godot/platform/macos/joypad_macos.h
Jezer Mejía 07313a08f4 Migrate macos controller API to GameController.h
This should fix a lot of issues regarding to old controller API, such as vibration

Haptics (vibrations) are only available in macOS 11+, so haptics are now
processed in macOS 11+ only. Also, this doesn't interfere with
controller's input as controller support is available in macOS 10.9+.

Added a Note for macOS regarding vibration support
2024-02-20 08:13:05 -06:00

89 lines
3.8 KiB
C++

/**************************************************************************/
/* joypad_macos.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 <CoreHaptics/CoreHaptics.h>
#import <GameController/GameController.h>
#undef Key
@interface JoypadMacOSObserver : NSObject
- (void)startObserving;
- (void)startProcessing;
- (void)finishObserving;
@end
API_AVAILABLE(macosx(11))
@interface RumbleMotor : NSObject
@property(strong, nonatomic) CHHapticEngine *engine;
@property(strong, nonatomic) id<CHHapticPatternPlayer> player;
@end
API_AVAILABLE(macosx(11))
@interface RumbleContext : NSObject
// High frequency motor, it's usually the right engine.
@property(strong, nonatomic) RumbleMotor *weak_motor;
// Low frequency motor, it's usually the left engine.
@property(strong, nonatomic) RumbleMotor *strong_motor;
@end
// Controller support for macOS begins with macOS 10.9+,
// however haptics (vibrations) are only supported in macOS 11+.
@interface Joypad : NSObject
@property(assign, nonatomic) BOOL force_feedback;
@property(assign, nonatomic) NSInteger ff_effect_timestamp;
@property(strong, nonatomic) GCController *controller;
@property(strong, nonatomic) RumbleContext *rumble_context API_AVAILABLE(macosx(11));
- (instancetype)init;
- (instancetype)init:(GCController *)controller;
@end
class JoypadMacOS {
private:
JoypadMacOSObserver *observer;
public:
JoypadMacOS();
~JoypadMacOS();
API_AVAILABLE(macosx(11))
void joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
API_AVAILABLE(macosx(11))
void joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp);
void start_processing();
void process_joypads();
};