godot/platform/macos/joypad_macos.mm

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/*  joypad_macos.mm                                                       */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#import "joypad_macos.h"

#include <Foundation/Foundation.h>

#import "os_macos.h"

#include "core/config/project_settings.h"
#include "core/os/keyboard.h"
#include "core/string/ustring.h"
#include "main/main.h"

@implementation RumbleMotor

- (instancetype)initWithController:(GCController *)controller locality:(GCHapticsLocality)locality {
	self = [super init];
	self.engine = [controller.haptics createEngineWithLocality:locality];
	self.player = nil;
	return self;
}

- (void)execute_pattern:(CHHapticPattern *)pattern {
	NSError *error;
	id<CHHapticPatternPlayer> player = [self.engine createPlayerWithPattern:pattern error:&error];

	// When all players have stopped for an engine, stop the engine.
	[self.engine notifyWhenPlayersFinished:^CHHapticEngineFinishedAction(NSError *_Nullable error) {
		return CHHapticEngineFinishedActionStopEngine;
	}];

	self.player = player;

	// Starts the engine and returns if an error was encountered.
	if (![self.engine startAndReturnError:&error]) {
		print_verbose("Couldn't start controller haptic engine");
		return;
	}
	if (![self.player startAtTime:0 error:&error]) {
		print_verbose("Couldn't execute controller haptic pattern");
	}
}

- (void)stop {
	NSError *error;
	[self.player stopAtTime:0 error:&error];
	self.player = nil;
}

@end

@implementation RumbleContext

- (instancetype)init {
	self = [super init];
	self.weak_motor = nil;
	self.strong_motor = nil;
	return self;
}

- (bool)hasMotors {
	return self.weak_motor != nil && self.strong_motor != nil;
}
- (bool)hasActivePlayers {
	if (![self hasMotors]) {
		return NO;
	}
	return self.weak_motor.player != nil && self.strong_motor.player != nil;
}

@end

@implementation Joypad

- (instancetype)init {
	self = [super init];
	return self;
}
- (instancetype)init:(GCController *)controller {
	self = [super init];
	self.controller = controller;

	if (@available(macOS 11, *)) {
		// Haptics within the controller is only available in macOS 11+.
		self.rumble_context = [[RumbleContext alloc] init];

		// Create Weak and Strong motors for controller.
		self.rumble_context.weak_motor = [[RumbleMotor alloc] initWithController:controller locality:GCHapticsLocalityRightHandle];
		self.rumble_context.strong_motor = [[RumbleMotor alloc] initWithController:controller locality:GCHapticsLocalityLeftHandle];

		// If the rumble motors aren't available, disable force feedback.
		if (![self.rumble_context hasMotors]) {
			self.force_feedback = NO;
		} else {
			self.force_feedback = YES;
		}
	} else {
		self.force_feedback = NO;
	}

	self.ff_effect_timestamp = 0;

	return self;
}

@end

JoypadMacOS::JoypadMacOS() {
	observer = [[JoypadMacOSObserver alloc] init];
	[observer startObserving];

	if (@available(macOS 11.3, *)) {
		GCController.shouldMonitorBackgroundEvents = YES;
	}
}

JoypadMacOS::~JoypadMacOS() {
	if (observer) {
		[observer finishObserving];
		observer = nil;
	}
}

void JoypadMacOS::start_processing() {
	if (observer) {
		[observer startProcessing];
	}
	process_joypads();
}

API_AVAILABLE(macosx(10.15))
CHHapticPattern *get_vibration_pattern(float p_magnitude, float p_duration) {
	// Creates a vibration pattern with an intensity and duration.
	NSDictionary *hapticDict = @{
		CHHapticPatternKeyPattern : @[
			@{
				CHHapticPatternKeyEvent : @{
					CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
					CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
					CHHapticPatternKeyEventDuration : [NSNumber numberWithFloat:p_duration],

					CHHapticPatternKeyEventParameters : @[
						@{
							CHHapticPatternKeyParameterID : CHHapticEventParameterIDHapticIntensity,
							CHHapticPatternKeyParameterValue : [NSNumber numberWithFloat:p_magnitude]
						},
					],
				},
			},
		],
	};
	NSError *error;
	CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
	return pattern;
}

void JoypadMacOS::joypad_vibration_start(Joypad *p_joypad, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
	if (!p_joypad.force_feedback || p_weak_magnitude < 0.f || p_weak_magnitude > 1.f || p_strong_magnitude < 0.f || p_strong_magnitude > 1.f) {
		return;
	}

	// If there is active vibration players, stop them.
	if ([p_joypad.rumble_context hasActivePlayers]) {
		joypad_vibration_stop(p_joypad, p_timestamp);
	}

	// Gets the default vibration pattern and creates a player for each motor.
	CHHapticPattern *weak_pattern = get_vibration_pattern(p_weak_magnitude, p_duration);
	CHHapticPattern *strong_pattern = get_vibration_pattern(p_strong_magnitude, p_duration);

	RumbleMotor *weak_motor = p_joypad.rumble_context.weak_motor;
	RumbleMotor *strong_motor = p_joypad.rumble_context.strong_motor;

	[weak_motor execute_pattern:weak_pattern];
	[strong_motor execute_pattern:strong_pattern];

	p_joypad.ff_effect_timestamp = p_timestamp;
}

void JoypadMacOS::joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp) {
	if (!p_joypad.force_feedback) {
		return;
	}
	// If there is no active vibration players, exit.
	if (![p_joypad.rumble_context hasActivePlayers]) {
		return;
	}

	RumbleMotor *weak_motor = p_joypad.rumble_context.weak_motor;
	RumbleMotor *strong_motor = p_joypad.rumble_context.strong_motor;

	[weak_motor stop];
	[strong_motor stop];

	p_joypad.ff_effect_timestamp = p_timestamp;
}

@interface JoypadMacOSObserver ()

@property(assign, nonatomic) BOOL isObserving;
@property(assign, nonatomic) BOOL isProcessing;
@property(strong, nonatomic) NSMutableDictionary<NSNumber *, Joypad *> *connectedJoypads;
@property(strong, nonatomic) NSMutableArray<GCController *> *joypadsQueue;

@end

@implementation JoypadMacOSObserver

- (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 addMacOSJoypad: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];
}

- (NSArray<NSNumber *> *)getAllKeysForController:(GCController *)controller {
	NSArray *keys = [self.connectedJoypads allKeys];
	NSMutableArray *final_keys = [NSMutableArray array];

	for (NSNumber *key in keys) {
		Joypad *joypad = [self.connectedJoypads objectForKey:key];
		if (joypad.controller == controller) {
			[final_keys addObject:key];
		}
	}

	return final_keys;
}

- (int)getJoyIdForController:(GCController *)controller {
	NSArray *keys = [self getAllKeysForController:controller];

	for (NSNumber *key in keys) {
		int joy_id = [key intValue];
		return joy_id;
	}

	return -1;
}

- (void)addMacOSJoypad:(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]));

	Joypad *joypad = [[Joypad alloc] init:controller];

	// Add it to our dictionary, this will retain our controllers.
	[self.connectedJoypads setObject:joypad 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 getAllKeysForController:controller] count] > 0) {
		print_verbose("Controller is already registered.");
	} else if (!self.isProcessing) {
		[self.joypadsQueue addObject:controller];
	} else {
		[self addMacOSJoypad: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 getAllKeysForController: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) {
			Joypad *joypad = [self.connectedJoypads objectForKey:key];
			GCController *controller = joypad.controller;
			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(macOS 10.14.1, *)) {
				if (element == gamepad.leftThumbstickButton) {
					Input::get_singleton()->joy_button(joy_id, JoyButton::LEFT_STICK,
							gamepad.leftThumbstickButton.isPressed);
				} else if (element == gamepad.rightThumbstickButton) {
					Input::get_singleton()->joy_button(joy_id, JoyButton::RIGHT_STICK,
							gamepad.rightThumbstickButton.isPressed);
				}
			}

			if (@available(macOS 10.15, *)) {
				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(macOS 11, *)) {
				if (element == gamepad.buttonHome) {
					Input::get_singleton()->joy_button(joy_id, JoyButton::GUIDE,
							gamepad.buttonHome.isPressed);
				}
				if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
					GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
					if (element == xboxGamepad.paddleButton1) {
						Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE1,
								xboxGamepad.paddleButton1.isPressed);
					} else if (element == xboxGamepad.paddleButton2) {
						Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE2,
								xboxGamepad.paddleButton2.isPressed);
					} else if (element == xboxGamepad.paddleButton3) {
						Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE3,
								xboxGamepad.paddleButton3.isPressed);
					} else if (element == xboxGamepad.paddleButton4) {
						Input::get_singleton()->joy_button(joy_id, JoyButton::PADDLE4,
								xboxGamepad.paddleButton4.isPressed);
					}
				}
			}

			if (@available(macOS 12, *)) {
				if ([gamepad isKindOfClass:[GCXboxGamepad class]]) {
					GCXboxGamepad *xboxGamepad = (GCXboxGamepad *)gamepad;
					if (element == xboxGamepad.buttonShare) {
						Input::get_singleton()->joy_button(joy_id, JoyButton::MISC1,
								xboxGamepad.buttonShare.isPressed);
					}
				}
			}
		};
	} else if (controller.microGamepad != nil) {
		// Micro gamepads were added in macOS 10.11 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).
}

@end

void JoypadMacOS::process_joypads() {
	if (@available(macOS 11, *)) {
		// Process vibrations in macOS 11+.
		NSArray *keys = [observer.connectedJoypads allKeys];

		for (NSNumber *key in keys) {
			int id = key.intValue;
			Joypad *joypad = [observer.connectedJoypads objectForKey:key];

			if (joypad.force_feedback) {
				Input *input = Input::get_singleton();
				uint64_t timestamp = input->get_joy_vibration_timestamp(id);

				if (timestamp > (unsigned)joypad.ff_effect_timestamp) {
					Vector2 strength = input->get_joy_vibration_strength(id);
					float duration = input->get_joy_vibration_duration(id);
					if (duration == 0) {
						duration = GCHapticDurationInfinite;
					}

					if (strength.x == 0 && strength.y == 0) {
						joypad_vibration_stop(joypad, timestamp);
					} else {
						joypad_vibration_start(joypad, strength.x, strength.y, duration, timestamp);
					}
				}
			}
		}
	}
}