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	This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
		
	
			
		
			
				
	
	
		
			120 lines
		
	
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
	
		
			4.3 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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#ifndef JOYPAD_MACOS_H
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#define JOYPAD_MACOS_H
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#include "core/input/input.h"
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#import <ForceFeedback/ForceFeedback.h>
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#import <ForceFeedback/ForceFeedbackConstants.h>
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#import <IOKit/hid/IOHIDLib.h>
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#import <Kernel/IOKit/hidsystem/IOHIDUsageTables.h>
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struct rec_element {
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	IOHIDElementRef ref;
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	IOHIDElementCookie cookie;
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	uint32_t usage = 0;
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	int min = 0;
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	int max = 0;
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	struct Comparator {
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		bool operator()(const rec_element p_a, const rec_element p_b) const { return p_a.usage < p_b.usage; }
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	};
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};
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struct joypad {
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	IOHIDDeviceRef device_ref = nullptr;
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	Vector<rec_element> axis_elements;
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	Vector<rec_element> button_elements;
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	Vector<rec_element> hat_elements;
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	int id = 0;
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	bool offset_hat = false;
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	io_service_t ffservice = 0; // Interface for force feedback, 0 = no ff.
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	FFCONSTANTFORCE ff_constant_force;
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	FFDeviceObjectReference ff_device = nullptr;
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	FFEffectObjectReference ff_object = nullptr;
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	uint64_t ff_timestamp = 0;
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	LONG *ff_directions = nullptr;
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	FFEFFECT ff_effect;
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	DWORD *ff_axes = nullptr;
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	void add_hid_elements(CFArrayRef p_array);
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	void add_hid_element(IOHIDElementRef p_element);
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	bool has_element(IOHIDElementCookie p_cookie, Vector<rec_element> *p_list) const;
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	bool config_force_feedback(io_service_t p_service);
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	bool check_ff_features();
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	int get_hid_element_state(rec_element *p_element) const;
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	void free();
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	joypad();
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};
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class JoypadMacOS {
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	enum {
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		JOYPADS_MAX = 16,
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	};
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private:
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	Input *input = nullptr;
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	IOHIDManagerRef hid_manager;
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	Vector<joypad> device_list;
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	bool have_device(IOHIDDeviceRef p_device) const;
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	bool configure_joypad(IOHIDDeviceRef p_device_ref, joypad *p_joy);
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	int get_joy_index(int p_id) const;
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	int get_joy_ref(IOHIDDeviceRef p_device) const;
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	void poll_joypads() const;
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	void config_hid_manager(CFArrayRef p_matching_array) const;
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	void joypad_vibration_start(int p_id, float p_magnitude, float p_duration, uint64_t p_timestamp);
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	void joypad_vibration_stop(int p_id, uint64_t p_timestamp);
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public:
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	void process_joypads();
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	void _device_added(IOReturn p_res, IOHIDDeviceRef p_device);
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	void _device_removed(IOReturn p_res, IOHIDDeviceRef p_device);
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	JoypadMacOS(Input *in);
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	~JoypadMacOS();
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};
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#endif // JOYPAD_MACOS_H
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