Rumble using MacBook's Taptic Engine (take 2)
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@ -1394,13 +1394,15 @@ if(NOT LIBRETRO)
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find_library(AUDIO_TOOLBOX_LIBRARY AudioToolbox)
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find_library(OPENGL_LIBRARY OpenGL)
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find_library(IOSURFACE_LIBRARY IOSurface)
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find_library(MULTITOUCH_SUPPORT_LIBRARY MultitouchSupport /System/Library/PrivateFrameworks)
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target_link_libraries(${PROJECT_NAME} PRIVATE
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${AUDIO_UNIT_LIBRARY}
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${FOUNDATION_LIBRARY}
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${AUDIO_TOOLBOX_LIBRARY}
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${OPENGL_LIBRARY}
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${IOSURFACE_LIBRARY})
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${IOSURFACE_LIBRARY}
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${MULTITOUCH_SUPPORT_LIBRARY})
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy "$ENV{VULKAN_SDK}/lib/libMoltenVK.dylib"
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@ -2,6 +2,25 @@
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#include "input/keyboard_device.h"
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#include "sdl.h"
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#ifdef __APPLE__
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#include <CoreFoundation/CoreFoundation.h>
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#include <IOKit/IOTypes.h>
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#include <stack>
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// Rumbling Taptic Engine by Private MultitouchSupport.framework
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extern "C" {
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typedef void *MTDeviceRef;
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bool MTDeviceIsAvailable(void);
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MTDeviceRef MTDeviceCreateDefault(void);
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OSStatus MTDeviceGetDeviceID(MTDeviceRef, uint64_t*) __attribute__ ((weak_import));
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CFTypeRef MTActuatorCreateFromDeviceID(UInt64 deviceID);
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IOReturn MTActuatorOpen(CFTypeRef actuatorRef);
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IOReturn MTActuatorClose(CFTypeRef actuatorRef);
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IOReturn MTActuatorActuate(CFTypeRef actuatorRef, SInt32 actuationID, UInt32 unknown1, Float32 unknown2, Float32 unknown3);
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bool MTActuatorIsOpen(CFTypeRef actuatorRef);
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enum ActuatePattern { minimal = 3, weak = 5, medium = 4, strong = 6 };
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}
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#endif
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class SDLKeyboardDevice : public KeyboardDeviceTemplate<SDL_Scancode>
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{
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public:
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@ -35,6 +54,12 @@ public:
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}
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else
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input_mapper = getDefaultMapping();
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#ifdef __APPLE__
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uint64_t deviceID;
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if ( MTDeviceIsAvailable() && MTDeviceGetDeviceID(MTDeviceCreateDefault(), &deviceID) == 0 && (vib_device = MTActuatorCreateFromDeviceID(deviceID)) != NULL && MTActuatorOpen(vib_device) == kIOReturnSuccess)
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rumbleEnabled = true;
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#endif
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}
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const char *get_button_name(u32 code) override
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@ -45,6 +70,59 @@ public:
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return name;
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}
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#ifdef __APPLE__
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void rumble(float power, float inclination, u32 duration_ms) override
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{
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if (rumbleEnabled)
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{
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vib_stop_time = os_GetSeconds() + duration_ms / 1000.0;
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__block int pattern;
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if (power >= 0.75)
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pattern = ActuatePattern::strong;
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else if (power >= 0.5)
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pattern = ActuatePattern::medium;
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else if (power >= 0.25)
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pattern = ActuatePattern::weak;
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else if (power > 0)
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pattern = ActuatePattern::minimal;
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else
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{
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while(!vib_timer_stack.empty())
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{
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dispatch_source_cancel(vib_timer_stack.top());
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vib_timer_stack.pop();
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}
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return;
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}
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// Since the Actuator API does not support duration
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// using a interval timer with `10ms * rumblePower percentage` to fake it
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__block dispatch_source_t _timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0));
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vib_timer_stack.push(_timer);
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dispatch_source_set_timer(_timer, DISPATCH_TIME_NOW, 10 * NSEC_PER_MSEC * rumblePower / 100.f, 0);
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dispatch_source_set_event_handler(_timer, ^{
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if ( vib_stop_time - os_GetSeconds() < 0 )
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{
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dispatch_source_cancel(_timer);
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return;
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}
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MTActuatorActuate(vib_device, pattern, 0, 0.0, 0.0);
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});
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dispatch_resume(_timer);
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}
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}
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~SDLKeyboardDevice() {
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if (rumbleEnabled)
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{
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MTActuatorClose(vib_device);
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CFRelease(vib_device);
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}
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}
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#endif
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protected:
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u8 convert_keycode(SDL_Scancode scancode) override
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{
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@ -53,4 +131,11 @@ protected:
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else
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return (u8)scancode;
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}
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#ifdef __APPLE__
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private:
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std::stack<dispatch_source_t> vib_timer_stack;
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CFTypeRef vib_device = NULL;
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double vib_stop_time = 0;
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#endif
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};
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