// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/351564777): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include "device/gamepad/game_controller_data_fetcher_mac.h"
#import <GameController/GameController.h>
#include <string.h>
#include <string>
#include "base/mac/mac_util.h"
#include "base/strings/sys_string_conversions.h"
#include "base/strings/utf_string_conversions.h"
#include "device/gamepad/gamepad_standard_mappings.h"
namespace device {
namespace {
const int kGCControllerPlayerIndexCount = 4;
// Returns true if |controller| should be enumerated by this data fetcher.
bool IsSupported(GCController* controller) {
// We only support the extendedGamepad profile.
if (!controller.extendedGamepad) {
return false;
}
// In macOS 10.15, support for some console gamepads was added to the Game
// Controller framework and a productCategory property was added to enable
// applications to detect the new devices. These gamepads are already
// supported in Chrome through other data fetchers and must be blocked here to
// avoid double-enumeration.
NSString* product_category = controller.productCategory;
if ([product_category isEqualToString:@"HID"] ||
[product_category isEqualToString:@"Xbox One"] ||
[product_category isEqualToString:@"DualShock 4"] ||
[product_category isEqualToString:@"DualSense"] ||
[product_category isEqualToString:@"Switch Pro Controller"] ||
[product_category isEqualToString:@"Nintendo Switch JoyCon (L/R)"]) {
return false;
}
return true;
}
} // namespace
GameControllerDataFetcherMac::GameControllerDataFetcherMac() = default;
GameControllerDataFetcherMac::~GameControllerDataFetcherMac() = default;
GamepadSource GameControllerDataFetcherMac::source() {
return Factory::static_source();
}
void GameControllerDataFetcherMac::GetGamepadData(bool) {
NSArray* controllers = [GCController controllers];
// In the first pass, record which player indices are still in use so unused
// indices can be assigned to newly connected gamepads.
bool player_indices[Gamepads::kItemsLengthCap];
std::fill(player_indices, player_indices + Gamepads::kItemsLengthCap, false);
for (GCController* controller in controllers) {
if (!IsSupported(controller))
continue;
int player_index = controller.playerIndex;
if (player_index != GCControllerPlayerIndexUnset)
player_indices[player_index] = true;
}
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
if (connected_[i] && !player_indices[i])
connected_[i] = false;
}
// In the second pass, assign indices to newly connected gamepads and fetch
// the gamepad state.
for (GCController* controller in controllers) {
if (!IsSupported(controller))
continue;
int player_index = controller.playerIndex;
if (player_index == GCControllerPlayerIndexUnset) {
player_index = NextUnusedPlayerIndex();
if (player_index == GCControllerPlayerIndexUnset)
continue;
}
PadState* state = GetPadState(player_index);
if (!state)
continue;
Gamepad& pad = state->data;
// This first time we encounter a gamepad, set its name, mapping, and
// axes/button counts. This information is static, so it only needs to be
// done once.
if (!state->is_initialized) {
state->is_initialized = true;
NSString* vendorName = controller.vendorName;
NSString* ident =
[NSString stringWithFormat:@"%@ (STANDARD GAMEPAD)",
vendorName ? vendorName : @"Unknown"];
pad.mapping = GamepadMapping::kStandard;
pad.SetID(base::SysNSStringToUTF16(ident));
pad.axes_length = AXIS_INDEX_COUNT;
pad.buttons_length = BUTTON_INDEX_COUNT - 1;
pad.connected = true;
connected_[player_index] = true;
controller.playerIndex =
static_cast<GCControllerPlayerIndex>(player_index);
}
pad.timestamp = CurrentTimeInMicroseconds();
auto extended_gamepad = [controller extendedGamepad];
pad.axes[AXIS_INDEX_LEFT_STICK_X] =
extended_gamepad.leftThumbstick.xAxis.value;
pad.axes[AXIS_INDEX_LEFT_STICK_Y] =
-extended_gamepad.leftThumbstick.yAxis.value;
pad.axes[AXIS_INDEX_RIGHT_STICK_X] =
extended_gamepad.rightThumbstick.xAxis.value;
pad.axes[AXIS_INDEX_RIGHT_STICK_Y] =
-extended_gamepad.rightThumbstick.yAxis.value;
#define BUTTON(i, b) \
pad.buttons[i].pressed = [b isPressed]; \
pad.buttons[i].value = [b value];
BUTTON(BUTTON_INDEX_PRIMARY, extended_gamepad.buttonA);
BUTTON(BUTTON_INDEX_SECONDARY, extended_gamepad.buttonB);
BUTTON(BUTTON_INDEX_TERTIARY, extended_gamepad.buttonX);
BUTTON(BUTTON_INDEX_QUATERNARY, extended_gamepad.buttonY);
BUTTON(BUTTON_INDEX_LEFT_SHOULDER, extended_gamepad.leftShoulder);
BUTTON(BUTTON_INDEX_RIGHT_SHOULDER, extended_gamepad.rightShoulder);
BUTTON(BUTTON_INDEX_LEFT_TRIGGER, extended_gamepad.leftTrigger);
BUTTON(BUTTON_INDEX_RIGHT_TRIGGER, extended_gamepad.rightTrigger);
// No start, select, or thumbstick buttons
BUTTON(BUTTON_INDEX_DPAD_UP, extended_gamepad.dpad.up);
BUTTON(BUTTON_INDEX_DPAD_DOWN, extended_gamepad.dpad.down);
BUTTON(BUTTON_INDEX_DPAD_LEFT, extended_gamepad.dpad.left);
BUTTON(BUTTON_INDEX_DPAD_RIGHT, extended_gamepad.dpad.right);
#undef BUTTON
}
}
int GameControllerDataFetcherMac::NextUnusedPlayerIndex() {
for (int i = 0; i < kGCControllerPlayerIndexCount; ++i) {
if (!connected_[i])
return i;
}
return GCControllerPlayerIndexUnset;
}
} // namespace device