JoyButton::START);
|
||||
}
|
||||
|
||||
if (@available(macOS 11, iOS 14.0, tvOS 14.0, *)) {
|
||||
gamepad.buttonHome.pressedChangedHandler = BUTTON(JoyButton::GUIDE);
|
||||
if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
|
||||
GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
|
||||
xboxGamepad.paddleButton1.pressedChangedHandler = BUTTON(JoyButton::PADDLE1);
|
||||
xboxGamepad.paddleButton2.pressedChangedHandler = BUTTON(JoyButton::PADDLE2);
|
||||
xboxGamepad.paddleButton3.pressedChangedHandler = BUTTON(JoyButton::PADDLE3);
|
||||
xboxGamepad.paddleButton4.pressedChangedHandler = BUTTON(JoyButton::PADDLE4);
|
||||
}
|
||||
}
|
||||
|
||||
if (@available(macOS 12, iOS 15.0, tvOS 15.0, *)) {
|
||||
if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
|
||||
GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
|
||||
xboxGamepad.buttonShare.pressedChangedHandler = BUTTON(JoyButton::MISC1);
|
||||
}
|
||||
}
|
||||
} else if (controller.microGamepad != nil) {
|
||||
GCMicroGamepad *gamepad = controller.microGamepad;
|
||||
|
||||
gamepad.buttonA.pressedChangedHandler = BUTTON(JoyButton::A);
|
||||
gamepad.buttonX.pressedChangedHandler = BUTTON(JoyButton::X);
|
||||
gamepad.dpad.up.pressedChangedHandler = BUTTON(JoyButton::DPAD_UP);
|
||||
gamepad.dpad.down.pressedChangedHandler = BUTTON(JoyButton::DPAD_DOWN);
|
||||
gamepad.dpad.left.pressedChangedHandler = BUTTON(JoyButton::DPAD_LEFT);
|
||||
gamepad.dpad.right.pressedChangedHandler = BUTTON(JoyButton::DPAD_RIGHT);
|
||||
}
|
||||
|
||||
// TODO: Need to add support for controller.motion which gives us access to
|
||||
// the orientation of the device (if supported).
|
||||
}
|
||||
|
||||
GameController::~GameController() {
|
||||
if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
|
||||
if (rumble_context) {
|
||||
memdelete(rumble_context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
JoypadApple::JoypadApple() {
|
||||
connect_observer = [NSNotificationCenter.defaultCenter
|
||||
addObserverForName:GCControllerDidConnectNotification
|
||||
object:nil
|
||||
queue:NSOperationQueue.mainQueue
|
||||
usingBlock:^(NSNotification *notification) {
|
||||
GCController *controller = notification.object;
|
||||
if (!controller) {
|
||||
return;
|
||||
}
|
||||
add_joypad(controller);
|
||||
}];
|
||||
|
||||
disconnect_observer = [NSNotificationCenter.defaultCenter
|
||||
addObserverForName:GCControllerDidDisconnectNotification
|
||||
object:nil
|
||||
queue:NSOperationQueue.mainQueue
|
||||
usingBlock:^(NSNotification *notification) {
|
||||
GCController *controller = notification.object;
|
||||
if (!controller) {
|
||||
return;
|
||||
}
|
||||
remove_joypad(controller);
|
||||
}];
|
||||
|
||||
if (@available(macOS 11.3, iOS 14.5, tvOS 14.5, *)) {
|
||||
GCController.shouldMonitorBackgroundEvents = YES;
|
||||
}
|
||||
}
|
||||
|
||||
JoypadApple::~JoypadApple() {
|
||||
for (KeyValue<int, GameController *> &E : joypads) {
|
||||
memdelete(E.value);
|
||||
E.value = nullptr;
|
||||
}
|
||||
|
||||
[NSNotificationCenter.defaultCenter removeObserver:connect_observer];
|
||||
[NSNotificationCenter.defaultCenter removeObserver:disconnect_observer];
|
||||
}
|
||||
|
||||
// Finds the rightmost set bit in a number, n.
|
||||
// variation of https://www.geeksforgeeks.org/position-of-rightmost-set-bit/
|
||||
int rightmost_one(int n) {
|
||||
return __builtin_ctz(n & -n) + 1;
|
||||
}
|
||||
|
||||
GCControllerPlayerIndex JoypadApple::get_free_player_index() {
|
||||
// player_set will be a bitfield where each bit represents a player index.
|
||||
__block uint32_t player_set = 0;
|
||||
for (const KeyValue<GCController *, int> &E : controller_to_joy_id) {
|
||||
player_set |= 1U << E.key.playerIndex;
|
||||
}
|
||||
|
||||
// invert, as we want to find the first unset player index.
|
||||
int n = rightmost_one((int)(~player_set));
|
||||
if (n >= 5) {
|
||||
return GCControllerPlayerIndexUnset;
|
||||
}
|
||||
|
||||
return (GCControllerPlayerIndex)(n - 1);
|
||||
}
|
||||
|
||||
void JoypadApple::add_joypad(GCController *p_controller) {
|
||||
if (controller_to_joy_id.has(p_controller)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 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 (p_controller.playerIndex == GCControllerPlayerIndexUnset) {
|
||||
p_controller.playerIndex = get_free_player_index();
|
||||
}
|
||||
|
||||
// Tell Godot about our new controller.
|
||||
char const *device_name;
|
||||
if (@available(macOS 10.15, iOS 13.0, tvOS 13.0, *)) {
|
||||
device_name = p_controller.productCategory.UTF8String;
|
||||
} else {
|
||||
device_name = p_controller.vendorName.UTF8String;
|
||||
}
|
||||
Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8(device_name));
|
||||
|
||||
// Assign our player index.
|
||||
joypads.insert(joy_id, memnew(GameController(joy_id, p_controller)));
|
||||
controller_to_joy_id.insert(p_controller, joy_id);
|
||||
}
|
||||
|
||||
void JoypadApple::remove_joypad(GCController *p_controller) {
|
||||
if (!controller_to_joy_id.has(p_controller)) {
|
||||
return;
|
||||
}
|
||||
|
||||
int joy_id = controller_to_joy_id[p_controller];
|
||||
controller_to_joy_id.erase(p_controller);
|
||||
|
||||
// Tell Godot this joystick is no longer there.
|
||||
Input::get_singleton()->joy_connection_changed(joy_id, false, "");
|
||||
|
||||
// And remove it from our dictionary.
|
||||
GameController **old = joypads.getptr(joy_id);
|
||||
memdelete(*old);
|
||||
*old = nullptr;
|
||||
joypads.erase(joy_id);
|
||||
}
|
||||
|
||||
API_AVAILABLE(macos(10.15), ios(13.0), tvos(14.0))
|
||||
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 JoypadApple::joypad_vibration_start(GameController &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->has_active_players()) {
|
||||
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);
|
||||
|
||||
p_joypad.rumble_context->play_weak_pattern(weak_pattern);
|
||||
p_joypad.rumble_context->play_strong_pattern(strong_pattern);
|
||||
|
||||
p_joypad.ff_effect_timestamp = p_timestamp;
|
||||
}
|
||||
|
||||
void JoypadApple::joypad_vibration_stop(GameController &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->has_active_players()) {
|
||||
return;
|
||||
}
|
||||
|
||||
p_joypad.rumble_context->stop();
|
||||
|
||||
p_joypad.ff_effect_timestamp = p_timestamp;
|
||||
}
|
||||
|
||||
void JoypadApple::process_joypads() {
|
||||
Input *input = Input::get_singleton();
|
||||
|
||||
if (@available(macOS 11.0, iOS 14.0, tvOS 14.0, *)) {
|
||||
for (KeyValue<int, GameController *> &E : joypads) {
|
||||
int id = E.key;
|
||||
GameController &joypad = *E.value;
|
||||
|
||||
uint32_t changed = joypad.axis_changed_mask;
|
||||
joypad.axis_changed_mask = 0;
|
||||
// Loop over changed axes.
|
||||
while (changed) {
|
||||
// Find the index of the next set bit.
|
||||
uint32_t i = (uint32_t)__builtin_ctzll(changed);
|
||||
// Clear the set bit.
|
||||
changed &= (changed - 1);
|
||||
input->joy_axis(id, (JoyAxis)i, joypad.axis_value[i]);
|
||||
}
|
||||
|
||||
if (joypad.force_feedback) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -34,7 +34,6 @@
|
|||
|
||||
#import "apple_embedded.h"
|
||||
|
||||
#import "drivers/apple/joypad_apple.h"
|
||||
#import "drivers/coreaudio/audio_driver_coreaudio.h"
|
||||
#include "drivers/unix/os_unix.h"
|
||||
#include "servers/audio/audio_server.h"
|
||||
|
|
@ -48,6 +47,8 @@
|
|||
#endif
|
||||
#endif
|
||||
|
||||
class JoypadSDL;
|
||||
|
||||
class OS_AppleEmbedded : public OS_Unix {
|
||||
private:
|
||||
static HashMap<String, void *> dynamic_symbol_lookup_table;
|
||||
|
|
@ -57,7 +58,9 @@ private:
|
|||
|
||||
AppleEmbedded *apple_embedded = nullptr;
|
||||
|
||||
JoypadApple *joypad_apple = nullptr;
|
||||
#ifdef SDL_ENABLED
|
||||
JoypadSDL *joypad_sdl = nullptr;
|
||||
#endif
|
||||
|
||||
MainLoop *main_loop = nullptr;
|
||||
|
||||
|
|
|
|||
|
|
@ -43,6 +43,9 @@
|
|||
#include "core/os/main_loop.h"
|
||||
#include "core/profiling/profiling.h"
|
||||
#import "drivers/apple/os_log_logger.h"
|
||||
#ifdef SDL_ENABLED
|
||||
#include "drivers/sdl/joypad_sdl.h"
|
||||
#endif
|
||||
#include "main/main.h"
|
||||
|
||||
#import <AVFoundation/AVFAudio.h>
|
||||
|
|
@ -167,7 +170,14 @@ void OS_AppleEmbedded::initialize() {
|
|||
}
|
||||
|
||||
void OS_AppleEmbedded::initialize_joypads() {
|
||||
joypad_apple = memnew(JoypadApple);
|
||||
#ifdef SDL_ENABLED
|
||||
joypad_sdl = memnew(JoypadSDL());
|
||||
if (joypad_sdl->initialize() != OK) {
|
||||
ERR_PRINT("Couldn't initialize SDL joypad input driver.");
|
||||
memdelete(joypad_sdl);
|
||||
joypad_sdl = nullptr;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void OS_AppleEmbedded::initialize_modules() {
|
||||
|
|
@ -176,9 +186,11 @@ void OS_AppleEmbedded::initialize_modules() {
|
|||
}
|
||||
|
||||
void OS_AppleEmbedded::deinitialize_modules() {
|
||||
if (joypad_apple) {
|
||||
memdelete(joypad_apple);
|
||||
#ifdef SDL_ENABLED
|
||||
if (joypad_sdl) {
|
||||
memdelete(joypad_sdl);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (apple_embedded) {
|
||||
memdelete(apple_embedded);
|
||||
|
|
@ -214,7 +226,11 @@ bool OS_AppleEmbedded::iterate() {
|
|||
DisplayServer::get_singleton()->process_events();
|
||||
}
|
||||
|
||||
joypad_apple->process_joypads();
|
||||
#ifdef SDL_ENABLED
|
||||
if (joypad_sdl) {
|
||||
joypad_sdl->process_events();
|
||||
}
|
||||
#endif
|
||||
|
||||
return Main::iteration();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -188,6 +188,26 @@ if env["builtin_sdl"]:
|
|||
"timer/windows/SDL_systimer.c",
|
||||
]
|
||||
|
||||
elif env["platform"] in ["ios", "visionos"]:
|
||||
if env["platform"] == "ios":
|
||||
env_sdl.Append(CPPDEFINES=["SDL_PLATFORM_IOS"])
|
||||
else:
|
||||
env_sdl.Append(CPPDEFINES=["SDL_PLATFORM_VISIONOS"])
|
||||
|
||||
thirdparty_sources += [
|
||||
"core/unix/SDL_appid.c",
|
||||
"core/unix/SDL_poll.c",
|
||||
"haptic/dummy/SDL_syshaptic.c",
|
||||
"joystick/apple/SDL_mfijoystick.m",
|
||||
"thread/pthread/SDL_syscond.c",
|
||||
"thread/pthread/SDL_sysmutex.c",
|
||||
"thread/pthread/SDL_sysrwlock.c",
|
||||
"thread/pthread/SDL_syssem.c",
|
||||
"thread/pthread/SDL_systhread.c",
|
||||
"thread/pthread/SDL_systls.c",
|
||||
"timer/unix/SDL_systimer.c",
|
||||
]
|
||||
|
||||
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
|
||||
|
||||
env_thirdparty = env_sdl.Clone()
|
||||
|
|
|
|||
|
|
@ -117,7 +117,7 @@
|
|||
#define SDL_INPUT_LINUXEV 1
|
||||
#define SDL_THREAD_PTHREAD 1
|
||||
|
||||
// MacOS defines
|
||||
// macOS defines
|
||||
#elif defined(SDL_PLATFORM_MACOS)
|
||||
|
||||
#define SDL_PLATFORM_PRIVATE_NAME "macOS"
|
||||
|
|
@ -132,6 +132,27 @@
|
|||
#define SDL_THREAD_PTHREAD 1
|
||||
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
|
||||
|
||||
// iOS/visionOS defines
|
||||
#elif defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_VISIONOS)
|
||||
|
||||
#ifdef SDL_PLATFORM_IOS
|
||||
#define SDL_PLATFORM_PRIVATE_NAME "iOS"
|
||||
#else
|
||||
#define SDL_PLATFORM_PRIVATE_NAME "visionOS"
|
||||
#endif
|
||||
|
||||
#define SDL_PLATFORM_UNIX 1
|
||||
|
||||
#define HAVE_STDIO_H 1
|
||||
#define HAVE_LIBC 1
|
||||
|
||||
#define SDL_JOYSTICK_MFI 1
|
||||
#define SDL_HAPTIC_DUMMY 1
|
||||
#define SDL_TIMER_UNIX 1
|
||||
#define SDL_THREAD_PTHREAD 1
|
||||
|
||||
#define SDL_MAIN_HANDLED 1
|
||||
|
||||
// Other platforms are not supported (for now)
|
||||
#else
|
||||
#error "No SDL build config was found for this platform. Setup one before compiling the engine."
|
||||
|
|
|
|||
|
|
@ -158,7 +158,7 @@ void JoypadSDL::process_events() {
|
|||
joypads[joy_id].sdl_instance_idx = sdl_event.jdevice.which;
|
||||
joypads[joy_id].supports_force_feedback = SDL_GetBooleanProperty(propertiesID, SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, false);
|
||||
joypads[joy_id].guid = StringName(String(guid));
|
||||
joypads[joy_id].supports_motion_sensors = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL) && SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
|
||||
joypads[joy_id].supports_motion_sensors = SDL_GamepadHasSensor(gamepad, SDL_SENSOR_ACCEL) || SDL_GamepadHasSensor(gamepad, SDL_SENSOR_GYRO);
|
||||
|
||||
sdl_instance_id_to_joypad_id.insert(sdl_event.jdevice.which, joy_id);
|
||||
|
||||
|
|
@ -174,10 +174,12 @@ void JoypadSDL::process_events() {
|
|||
joypad_info["serial_number"] = serial;
|
||||
}
|
||||
|
||||
#if defined(WINDOWS_ENABLED) || defined(LINUXBSD_ENABLED) || defined(MACOS_ENABLED)
|
||||
const uint64_t steam_handle = SDL_GetGamepadSteamHandle(gamepad);
|
||||
if (steam_handle != 0) {
|
||||
joypad_info["steam_input_index"] = itos(steam_handle);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef WINDOWS_ENABLED
|
||||
const int player_index = SDL_GetJoystickPlayerIndex(joy);
|
||||
|
|
|
|||
|
|
@ -183,3 +183,10 @@ def configure(env: "SConsEnvironment"):
|
|||
"$APPLE_SDK_PATH/System/Library/Frameworks/OpenGLES.framework/Headers",
|
||||
]
|
||||
)
|
||||
|
||||
if env["sdl"]:
|
||||
if env["builtin_sdl"]:
|
||||
env.Append(CPPDEFINES=["SDL_ENABLED"])
|
||||
else:
|
||||
print_warning("`builtin_sdl` was explicitly disabled. Disabling SDL input driver support.")
|
||||
env["sdl"] = False
|
||||
|
|
|
|||
|
|
@ -162,3 +162,10 @@ def configure(env: "SConsEnvironment"):
|
|||
if env["opengl3"]:
|
||||
print_warning("The visionOS platform does not support the OpenGL rendering driver")
|
||||
env["opengl3"] = False
|
||||
|
||||
if env["sdl"]:
|
||||
if env["builtin_sdl"]:
|
||||
env.Append(CPPDEFINES=["SDL_ENABLED"])
|
||||
else:
|
||||
print_warning("`builtin_sdl` was explicitly disabled. Disabling SDL input driver support.")
|
||||
env["sdl"] = False
|
||||
|
|
|
|||
151
thirdparty/sdl/haptic/dummy/SDL_syshaptic.c
vendored
Normal file
151
thirdparty/sdl/haptic/dummy/SDL_syshaptic.c
vendored
Normal file
|
|
@ -0,0 +1,151 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_internal.h"
|
||||
|
||||
#if defined(SDL_HAPTIC_DUMMY) || defined(SDL_HAPTIC_DISABLED)
|
||||
|
||||
#include "../SDL_syshaptic.h"
|
||||
|
||||
static bool SDL_SYS_LogicError(void)
|
||||
{
|
||||
return SDL_SetError("Logic error: No haptic devices available.");
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticInit(void)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
int SDL_SYS_NumHaptics(void)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
SDL_HapticID SDL_SYS_HapticInstanceID(int index)
|
||||
{
|
||||
SDL_SYS_LogicError();
|
||||
return 0;
|
||||
}
|
||||
|
||||
const char *SDL_SYS_HapticName(int index)
|
||||
{
|
||||
SDL_SYS_LogicError();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticOpen(SDL_Haptic *haptic)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
int SDL_SYS_HapticMouse(void)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
bool SDL_SYS_JoystickIsHaptic(SDL_Joystick *joystick)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticOpenFromJoystick(SDL_Haptic *haptic, SDL_Joystick *joystick)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_JoystickSameHaptic(SDL_Haptic *haptic, SDL_Joystick *joystick)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void SDL_SYS_HapticClose(SDL_Haptic *haptic)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
void SDL_SYS_HapticQuit(void)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticNewEffect(SDL_Haptic *haptic,
|
||||
struct haptic_effect *effect, const SDL_HapticEffect *base)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticUpdateEffect(SDL_Haptic *haptic,
|
||||
struct haptic_effect *effect,
|
||||
const SDL_HapticEffect *data)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticRunEffect(SDL_Haptic *haptic, struct haptic_effect *effect,
|
||||
Uint32 iterations)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticStopEffect(SDL_Haptic *haptic, struct haptic_effect *effect)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
void SDL_SYS_HapticDestroyEffect(SDL_Haptic *haptic, struct haptic_effect *effect)
|
||||
{
|
||||
SDL_SYS_LogicError();
|
||||
return;
|
||||
}
|
||||
|
||||
int SDL_SYS_HapticGetEffectStatus(SDL_Haptic *haptic,
|
||||
struct haptic_effect *effect)
|
||||
{
|
||||
SDL_SYS_LogicError();
|
||||
return -1;
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticSetGain(SDL_Haptic *haptic, int gain)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticSetAutocenter(SDL_Haptic *haptic, int autocenter)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticPause(SDL_Haptic *haptic)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticResume(SDL_Haptic *haptic)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
bool SDL_SYS_HapticStopAll(SDL_Haptic *haptic)
|
||||
{
|
||||
return SDL_SYS_LogicError();
|
||||
}
|
||||
|
||||
#endif // SDL_HAPTIC_DUMMY || SDL_HAPTIC_DISABLED
|
||||
45
thirdparty/sdl/loadso/dummy/SDL_sysloadso.c
vendored
Normal file
45
thirdparty/sdl/loadso/dummy/SDL_sysloadso.c
vendored
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_internal.h"
|
||||
|
||||
#if defined(SDL_LOADSO_DUMMY)
|
||||
|
||||
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
|
||||
// System dependent library loading routines
|
||||
|
||||
SDL_SharedObject *SDL_LoadObject(const char *sofile)
|
||||
{
|
||||
SDL_Unsupported();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SDL_FunctionPointer SDL_LoadFunction(SDL_SharedObject *handle, const char *name)
|
||||
{
|
||||
SDL_Unsupported();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void SDL_UnloadObject(SDL_SharedObject *handle)
|
||||
{
|
||||
// no-op.
|
||||
}
|
||||
|
||||
#endif // SDL_LOADSO_DUMMY
|
||||
4
thirdparty/sdl/update-sdl.sh
vendored
4
thirdparty/sdl/update-sdl.sh
vendored
|
|
@ -52,13 +52,13 @@ rm -f $target/core/windows/version.rc
|
|||
rm -f $target/core/linux/SDL_{fcitx,ibus,ime,system_theme}.*
|
||||
|
||||
mkdir $target/haptic
|
||||
cp -rv haptic/{*.{c,h},darwin,linux,windows} $target/haptic
|
||||
cp -rv haptic/{*.{c,h},darwin,dummy,linux,windows} $target/haptic
|
||||
|
||||
mkdir $target/joystick
|
||||
cp -rv joystick/{*.{c,h},apple,darwin,hidapi,linux,windows} $target/joystick
|
||||
|
||||
mkdir $target/loadso
|
||||
cp -rv loadso/dlopen $target/loadso
|
||||
cp -rv loadso/{dlopen,dummy} $target/loadso
|
||||
|
||||
mkdir $target/sensor
|
||||
cp -rv sensor/{*.{c,h},dummy,windows} $target/sensor
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue