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+/*************************************************************************/
+/* joypad_ios.mm */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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"
+
+#include "core/config/project_settings.h"
+#include "drivers/coreaudio/audio_driver_coreaudio.h"
+#include "main/main.h"
+
+#import "godot_view.h"
+
+#include "os_ios.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) {
+ printf("Couldn't retrieve new joy id\n");
+ 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) {
+ printf("Couldn't retrieve new controller\n");
+ return;
+ }
+
+ if ([[self.connectedJoypads allKeysForObject:controller] count] > 0) {
+ printf("Controller is already registered\n");
+ } 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);
+ }
+ };
+ } 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