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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.
362 lines
12 KiB
Text
362 lines
12 KiB
Text
/**************************************************************************/
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/* joypad_ios.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_ios.h"
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#import "godot_view.h"
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#import "os_ios.h"
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#include "core/config/project_settings.h"
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#import "drivers/coreaudio/audio_driver_coreaudio.h"
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#include "main/main.h"
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JoypadIOS::JoypadIOS() {
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observer = [[JoypadIOSObserver alloc] init];
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[observer startObserving];
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}
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JoypadIOS::~JoypadIOS() {
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if (observer) {
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[observer finishObserving];
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observer = nil;
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}
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}
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void JoypadIOS::start_processing() {
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if (observer) {
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[observer startProcessing];
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}
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}
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@interface JoypadIOSObserver ()
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@property(assign, nonatomic) BOOL isObserving;
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@property(assign, nonatomic) BOOL isProcessing;
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@property(strong, nonatomic) NSMutableDictionary *connectedJoypads;
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@property(strong, nonatomic) NSMutableArray *joypadsQueue;
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@end
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@implementation JoypadIOSObserver
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- (instancetype)init {
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self = [super init];
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if (self) {
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[self godot_commonInit];
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}
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return self;
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}
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- (void)godot_commonInit {
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self.isObserving = NO;
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self.isProcessing = NO;
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}
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- (void)startProcessing {
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self.isProcessing = YES;
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for (GCController *controller in self.joypadsQueue) {
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[self addiOSJoypad:controller];
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}
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[self.joypadsQueue removeAllObjects];
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}
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- (void)startObserving {
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if (self.isObserving) {
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return;
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}
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self.isObserving = YES;
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self.connectedJoypads = [NSMutableDictionary dictionary];
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self.joypadsQueue = [NSMutableArray array];
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// get told when controllers connect, this will be called right away for
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// already connected controllers
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[[NSNotificationCenter defaultCenter]
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addObserver:self
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selector:@selector(controllerWasConnected:)
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name:GCControllerDidConnectNotification
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object:nil];
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// get told when controllers disconnect
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[[NSNotificationCenter defaultCenter]
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addObserver:self
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selector:@selector(controllerWasDisconnected:)
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name:GCControllerDidDisconnectNotification
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object:nil];
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}
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- (void)finishObserving {
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if (self.isObserving) {
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[[NSNotificationCenter defaultCenter] removeObserver:self];
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}
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self.isObserving = NO;
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self.isProcessing = NO;
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self.connectedJoypads = nil;
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self.joypadsQueue = nil;
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}
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- (void)dealloc {
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[self finishObserving];
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}
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- (int)getJoyIdForController:(GCController *)controller {
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NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
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for (NSNumber *key in keys) {
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int joy_id = [key intValue];
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return joy_id;
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}
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return -1;
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}
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- (void)addiOSJoypad:(GCController *)controller {
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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 (controller.playerIndex == GCControllerPlayerIndexUnset) {
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controller.playerIndex = [self getFreePlayerIndex];
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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([controller.vendorName UTF8String]));
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// add it to our dictionary, this will retain our controllers
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[self.connectedJoypads setObject:controller forKey:[NSNumber numberWithInt:joy_id]];
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// set our input handler
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[self setControllerInputHandler:controller];
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}
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- (void)controllerWasConnected:(NSNotification *)notification {
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// get our controller
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GCController *controller = (GCController *)notification.object;
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if (!controller) {
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print_verbose("Couldn't retrieve new controller.");
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return;
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}
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if ([[self.connectedJoypads allKeysForObject:controller] count] > 0) {
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print_verbose("Controller is already registered.");
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} else if (!self.isProcessing) {
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[self.joypadsQueue addObject:controller];
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} else {
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[self addiOSJoypad:controller];
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}
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}
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- (void)controllerWasDisconnected:(NSNotification *)notification {
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// find our joystick, there should be only one in our dictionary
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GCController *controller = (GCController *)notification.object;
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if (!controller) {
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return;
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}
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NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
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for (NSNumber *key in keys) {
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// tell Godot this joystick is no longer there
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int joy_id = [key intValue];
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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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[self.connectedJoypads removeObjectForKey:key];
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}
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}
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- (GCControllerPlayerIndex)getFreePlayerIndex {
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bool have_player_1 = false;
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bool have_player_2 = false;
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bool have_player_3 = false;
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bool have_player_4 = false;
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if (self.connectedJoypads == nil) {
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NSArray *keys = [self.connectedJoypads allKeys];
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for (NSNumber *key in keys) {
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GCController *controller = [self.connectedJoypads objectForKey:key];
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if (controller.playerIndex == GCControllerPlayerIndex1) {
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have_player_1 = true;
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} else if (controller.playerIndex == GCControllerPlayerIndex2) {
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have_player_2 = true;
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} else if (controller.playerIndex == GCControllerPlayerIndex3) {
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have_player_3 = true;
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} else if (controller.playerIndex == GCControllerPlayerIndex4) {
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have_player_4 = true;
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}
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}
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}
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if (!have_player_1) {
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return GCControllerPlayerIndex1;
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} else if (!have_player_2) {
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return GCControllerPlayerIndex2;
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} else if (!have_player_3) {
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return GCControllerPlayerIndex3;
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} else if (!have_player_4) {
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return GCControllerPlayerIndex4;
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} else {
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return GCControllerPlayerIndexUnset;
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}
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}
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- (void)setControllerInputHandler:(GCController *)controller {
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// Hook in the callback handler for the correct gamepad profile.
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// This is a bit of a weird design choice on Apples part.
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// You need to select the most capable gamepad profile for the
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// gamepad attached.
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if (controller.extendedGamepad != nil) {
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// The extended gamepad profile has all the input you could possibly find on
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// a gamepad but will only be active if your gamepad actually has all of
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// these...
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_weakify(self);
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_weakify(controller);
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controller.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element) {
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_strongify(self);
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_strongify(controller);
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int joy_id = [self getJoyIdForController:controller];
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if (element == gamepad.buttonA) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::A,
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gamepad.buttonA.isPressed);
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} else if (element == gamepad.buttonB) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::B,
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gamepad.buttonB.isPressed);
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} else if (element == gamepad.buttonX) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::X,
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gamepad.buttonX.isPressed);
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} else if (element == gamepad.buttonY) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::Y,
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gamepad.buttonY.isPressed);
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} else if (element == gamepad.leftShoulder) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::LEFT_SHOULDER,
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gamepad.leftShoulder.isPressed);
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} else if (element == gamepad.rightShoulder) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::RIGHT_SHOULDER,
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gamepad.rightShoulder.isPressed);
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} else if (element == gamepad.dpad) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
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gamepad.dpad.up.isPressed);
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
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gamepad.dpad.down.isPressed);
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT,
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gamepad.dpad.left.isPressed);
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT,
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gamepad.dpad.right.isPressed);
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}
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if (element == gamepad.leftThumbstick) {
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float value = gamepad.leftThumbstick.xAxis.value;
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Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_X, value);
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value = -gamepad.leftThumbstick.yAxis.value;
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Input::get_singleton()->joy_axis(joy_id, JoyAxis::LEFT_Y, value);
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} else if (element == gamepad.rightThumbstick) {
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float value = gamepad.rightThumbstick.xAxis.value;
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Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_X, value);
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value = -gamepad.rightThumbstick.yAxis.value;
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Input::get_singleton()->joy_axis(joy_id, JoyAxis::RIGHT_Y, value);
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} else if (element == gamepad.leftTrigger) {
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float value = gamepad.leftTrigger.value;
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Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_LEFT, value);
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} else if (element == gamepad.rightTrigger) {
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float value = gamepad.rightTrigger.value;
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Input::get_singleton()->joy_axis(joy_id, JoyAxis::TRIGGER_RIGHT, value);
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}
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if (@available(iOS 13, *)) {
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// iOS uses 'buttonOptions' and 'buttonMenu' names for BACK and START joy buttons.
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if (element == gamepad.buttonOptions) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::BACK,
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gamepad.buttonOptions.isPressed);
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} else if (element == gamepad.buttonMenu) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::START,
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gamepad.buttonMenu.isPressed);
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}
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}
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if (@available(iOS 14, *)) {
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// iOS uses 'buttonHome' for the GUIDE joy button.
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if (element == gamepad.buttonHome) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::GUIDE,
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gamepad.buttonHome.isPressed);
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}
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}
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};
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} else if (controller.microGamepad != nil) {
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// micro gamepads were added in OS 9 and feature just 2 buttons and a d-pad
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_weakify(self);
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_weakify(controller);
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controller.microGamepad.valueChangedHandler = ^(GCMicroGamepad *gamepad, GCControllerElement *element) {
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_strongify(self);
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_strongify(controller);
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int joy_id = [self getJoyIdForController:controller];
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if (element == gamepad.buttonA) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::A,
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gamepad.buttonA.isPressed);
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} else if (element == gamepad.buttonX) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::X,
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gamepad.buttonX.isPressed);
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} else if (element == gamepad.dpad) {
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_UP,
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gamepad.dpad.up.isPressed);
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_DOWN,
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gamepad.dpad.down.isPressed);
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_LEFT, gamepad.dpad.left.isPressed);
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Input::get_singleton()->joy_button(joy_id, JoyButton::DPAD_RIGHT, gamepad.dpad.right.isPressed);
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}
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};
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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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///@TODO need to add support for controllerPausedHandler which should be a
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/// toggle
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}
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@end
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