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Add rumble support on iOS 14
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131
Limelight/Input/HapticContext.m
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131
Limelight/Input/HapticContext.m
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//
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// HapticContext.m
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// Moonlight
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//
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// Created by Cameron Gutman on 9/17/20.
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// Copyright © 2020 Moonlight Game Streaming Project. All rights reserved.
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//
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#import "HapticContext.h"
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@import CoreHaptics;
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@import GameController;
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@implementation HapticContext {
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GCControllerPlayerIndex _playerIndex;
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CHHapticEngine* _hapticEngine API_AVAILABLE(ios(13.0));
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id<CHHapticPatternPlayer> _hapticPlayer API_AVAILABLE(ios(13.0));
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}
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-(void)cleanup API_AVAILABLE(ios(14.0)) {
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if (_hapticPlayer != nil) {
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[_hapticPlayer cancelAndReturnError:nil];
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_hapticPlayer = nil;
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}
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if (_hapticEngine != nil) {
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[_hapticEngine stopWithCompletionHandler:nil];
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_hapticEngine = nil;
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}
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}
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-(void)setMotorAmplitude:(unsigned short)amplitude API_AVAILABLE(ios(14.0)) {
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NSError* error;
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// Cancel the last haptic effect
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if (_hapticPlayer != nil) {
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[_hapticPlayer stopAtTime:0 error:&error];
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_hapticPlayer = nil;
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}
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// Check if the haptic engine died
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if (_hapticEngine == nil) {
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return;
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}
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// Don't bother queuing a 0 amplitude haptic event
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if (amplitude == 0) {
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return;
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}
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CHHapticEventParameter* intensityParameter = [[CHHapticEventParameter alloc] initWithParameterID:CHHapticEventParameterIDHapticIntensity value:amplitude / 65536.0f];
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CHHapticEvent* hapticEvent = [[CHHapticEvent alloc] initWithEventType:CHHapticEventTypeHapticContinuous parameters:[NSArray arrayWithObjects:intensityParameter, nil] relativeTime:0 duration:GCHapticDurationInfinite];
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CHHapticPattern* hapticPattern = [[CHHapticPattern alloc] initWithEvents:[NSArray arrayWithObject:hapticEvent] parameters:[[NSArray alloc] init] error:&error];
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if (error != nil) {
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Log(LOG_W, @"Controller %d: Haptic pattern creation failed: %@", _playerIndex, error);
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return;
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}
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_hapticPlayer = [_hapticEngine createPlayerWithPattern:hapticPattern error:&error];
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if (error != nil) {
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Log(LOG_W, @"Controller %d: Haptic player creation failed: %@", _playerIndex, error);
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return;
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}
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[_hapticPlayer startAtTime:0 error:&error];
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if (error != nil) {
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_hapticPlayer = nil;
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Log(LOG_W, @"Controller %d: Haptic playback start failed: %@", _playerIndex, error);
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return;
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}
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}
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-(id) initWithGamepad:(GCController*)gamepad locality:(GCHapticsLocality)locality API_AVAILABLE(ios(14.0)) {
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if (gamepad.haptics == nil) {
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Log(LOG_W, @"Controller %d does not support haptics", gamepad.playerIndex);
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return nil;
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}
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_playerIndex = gamepad.playerIndex;
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_hapticEngine = [gamepad.haptics createEngineWithLocality:locality];
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NSError* error;
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[_hapticEngine startAndReturnError:&error];
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if (error != nil) {
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Log(LOG_W, @"Controller %d: Haptic engine failed to start: %@", gamepad.playerIndex, error);
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return nil;
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}
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__weak typeof(self) weakSelf = self;
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_hapticEngine.stoppedHandler = ^(CHHapticEngineStoppedReason stoppedReason) {
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HapticContext* me = weakSelf;
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if (me == nil) {
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return;
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}
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Log(LOG_W, @"Controller %d: Haptic engine stopped: %p", me->_playerIndex, stoppedReason);
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me->_hapticPlayer = nil;
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me->_hapticEngine = nil;
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};
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_hapticEngine.resetHandler = ^{
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HapticContext* me = weakSelf;
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if (me == nil) {
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return;
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}
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Log(LOG_W, @"Controller %d: Haptic engine reset", me->_playerIndex);
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me->_hapticPlayer = nil;
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[me->_hapticEngine startAndReturnError:nil];
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};
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return self;
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}
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+(HapticContext*) createContextForHighFreqMotor:(GCController*)gamepad {
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if (@available(iOS 14.0, tvOS 14.0, *)) {
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return [[HapticContext alloc] initWithGamepad:gamepad locality:GCHapticsLocalityRightHandle];
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}
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else {
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return nil;
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}
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}
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+(HapticContext*) createContextForLowFreqMotor:(GCController*)gamepad {
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if (@available(iOS 14.0, tvOS 14.0, *)) {
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return [[HapticContext alloc] initWithGamepad:gamepad locality:GCHapticsLocalityLeftHandle];
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}
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else {
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return nil;
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}
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}
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@end
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