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Copy pathwiInput_Apple.mm
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151 lines (124 loc) · 4.22 KB
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#include "wiInput_Apple.h"
#import <Cocoa/Cocoa.h>
#import <GameController/GameController.h>
#include <mutex>
namespace wi::input::apple
{
static std::mutex locker;
static GCController* controllers[8] = {};
void Initialize()
{
@autoreleasepool {
// Register new controller event:
[[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidConnectNotification
object:nil
queue:[NSOperationQueue mainQueue]
usingBlock:^(NSNotification *note) {
GCController *controller = note.object;
std::scoped_lock lck(locker);
for (int i = 0; i < arraysize(controllers); ++i)
{
if (controllers[i] == nullptr)
{
controllers[i] = controller;
break;
}
}
}];
// Remove controller event:
[[NSNotificationCenter defaultCenter] addObserverForName:GCControllerDidDisconnectNotification
object:nil
queue:[NSOperationQueue mainQueue]
usingBlock:^(NSNotification *note) {
GCController *controller = note.object;
std::scoped_lock lck(locker);
for (int i = 0; i < arraysize(controllers); ++i)
{
if (controllers[i] == controller)
{
controllers[i] = nullptr;
break;
}
}
}];
// Register already connected controllers:
for (GCController *controller in [GCController controllers])
{
std::scoped_lock lck(locker);
for (int i = 0; i < arraysize(controllers); ++i)
{
if (controllers[i] == nullptr)
{
controllers[i] = controller;
break;
}
}
}
}
}
int GetMaxControllerCount()
{
return arraysize(controllers);
}
constexpr float deadzone(float x)
{
if (x > -0.24f && x < 0.24f)
return 0.f;
return clamp(x, -1.0f, 1.0f);
}
constexpr uint64_t buttonToBit(int button)
{
return 1ull << (button - GAMEPAD_RANGE_START - 1);
}
bool GetControllerState(wi::input::ControllerState* state, int index)
{
std::scoped_lock lck(locker);
if (index < 0 || index >= arraysize(controllers))
return false;
GCController* controller = controllers[index];
if (controller == nullptr)
return false;
GCExtendedGamepad* pad = controller.extendedGamepad;
if (pad == nullptr)
return false;
if (state)
{
*state = wi::input::ControllerState();
if (pad.dpad.up.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_UP);
if (pad.dpad.left.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_LEFT);
if (pad.dpad.down.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_DOWN);
if (pad.dpad.right.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_RIGHT);
// It looks like this exactly matches the xbox layout:
if (pad.buttonX.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_X);
if (pad.buttonA.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_A);
if (pad.buttonB.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_B);
if (pad.buttonY.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_Y);
if (pad.leftShoulder.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_L1);
if (pad.rightShoulder.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_R1);
if (pad.leftThumbstickButton.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_L3);
if (pad.rightThumbstickButton.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_R3);
if (pad.buttonMenu.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_START);
if (pad.buttonOptions.pressed) state->buttons |= buttonToBit(GAMEPAD_BUTTON_XBOX_BACK);
state->thumbstick_L = XMFLOAT2(deadzone(pad.leftThumbstick.xAxis.value), deadzone(pad.leftThumbstick.yAxis.value));
state->thumbstick_R = XMFLOAT2(deadzone(pad.rightThumbstick.xAxis.value), -deadzone(pad.rightThumbstick.yAxis.value));
state->trigger_L = pad.leftTrigger.value;
state->trigger_R = pad.rightTrigger.value;
}
return true;
}
void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index)
{
std::scoped_lock lck(locker);
if (index < 0 || index >= arraysize(controllers))
return;
GCController* controller = controllers[index];
if (controller == nullptr)
return;
if (controller.light)
{
XMFLOAT3 color = data.led_color.toFloat3();
controller.light.color = [[GCColor alloc] initWithRed:color.x green:color.y blue:color.z];
}
// TODO: vibration
}
}