mirror of
https://github.com/godotengine/godot
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07313a08f4
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
89 lines
3.8 KiB
C++
89 lines
3.8 KiB
C++
/**************************************************************************/
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/* joypad_macos.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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#include "core/input/input.h"
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#define Key _QKey
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#import <CoreHaptics/CoreHaptics.h>
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#import <GameController/GameController.h>
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#undef Key
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@interface JoypadMacOSObserver : NSObject
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- (void)startObserving;
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- (void)startProcessing;
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- (void)finishObserving;
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@end
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API_AVAILABLE(macosx(11))
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@interface RumbleMotor : NSObject
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@property(strong, nonatomic) CHHapticEngine *engine;
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@property(strong, nonatomic) id<CHHapticPatternPlayer> player;
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@end
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API_AVAILABLE(macosx(11))
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@interface RumbleContext : NSObject
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// High frequency motor, it's usually the right engine.
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@property(strong, nonatomic) RumbleMotor *weak_motor;
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// Low frequency motor, it's usually the left engine.
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@property(strong, nonatomic) RumbleMotor *strong_motor;
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@end
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// Controller support for macOS begins with macOS 10.9+,
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// however haptics (vibrations) are only supported in macOS 11+.
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@interface Joypad : NSObject
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@property(assign, nonatomic) BOOL force_feedback;
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@property(assign, nonatomic) NSInteger ff_effect_timestamp;
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@property(strong, nonatomic) GCController *controller;
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@property(strong, nonatomic) RumbleContext *rumble_context API_AVAILABLE(macosx(11));
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- (instancetype)init;
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- (instancetype)init:(GCController *)controller;
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@end
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class JoypadMacOS {
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private:
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JoypadMacOSObserver *observer;
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public:
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JoypadMacOS();
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~JoypadMacOS();
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API_AVAILABLE(macosx(11))
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void joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
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API_AVAILABLE(macosx(11))
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void joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp);
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void start_processing();
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void process_joypads();
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};
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