objc2_game_controller/generated/
GCController.rs

1//! This file has been automatically generated by `objc2`'s `header-translator`.
2//! DO NOT EDIT
3use core::ffi::*;
4use core::ptr::NonNull;
5use objc2::__framework_prelude::*;
6use objc2_foundation::*;
7
8use crate::*;
9
10extern "C" {
11    /// Use these constants with NSNotificationCenter to listen to connection and disconnection events.
12    ///
13    /// Use GCControllerDidConnectNotification for observing connections of controllers.
14    /// Use GCControllerDidDisconnectNotification for observing disconnections of controllers.
15    ///
16    /// Connections and disconnections of controllers will also be reflected in the controllers array
17    /// of the GCController class.
18    ///
19    /// The 'object' property of the notification will contain the GCController that was connected or disconnected.
20    /// For example:
21    ///
22    /// - (void)controllerDidConnect:(NSNotification *)note {
23    ///
24    /// GCController *controller = note.object;
25    ///
26    /// ....
27    /// }
28    ///
29    ///
30    /// See: NSNotificationCenter
31    ///
32    /// See: GCController.controllers
33    ///
34    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontrollerdidconnectnotification?language=objc)
35    pub static GCControllerDidConnectNotification: &'static NSString;
36}
37
38extern "C" {
39    /// [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontrollerdiddisconnectnotification?language=objc)
40    pub static GCControllerDidDisconnectNotification: &'static NSString;
41}
42
43extern "C" {
44    /// Use these constants with NSNotificationCenter to listen to a controller becoming the most recently used controller.
45    /// This is a good time to swap out UI to match the new current controller, and unregister any handlers with
46    /// the old current controller.
47    ///
48    /// The 'object' property of the notification will contain the GCController that became the current controller.
49    /// For example:
50    ///
51    /// - (void)controllerDidBecomeCurrent:(NSNotification *)note {
52    ///
53    /// GCController *controller = note.object;
54    ///
55    /// ...
56    /// }
57    ///
58    /// See: NSNotificationCenter
59    ///
60    /// See: GCController.controllers
61    ///
62    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontrollerdidbecomecurrentnotification?language=objc)
63    pub static GCControllerDidBecomeCurrentNotification: &'static NSString;
64}
65
66extern "C" {
67    /// [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontrollerdidstopbeingcurrentnotification?language=objc)
68    pub static GCControllerDidStopBeingCurrentNotification: &'static NSString;
69}
70
71extern "C" {
72    /// Use this constant with NSNotificationCenter to listen to controller user customization events.
73    ///
74    /// When a user customizes the button mappings or other settings of a controller this notification will be
75    /// posted. This is a good time to swap out UI to match the new user settings. Users can modify game
76    /// controller settings through the Settings app on iOS, tvOS, and macOS.
77    ///
78    /// The 'object' property of the notification will contain the GCController that was customized.
79    /// For example:
80    ///
81    /// - (void)controllerDidConnect:(NSNotification *)note {
82    ///
83    /// GCController *controller = note.object;
84    ///
85    /// ....
86    /// }
87    ///
88    ///
89    /// See: NSNotificationCenter
90    ///
91    /// See: GCController.controllers
92    ///
93    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontrollerusercustomizationsdidchangenotification?language=objc)
94    pub static GCControllerUserCustomizationsDidChangeNotification: &'static NSString;
95}
96
97/// This is the player index that a connected controller will have if it has never been assigned a player index on the current system.
98/// Controllers retain the player index they have been assigned between game sessions, so if you wish to unset the player index of a
99/// controller set it back to this value.
100///
101/// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontrollerplayerindex?language=objc)
102// NS_ENUM
103#[repr(transparent)]
104#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, PartialOrd, Ord)]
105pub struct GCControllerPlayerIndex(pub NSInteger);
106impl GCControllerPlayerIndex {
107    #[doc(alias = "GCControllerPlayerIndexUnset")]
108    pub const IndexUnset: Self = Self(-1);
109    #[doc(alias = "GCControllerPlayerIndex1")]
110    pub const Index1: Self = Self(0);
111    #[doc(alias = "GCControllerPlayerIndex2")]
112    pub const Index2: Self = Self(1);
113    #[doc(alias = "GCControllerPlayerIndex3")]
114    pub const Index3: Self = Self(2);
115    #[doc(alias = "GCControllerPlayerIndex4")]
116    pub const Index4: Self = Self(3);
117}
118
119unsafe impl Encode for GCControllerPlayerIndex {
120    const ENCODING: Encoding = NSInteger::ENCODING;
121}
122
123unsafe impl RefEncode for GCControllerPlayerIndex {
124    const ENCODING_REF: Encoding = Encoding::Pointer(&Self::ENCODING);
125}
126
127extern_class!(
128    /// Controllers are available to an application that links to GameController.framework. There are 2 ways to access controllers
129    /// paired to the system, adopt both to ensure the best user experience:
130    ///
131    /// 1: Querying for the the current array or controllers using [GCController controllers].
132    /// 2: Registering for Connection/Disconnection notifications from NSNotificationCenter.
133    ///
134    /// Only controllers that support one of the allowed profiles, such as GCExtendedGamepad, will be enumerated. Check for the profile
135    /// supported before using a controller in your application. Ignore a controller that doesn't support a profile that suits
136    /// your application, as the user will expect their controller to either be fully supported or not supported at all.
137    ///
138    /// See also [Apple's documentation](https://developer.apple.com/documentation/gamecontroller/gccontroller?language=objc)
139    #[unsafe(super(NSObject))]
140    #[derive(Debug, PartialEq, Eq, Hash)]
141    pub struct GCController;
142);
143
144#[cfg(feature = "GCDevice")]
145unsafe impl GCDevice for GCController {}
146
147unsafe impl NSObjectProtocol for GCController {}
148
149impl GCController {
150    extern_methods!(
151        #[cfg(feature = "block2")]
152        /// Set this block to be notified when a user intends to suspend or resume the current game state. A controller will have a button
153        /// dedicated to suspending and resuming play and invoking context sensitive actions. During event handling the system will
154        /// notify the application using this block such that the application can handle the suspension and resumption from the given controller.
155        ///
156        /// Use this to implement your canonical transition to a pause menu for example if that is your application's desired handling
157        /// of suspension in play. You may pause and resume based on game state as well so the event is only called each time the
158        /// pause/resume button is pressed.
159        ///
160        ///
161        /// Note: This handler has been deprecated in favor of the Menu button found on GCMicroGamepad and GCExtendedGamepad.
162        ///
163        /// See: microGamepad
164        ///
165        /// See: extendedGamepad
166        #[deprecated = "controllerPausedHandler has been deprecated. Use the Menu button found on the controller's profile, if it exists."]
167        #[unsafe(method(controllerPausedHandler))]
168        #[unsafe(method_family = none)]
169        pub unsafe fn controllerPausedHandler(
170            &self,
171        ) -> *mut block2::Block<dyn Fn(NonNull<GCController>)>;
172
173        #[cfg(feature = "block2")]
174        /// Setter for [`controllerPausedHandler`][Self::controllerPausedHandler].
175        #[deprecated = "controllerPausedHandler has been deprecated. Use the Menu button found on the controller's profile, if it exists."]
176        #[unsafe(method(setControllerPausedHandler:))]
177        #[unsafe(method_family = none)]
178        pub unsafe fn setControllerPausedHandler(
179            &self,
180            controller_paused_handler: Option<&block2::Block<dyn Fn(NonNull<GCController>)>>,
181        );
182
183        /// The most recently used game controller. If a user actuates a game controller input, that controller will become the current one.
184        ///
185        ///
186        /// Note: This is useful for single player games where you only care about whether an input is pressed, and not where it came from. You
187        /// will still need to register for changes to GCController.current so that your UI can remain up-to-date with the current controller.
188        #[unsafe(method(current))]
189        #[unsafe(method_family = none)]
190        pub unsafe fn current() -> Option<Retained<GCController>>;
191
192        /// Whether the current application should monitor and respond to game controller events when it is not the frontmost application.
193        ///
194        ///
195        /// not be forwarded to the application. Once the application becomes the frontmost application, game controller events will be forwarded.
196        ///
197        ///
198        /// Note: Starting with macOS Big Sur 11.3, shouldMonitorBackgroundEvents will be NO by default. For applications built prior to macOS Big Sur 11.3,
199        /// (or running on devices with an earlier version of macOS), shouldMonitorBackgroundEvents will be YES by default. On iOS and tvOS, this property is ignored.
200        #[unsafe(method(shouldMonitorBackgroundEvents))]
201        #[unsafe(method_family = none)]
202        pub unsafe fn shouldMonitorBackgroundEvents() -> bool;
203
204        /// Setter for [`shouldMonitorBackgroundEvents`][Self::shouldMonitorBackgroundEvents].
205        #[unsafe(method(setShouldMonitorBackgroundEvents:))]
206        #[unsafe(method_family = none)]
207        pub unsafe fn setShouldMonitorBackgroundEvents(should_monitor_background_events: bool);
208
209        /// A controller may be form fitting or otherwise closely attached to the device. This closeness to other inputs on the device
210        /// may suggest that interaction with the device may use other inputs easily. This is presented to developers to allow them to
211        /// make informed decisions about UI and interactions to choose for their game in this situation.
212        #[unsafe(method(isAttachedToDevice))]
213        #[unsafe(method_family = none)]
214        pub unsafe fn isAttachedToDevice(&self) -> bool;
215
216        /// A controller may represent a real device managed by the operating system, or a virtual snapshot created by the developer.
217        /// If a controller is directly created by the developer, it is considered to be a snapshot, allowing direct writes to any
218        /// GCControllerElement of its profiles. If the controller is not snapshot, the system will reject any write requests to GCControllerElement.
219        ///
220        ///
221        /// See: controllerWithMicroGamepad
222        ///
223        /// See: controllerWithExtendedGamepad
224        ///
225        /// See: capture
226        #[unsafe(method(isSnapshot))]
227        #[unsafe(method_family = none)]
228        pub unsafe fn isSnapshot(&self) -> bool;
229
230        /// A player index for the controller, defaults to GCControllerPlayerIndexUnset.
231        ///
232        /// This can be set both for the application to keep track of controllers and as a signal to make a controller display a player
233        /// index on a set of LEDs or some other mechanism.
234        ///
235        /// A controller is not guaranteed to have a visual display of the playerIndex, playerIndex does not persist for a controller
236        /// with regards to a system.
237        ///
238        /// Negative values less than GCControllerPlayerIndexUnset will just map back to GCControllerPlayerIndexUnset when read back.
239        #[unsafe(method(playerIndex))]
240        #[unsafe(method_family = none)]
241        pub unsafe fn playerIndex(&self) -> GCControllerPlayerIndex;
242
243        /// Setter for [`playerIndex`][Self::playerIndex].
244        #[unsafe(method(setPlayerIndex:))]
245        #[unsafe(method_family = none)]
246        pub unsafe fn setPlayerIndex(&self, player_index: GCControllerPlayerIndex);
247
248        #[cfg(feature = "GCControllerInput")]
249        /// Gets the input profile for the controller.
250        #[unsafe(method(input))]
251        #[unsafe(method_family = none)]
252        pub unsafe fn input(&self) -> Retained<GCControllerLiveInput>;
253
254        #[cfg(feature = "GCDeviceBattery")]
255        /// Gets the battery information if controller supports one
256        ///
257        /// This property is useful when you try to notify your user to change or charge controller before it runs out of battery life
258        /// or simply display the current battery level and status.
259        #[unsafe(method(battery))]
260        #[unsafe(method_family = none)]
261        pub unsafe fn battery(&self) -> Option<Retained<GCDeviceBattery>>;
262
263        #[cfg(feature = "GCPhysicalInputProfile")]
264        /// Gets the physical input profile for the controller.
265        ///
266        ///
267        /// Note: This is equivalent to the controller's microGamepad, or extendedGamepad instance.
268        ///
269        /// See: microGamepad
270        ///
271        /// See: extendedGamepad
272        #[unsafe(method(physicalInputProfile))]
273        #[unsafe(method_family = none)]
274        pub unsafe fn physicalInputProfile(&self) -> Retained<GCPhysicalInputProfile>;
275
276        #[cfg(all(feature = "GCGamepad", feature = "GCPhysicalInputProfile"))]
277        /// Gets the profile for the controller that suits current application.
278        ///
279        /// There are several supported profiles, with an additional optional profile for motion as well.
280        /// Each controller may be able to map its inputs into all profiles or just one kind of profile. Query for the controller
281        /// profile that suits your game, the simplest kind will be supported by the broadest variety
282        /// of controllers. A controller supporting the Extended Gamepad profile for example supports the Gamepad profile and more.
283        /// As such it can always be used just in the Gamepad profile if that suits the game.
284        ///
285        /// A physical controller that supports a profile must support it completely. That means that all buttons and axis inputs must
286        /// be valid inputs that a developer can utilize.
287        ///
288        /// If a controller does not support the given profile the returned value will be nil. Use this to filter controllers if the
289        /// application requires a specific kind of profile.
290        ///
291        /// See: motion
292        #[deprecated]
293        #[unsafe(method(gamepad))]
294        #[unsafe(method_family = none)]
295        pub unsafe fn gamepad(&self) -> Option<Retained<GCGamepad>>;
296
297        #[cfg(all(feature = "GCMicroGamepad", feature = "GCPhysicalInputProfile"))]
298        #[unsafe(method(microGamepad))]
299        #[unsafe(method_family = none)]
300        pub unsafe fn microGamepad(&self) -> Option<Retained<GCMicroGamepad>>;
301
302        #[cfg(all(feature = "GCExtendedGamepad", feature = "GCPhysicalInputProfile"))]
303        #[unsafe(method(extendedGamepad))]
304        #[unsafe(method_family = none)]
305        pub unsafe fn extendedGamepad(&self) -> Option<Retained<GCExtendedGamepad>>;
306
307        #[cfg(feature = "GCMotion")]
308        /// Gets the motion input profile. This profile is optional and may be available if the controller is attached to a device that supports motion.
309        /// If this is nil the controller does not support motion input and only the gamepad
310        /// &
311        /// extendedGamepad profiles are available.
312        ///
313        /// See: gamepad
314        ///
315        /// See: extendedGamepad
316        #[unsafe(method(motion))]
317        #[unsafe(method_family = none)]
318        pub unsafe fn motion(&self) -> Option<Retained<GCMotion>>;
319
320        #[cfg(feature = "GCDeviceLight")]
321        /// Gets the light for the controller, if one exists.
322        ///
323        /// A controller's light can be used to signal information to the player, such as using different light colors based on the player
324        /// index. It can also be used to react to in-game events and enhance user immersion.
325        #[unsafe(method(light))]
326        #[unsafe(method_family = none)]
327        pub unsafe fn light(&self) -> Option<Retained<GCDeviceLight>>;
328
329        #[cfg(feature = "GCDeviceHaptics")]
330        /// Gets the haptics for the controller, if one exists.
331        ///
332        /// Use this property to create CHHapticEngine instances according to your needs.
333        ///
334        ///
335        /// Note: Haptics are a drain on the controller's battery, and can be distracting when used excessively.
336        #[unsafe(method(haptics))]
337        #[unsafe(method_family = none)]
338        pub unsafe fn haptics(&self) -> Option<Retained<GCDeviceHaptics>>;
339
340        /// Polls the state vector of the controller and saves it to a new and writable instance of GCController.
341        ///
342        /// If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as
343        /// a snapshot will not change based on user input once it is taken.
344        ///
345        ///
346        /// See: snapshot
347        ///
348        /// Returns: A new controller with the duplicated state vector of the current controller
349        #[unsafe(method(capture))]
350        #[unsafe(method_family = none)]
351        pub unsafe fn capture(&self) -> Retained<GCController>;
352
353        /// Get a list of controllers currently attached to the system.
354        ///
355        ///
356        /// See: GCControllerDidConnectNotification
357        ///
358        /// See: GCControllerDidDisconnectNotification
359        #[unsafe(method(controllers))]
360        #[unsafe(method_family = none)]
361        pub unsafe fn controllers() -> Retained<NSArray<GCController>>;
362
363        #[cfg(feature = "block2")]
364        /// Start discovery of new wireless controllers that are discoverable. This is an asynchronous and the supplied completionHandler
365        /// will get called once no more devices can be found. If there are already multiple controllers available for use, there
366        /// may be little reason to automatically start discovery of new wireless controllers. In this situation it may be best to
367        /// allow the user to start discovery manually via in-game UI.
368        ///
369        /// Once discovery has started new controllers will notify themselves as connected via GCControllerDidConnectNotification.
370        /// As the notification arrives the controller is also available in the controllers array.
371        ///
372        /// The completionHandler could be used to update UI and/or game state to indicate that no more controllers will be found
373        /// and the current set of controllers is what is available for use in the game.
374        ///
375        /// If a completionHandler was provided, it will be called once when discovery stops. Either from an explicit call to
376        /// stopWirelessControllerDiscovery or from timing out or stopping in its natural course of operation. Thus the
377        /// completionHandler will at most be called once per call to startWirelessControllerDiscoveryWithCompletionHandler:.
378        ///
379        /// The completionHandler may also not get called at all, if for example startWirelessControllerDiscoveryWithCompletionHandler:
380        /// is called multiple times during dicovery. For this case the net effect is that the completionHandler is replaced with each call
381        /// and only the last one set before discovery stops will be called.
382        ///
383        ///
384        /// Parameter `completionHandler`: an optional handler that is called when discovery stops. (may be nil, in which case you will not be notified when discovery stops)
385        ///
386        /// See: stopWirelessControllerDiscovery
387        ///
388        /// See: controllers
389        #[unsafe(method(startWirelessControllerDiscoveryWithCompletionHandler:))]
390        #[unsafe(method_family = none)]
391        pub unsafe fn startWirelessControllerDiscoveryWithCompletionHandler(
392            completion_handler: Option<&block2::Block<dyn Fn()>>,
393        );
394
395        /// If no more controllers are needed, depending on game state or number of controllers supported by a game, the discovery
396        /// process can be stopped. Calling stopWirelessControllerDiscovery when no discovery is currently in progress will return
397        /// immediately without any effect, thus it is safe to call even if the completionHandler of
398        /// startWirelessControllerDiscoveryWithCompletionHandler: has been called.
399        ///
400        ///
401        /// See: startWirelessControllerDiscoveryWithCompletionHandler:
402        #[unsafe(method(stopWirelessControllerDiscovery))]
403        #[unsafe(method_family = none)]
404        pub unsafe fn stopWirelessControllerDiscovery();
405
406        /// Creates a controller with a micro gamepad profile.
407        ///
408        /// This controller will be considered a snapshot, allowing developers to write to any GCControllerElement of its profiles.
409        ///
410        ///
411        /// See: snapshot
412        ///
413        /// Returns: A new controller with a micro gamepad profile
414        #[unsafe(method(controllerWithMicroGamepad))]
415        #[unsafe(method_family = none)]
416        pub unsafe fn controllerWithMicroGamepad() -> Retained<GCController>;
417
418        /// Creates a controller with an extended gamepad profile.
419        ///
420        /// This controller will be considered a snapshot, allowing developers to write to any GCControllerElement of its profiles.
421        ///
422        ///
423        /// See: snapshot
424        ///
425        /// Returns: A new controller with an extended gamepad profile
426        #[unsafe(method(controllerWithExtendedGamepad))]
427        #[unsafe(method_family = none)]
428        pub unsafe fn controllerWithExtendedGamepad() -> Retained<GCController>;
429    );
430}
431
432/// Methods declared on superclass `NSObject`.
433impl GCController {
434    extern_methods!(
435        #[unsafe(method(init))]
436        #[unsafe(method_family = init)]
437        pub unsafe fn init(this: Allocated<Self>) -> Retained<Self>;
438
439        #[unsafe(method(new))]
440        #[unsafe(method_family = new)]
441        pub unsafe fn new() -> Retained<Self>;
442    );
443}