godot/platform/ios/joypad_ios.mm
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00

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/**************************************************************************/
/* joypad_ios.mm */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#import "joypad_ios.h"
#import "godot_view.h"
#import "os_ios.h"
#include "core/config/project_settings.h"
#import "drivers/coreaudio/audio_driver_coreaudio.h"
#include "main/main.h"
JoypadIOS::JoypadIOS() {
observer = [[JoypadIOSObserver alloc] init];
[observer startObserving];
}
JoypadIOS::~JoypadIOS() {
if (observer) {
[observer finishObserving];
observer = nil;
}
}
void JoypadIOS::start_processing() {
if (observer) {
[observer startProcessing];
}
}
@interface JoypadIOSObserver ()
@property(assign, nonatomic) BOOL isObserving;
@property(assign, nonatomic) BOOL isProcessing;
@property(strong, nonatomic) NSMutableDictionary *connectedJoypads;
@property(strong, nonatomic) NSMutableArray *joypadsQueue;
@end
@implementation JoypadIOSObserver
- (instancetype)init {
self = [super init];
if (self) {
[self godot_commonInit];
}
return self;
}
- (void)godot_commonInit {
self.isObserving = NO;
self.isProcessing = NO;
}
- (void)startProcessing {
self.isProcessing = YES;
for (GCController *controller in self.joypadsQueue) {
[self addiOSJoypad:controller];
}
[self.joypadsQueue removeAllObjects];
}
- (void)startObserving {
if (self.isObserving) {
return;
}
self.isObserving = YES;
self.connectedJoypads = [NSMutableDictionary dictionary];
self.joypadsQueue = [NSMutableArray array];
// get told when controllers connect, this will be called right away for
// already connected controllers
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(controllerWasConnected:)
name:GCControllerDidConnectNotification
object:nil];
// get told when controllers disconnect
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(controllerWasDisconnected:)
name:GCControllerDidDisconnectNotification
object:nil];
}
- (void)finishObserving {
if (self.isObserving) {
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
self.isObserving = NO;
self.isProcessing = NO;
self.connectedJoypads = nil;
self.joypadsQueue = nil;
}
- (void)dealloc {
[self finishObserving];
}
- (int)getJoyIdForController:(GCController *)controller {
NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
for (NSNumber *key in keys) {
int joy_id = [key intValue];
return joy_id;
}
return -1;
}
- (void)addiOSJoypad:(GCController *)controller {
// get a new id for our controller
int joy_id = Input::get_singleton()->get_unused_joy_id();
if (joy_id == -1) {
print_verbose("Couldn't retrieve new joy ID.");
return;
}
// assign our player index
if (controller.playerIndex == GCControllerPlayerIndexUnset) {
controller.playerIndex = [self getFreePlayerIndex];
}
// tell Godot about our new controller
Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8([controller.vendorName UTF8String]));
// add it to our dictionary, this will retain our controllers
[self.connectedJoypads setObject:controller forKey:[NSNumber numberWithInt:joy_id]];
// set our input handler
[self setControllerInputHandler:controller];
}
- (void)controllerWasConnected:(NSNotification *)notification {
// get our controller
GCController *controller = (GCController *)notification.object;
if (!controller) {
print_verbose("Couldn't retrieve new controller.");
return;
}
if ([[self.connectedJoypads allKeysForObject:controller] count] > 0) {
print_verbose("Controller is already registered.");
} else if (!self.isProcessing) {
[self.joypadsQueue addObject:controller];
} else {
[self addiOSJoypad:controller];
}
}
- (void)controllerWasDisconnected:(NSNotification *)notification {
// find our joystick, there should be only one in our dictionary
GCController *controller = (GCController *)notification.object;
if (!controller) {
return;
}
NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
for (NSNumber *key in keys) {
// tell Godot this joystick is no longer there
int joy_id = [key intValue];
Input::get_singleton()->joy_connection_changed(joy_id, false, "");
// and remove it from our dictionary
[self.connectedJoypads removeObjectForKey:key];
}
}
- (GCControllerPlayerIndex)getFreePlayerIndex {
bool have_player_1 = false;
bool have_player_2 = false;
bool have_player_3 = false;
bool have_player_4 = false;
if (self.connectedJoypads == nil) {
NSArray *keys = [self.connectedJoypads allKeys];
for (NSNumber *key in keys) {
GCController *controller = [self.connectedJoypads objectForKey:key];
if (controller.playerIndex == GCControllerPlayerIndex1) {
have_player_1 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex2) {
have_player_2 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex3) {
have_player_3 = true;
} else if (controller.playerIndex == GCControllerPlayerIndex4) {
have_player_4 = true;
}
}
}
if (!have_player_1) {
return GCControllerPlayerIndex1;
} else if (!have_player_2) {
return GCControllerPlayerIndex2;
} else if (!have_player_3) {
return GCControllerPlayerIndex3;
} else if (!have_player_4) {
return GCControllerPlayerIndex4;
} else {
return GCControllerPlayerIndexUnset;
}
}
- (void)setControllerInputHandler:(GCController *)controller {
// Hook in the callback handler for the correct gamepad profile.
// This is a bit of a weird design choice on Apples part.
// You need to select the most capable gamepad profile for the
// gamepad attached.
if (controller.extendedGamepad != nil) {
// The extended gamepad profile has all the input you could possibly find on
// a gamepad but will only be active if your gamepad actually has all of
// these...
_weakify(self);
_weakify(controller);
controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
_strongify(self);
_strongify(controller);
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
Input::get_singleton()->joy_button(joy_id, JoyButton::A,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonB) {
Input::get_singleton()->joy_button(joy_id, JoyButton::B,
gamepad.buttonB.isPressed);
} else if (element == gamepad.buttonX) {
Input::get_singleton()->joy_button(joy_id, JoyButton::X,
gamepad.buttonX.isPressed);
} else if (element == gamepad.buttonY) {
Input::get_singleton()->joy_button(joy_id, JoyButton::Y,
gamepad.buttonY.isPressed);
} else if (element == gamepad.leftShoulder) {
Input::get_singleton()->joy_button(joy_id, JoyButton::LEFT_SHOULDER,
gamepad.leftShoulder.isPressed);
} else if (element == gamepad.rightShoulder) {
Input::get_singleton()->joy_button(joy_id, JoyButton::RIGHT_SHOULDER,
gamepad.rightShoulder.isPressed);
} else if (element == gamepad.dpad) {
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
gamepad.dpad.up.isPressed);
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
gamepad.dpad.down.isPressed);
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT,
gamepad.dpad.left.isPressed);
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT,
gamepad.dpad.right.isPressed);
}
if (element == gamepad.leftThumbstick) {
float value = gamepad.leftThumbstick.xAxis.value;
Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_X, value);
value = -gamepad.leftThumbstick.yAxis.value;
Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_Y, value);
} else if (element == gamepad.rightThumbstick) {
float value = gamepad.rightThumbstick.xAxis.value;
Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_X, value);
value = -gamepad.rightThumbstick.yAxis.value;
Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_Y, value);
} else if (element == gamepad.leftTrigger) {
float value = gamepad.leftTrigger.value;
Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_LEFT, value);
} else if (element == gamepad.rightTrigger) {
float value = gamepad.rightTrigger.value;
Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_RIGHT, value);
}
if (@available(iOS 13, *)) {
// iOS uses 'buttonOptions' and 'buttonMenu' names for BACK and START joy buttons.
if (element == gamepad.buttonOptions) {
Input::get_singleton()->joy_button(joy_id, JoyButton::BACK,
gamepad.buttonOptions.isPressed);
} else if (element == gamepad.buttonMenu) {
Input::get_singleton()->joy_button(joy_id, JoyButton::START,
gamepad.buttonMenu.isPressed);
}
}
if (@available(iOS 14, *)) {
// iOS uses 'buttonHome' for the GUIDE joy button.
if (element == gamepad.buttonHome) {
Input::get_singleton()->joy_button(joy_id, JoyButton::GUIDE,
gamepad.buttonHome.isPressed);
}
}
};
} else if (controller.microGamepad != nil) {
// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
_weakify(self);
_weakify(controller);
controller.microGamepad.valueChangedHandler = ^(GCMicroGamepad *gamepad, GCControllerElement *element) {
_strongify(self);
_strongify(controller);
int joy_id = [self getJoyIdForController:controller];
if (element == gamepad.buttonA) {
Input::get_singleton()->joy_button(joy_id, JoyButton::A,
gamepad.buttonA.isPressed);
} else if (element == gamepad.buttonX) {
Input::get_singleton()->joy_button(joy_id, JoyButton::X,
gamepad.buttonX.isPressed);
} else if (element == gamepad.dpad) {
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
gamepad.dpad.up.isPressed);
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
gamepad.dpad.down.isPressed);
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT, gamepad.dpad.left.isPressed);
Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT, gamepad.dpad.right.isPressed);
}
};
}
///@TODO need to add support for controller.motion which gives us access to
/// the orientation of the device (if supported)
///@TODO need to add support for controllerPausedHandler which should be a
/// toggle
}
@end