/**************************************************************************/ /* joypad_apple.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "core/input/input.h" #define Key _QKey #import #undef Key @class GCController; class RumbleContext; struct GameController { int joy_id; GCController *controller; RumbleContext *rumble_context API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) = nil; NSInteger ff_effect_timestamp = 0; bool force_feedback = false; GameController(int p_joy_id, GCController *p_controller); ~GameController(); }; class JoypadApple { private: id connect_observer = nil; id disconnect_observer = nil; HashMap joypads; HashMap controller_to_joy_id; GCControllerPlayerIndex get_free_player_index(); void add_joypad(GCController *p_controller); void remove_joypad(GCController *p_controller); public: JoypadApple(); ~JoypadApple(); 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)); void joypad_vibration_stop(GameController &p_joypad, uint64_t p_timestamp) API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)); void process_joypads(); };