objc2-game-controller 0.3.2

Bindings to the GameController framework
Documentation
//! This file has been automatically generated by `objc2`'s `header-translator`.
//! DO NOT EDIT
use core::ffi::*;
use core::ptr::NonNull;
use objc2::__framework_prelude::*;
use objc2_foundation::*;

use crate::*;

extern "C" {
    /// The primary directional input surface for the directional gamepad
    ///
    ///
    /// Note: Equivalent to microgamepad.dpad
    ///
    ///
    /// Note: For the 1st generation and 2nd generation Siri Remotes, this represents touching anywhere on the entire touch surface.
    ///
    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcinputmicrogamepaddpad?language=objc)
    pub static GCInputMicroGamepadDpad: &'static NSString;
}

extern "C" {
    /// The primary button for the microgamepad
    ///
    ///
    /// Note: For the 1st generation and 2nd generation Siri Remotes, this represents pressing anywhere on the touch surface.
    ///
    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcinputmicrogamepadbuttona?language=objc)
    pub static GCInputMicroGamepadButtonA: &'static NSString;
}

extern "C" {
    /// The secondary button for the microgamepad
    ///
    ///
    /// Note: Equivalent to microgamepad.buttonX
    ///
    ///
    /// Note: For the 1st and 2nd generation Siri Remotes, this represents pressing the play/pause button.
    ///
    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcinputmicrogamepadbuttonx?language=objc)
    pub static GCInputMicroGamepadButtonX: &'static NSString;
}

extern "C" {
    /// The primary menu button for the microgamepad
    ///
    ///
    /// Note: Equivalent to microgamepad.buttonMenu
    ///
    ///
    /// Note: For the 1st generation Siri Remote, this represents pressing the play/pause button. For the 2nd generation Siri Remote, this represents pressing the back button.
    ///
    ///
    /// Note: You should avoid polling this button every frame. tvOS will run a gesture recognizer on events before forwarding them to your application that can reduce the window
    /// to poll button changes. Instead, register a pressedChangedHandler or a valueChangedHandler.
    ///
    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcinputmicrogamepadbuttonmenu?language=objc)
    pub static GCInputMicroGamepadButtonMenu: &'static NSString;
}

/// Set this block if you want to be notified when a value on a element changed. If multiple elements have changed this block will be called
/// for each element that changed. As elements in a collection, such as the axis in a dpad, tend to change at the same time and thus
/// will only call this once with the collection as the element.
///
///
/// Parameter `gamepad`: this gamepad that is being used to map the raw input data into logical values on controller elements such as the dpad or the buttons.
///
/// Parameter `element`: the element that has been modified.
///
/// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcmicrogamepadvaluechangedhandler?language=objc)
#[cfg(all(
    feature = "GCControllerElement",
    feature = "GCPhysicalInputProfile",
    feature = "block2"
))]
pub type GCMicroGamepadValueChangedHandler =
    *mut block2::DynBlock<dyn Fn(NonNull<GCMicroGamepad>, NonNull<GCControllerElement>)>;

extern_class!(
    /// [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gcmicrogamepad?language=objc)
    #[unsafe(super(GCPhysicalInputProfile, NSObject))]
    #[derive(Debug, PartialEq, Eq, Hash)]
    #[cfg(feature = "GCPhysicalInputProfile")]
    pub struct GCMicroGamepad;
);

#[cfg(feature = "GCPhysicalInputProfile")]
extern_conformance!(
    unsafe impl NSObjectProtocol for GCMicroGamepad {}
);

#[cfg(feature = "GCPhysicalInputProfile")]
impl GCMicroGamepad {
    extern_methods!(
        #[cfg(feature = "GCController")]
        /// A profile keeps a reference to the controller that this profile is mapping input from.
        #[unsafe(method(controller))]
        #[unsafe(method_family = none)]
        pub unsafe fn controller(&self) -> Option<Retained<GCController>>;

        #[cfg(all(feature = "GCControllerElement", feature = "block2"))]
        /// # Safety
        ///
        /// - The returned block's argument 1 must be a valid pointer.
        /// - The returned block's argument 2 must be a valid pointer.
        #[unsafe(method(valueChangedHandler))]
        #[unsafe(method_family = none)]
        pub unsafe fn valueChangedHandler(&self) -> GCMicroGamepadValueChangedHandler;

        #[cfg(all(feature = "GCControllerElement", feature = "block2"))]
        /// Setter for [`valueChangedHandler`][Self::valueChangedHandler].
        ///
        /// This is [copied][objc2_foundation::NSCopying::copy] when set.
        ///
        /// # Safety
        ///
        /// `value_changed_handler` must be a valid pointer or null.
        #[unsafe(method(setValueChangedHandler:))]
        #[unsafe(method_family = none)]
        pub unsafe fn setValueChangedHandler(
            &self,
            value_changed_handler: GCMicroGamepadValueChangedHandler,
        );

        #[cfg(feature = "GCMicroGamepadSnapshot")]
        /// Polls the state vector of the controller and saves it to a snapshot. The snapshot is stored in a device independent
        /// format that can be serialized and used at a later date. This is useful for features such as quality assurance,
        /// save game or replay functionality among many.
        ///
        /// If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as
        /// a snapshot will not change based on user input once it is taken.
        ///
        ///
        /// See: GCMicroGamepadSnapshot
        #[deprecated = "Use the -[GCController capture] method instead"]
        #[unsafe(method(saveSnapshot))]
        #[unsafe(method_family = none)]
        pub unsafe fn saveSnapshot(&self) -> Retained<GCMicroGamepadSnapshot>;

        #[cfg(all(feature = "GCControllerDirectionPad", feature = "GCControllerElement"))]
        /// Optionally analog in the Micro profile. All the elements of this directional input are either analog or digital.
        #[unsafe(method(dpad))]
        #[unsafe(method_family = none)]
        pub unsafe fn dpad(&self) -> Retained<GCControllerDirectionPad>;

        #[cfg(all(feature = "GCControllerButtonInput", feature = "GCControllerElement"))]
        /// The Micro profile has two buttons that are optionally analog in the Micro profile.
        /// Button A is the primary action button, it indicates affirmative action and should be used to advance in menus
        /// or perform the primary action in gameplay.
        #[unsafe(method(buttonA))]
        #[unsafe(method_family = none)]
        pub unsafe fn buttonA(&self) -> Retained<GCControllerButtonInput>;

        #[cfg(all(feature = "GCControllerButtonInput", feature = "GCControllerElement"))]
        /// Button X is the secondary action button, it indicates an alternate affirmative action and should be used to perform
        /// a secondary action. If there is no secondary action it should be used as equivalent to buttonA.
        ///
        /// Unlike on other profiles there is no negative button on this profile. Instead the menu button should be
        /// used to present menu content or to retreat in a menu flow.
        ///
        /// See: buttonA
        #[unsafe(method(buttonX))]
        #[unsafe(method_family = none)]
        pub unsafe fn buttonX(&self) -> Retained<GCControllerButtonInput>;

        #[cfg(all(feature = "GCControllerButtonInput", feature = "GCControllerElement"))]
        /// Button menu is the primary menu button, and should be used to enter the main menu and pause the game.
        #[unsafe(method(buttonMenu))]
        #[unsafe(method_family = none)]
        pub unsafe fn buttonMenu(&self) -> Retained<GCControllerButtonInput>;

        /// The Micro profile can use the raw position values of the touchpad on the remote as D-pad values, or it can create a virtual dpad centered around the first contact point with the surface.
        ///
        /// If NO; a smaller sliding window is created around the initial touch point and subsequent movement is relative to that center. Movement outside the window will slide the window with it to re-center it. This is great for surfaces where there is no clear sense of a middle and drift over time is an issue.
        ///
        /// If YES; the absolute values are used and any drift will have to managed manually either through user traning or by a developer using the dpad.
        ///
        /// The default value for this property is NO, meaning a sliding window is used for the dpad.
        #[unsafe(method(reportsAbsoluteDpadValues))]
        #[unsafe(method_family = none)]
        pub unsafe fn reportsAbsoluteDpadValues(&self) -> bool;

        /// Setter for [`reportsAbsoluteDpadValues`][Self::reportsAbsoluteDpadValues].
        #[unsafe(method(setReportsAbsoluteDpadValues:))]
        #[unsafe(method_family = none)]
        pub unsafe fn setReportsAbsoluteDpadValues(&self, reports_absolute_dpad_values: bool);

        /// Allows the Micro profile to monitor the orientation of the controller, if the controller is positioned in landscape orientation, D-pad input values will be transposed 90 degrees to match the new orientation.
        ///
        /// The default value for this property is NO.
        #[unsafe(method(allowsRotation))]
        #[unsafe(method_family = none)]
        pub unsafe fn allowsRotation(&self) -> bool;

        /// Setter for [`allowsRotation`][Self::allowsRotation].
        #[unsafe(method(setAllowsRotation:))]
        #[unsafe(method_family = none)]
        pub unsafe fn setAllowsRotation(&self, allows_rotation: bool);

        /// Sets the state vector of the micro gamepad to a copy of the input micro gamepad's state vector.
        ///
        ///
        /// Note: If the controller's snapshot flag is set to NO, this method has no effect.
        ///
        /// See: GCController.snapshot
        #[unsafe(method(setStateFromMicroGamepad:))]
        #[unsafe(method_family = none)]
        pub unsafe fn setStateFromMicroGamepad(&self, micro_gamepad: &GCMicroGamepad);
    );
}

/// Methods declared on superclass `NSObject`.
#[cfg(feature = "GCPhysicalInputProfile")]
impl GCMicroGamepad {
    extern_methods!(
        #[unsafe(method(init))]
        #[unsafe(method_family = init)]
        pub unsafe fn init(this: Allocated<Self>) -> Retained<Self>;

        #[unsafe(method(new))]
        #[unsafe(method_family = new)]
        pub unsafe fn new() -> Retained<Self>;
    );
}