forked from hajimehoshi/ebiten
-
Notifications
You must be signed in to change notification settings - Fork 0
/
vibrate.go
82 lines (72 loc) · 2.56 KB
/
vibrate.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package ebiten
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/vibrate"
)
// VibrateOptions represents the options for device vibration.
type VibrateOptions struct {
// Duration is the time duration of the effect.
Duration time.Duration
// Magnitude is the strength of the device vibration.
// The value is in between 0 and 1.
Magnitude float64
}
// Vibrate vibrates the device with the specified options.
//
// Vibrate works on mobiles and browsers.
//
// On browsers, Magnitude in the options is ignored.
//
// On Android, this line is required in the manifest setting to use Vibrate:
//
// <uses-permission android:name="android.permission.VIBRATE"/>
//
// On Android, Magnitude in the options is recognized only when the API Level is 26 or newer.
// Otherwise, Magnitude is ignored.
//
// On iOS, CoreHaptics.framework is required to use Vibrate.
//
// On iOS, Vibrate works only when iOS version is 13.0 or newer.
// Otherwise, Vibrate does nothing.
//
// Vibrate is concurrent-safe.
func Vibrate(options *VibrateOptions) {
vibrate.Vibrate(options.Duration, options.Magnitude)
}
// VibrateGamepadOptions represents the options for gamepad vibration.
type VibrateGamepadOptions struct {
// Duration is the time duration of the effect.
Duration time.Duration
// StrongMagnitude is the rumble intensity of a low-frequency rumble motor.
// The value is in between 0 and 1.
StrongMagnitude float64
// WeakMagnitude is the rumble intensity of a high-frequency rumble motor.
// The value is in between 0 and 1.
WeakMagnitude float64
}
// VibrateGamepad vibrates the specified gamepad with the specified options.
//
// VibrateGamepad works only on browsers and Nintendo Switch so far.
//
// VibrateGamepad is concurrent-safe.
func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions) {
g := gamepad.Get(gamepadID)
if g == nil {
return
}
g.Vibrate(options.Duration, options.StrongMagnitude, options.WeakMagnitude)
}