ebiten/examples/vibrate/main.go

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// 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 main
import (
"log"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
const (
screenWidth = 640
screenHeight = 480
)
type Game struct {
touchIDs []ebiten.TouchID
gamepadIDs []ebiten.GamepadID
touchCounter int
}
func (g *Game) Update() error {
g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs[:0])
if len(g.touchIDs) > 0 {
g.touchCounter++
op := &ebiten.VibrateOptions{
Duration: 200 * time.Millisecond,
Magnitude: 0.5*float64(g.touchCounter%2) + 0.5,
}
ebiten.Vibrate(op)
}
g.gamepadIDs = g.gamepadIDs[:0]
g.gamepadIDs = ebiten.AppendGamepadIDs(g.gamepadIDs)
for _, id := range g.gamepadIDs {
for b := ebiten.GamepadButton0; b <= ebiten.GamepadButtonMax; b++ {
if !inpututil.IsGamepadButtonJustPressed(id, b) {
continue
}
// TODO: Test weak-magnitude.
op := &ebiten.VibrateGamepadOptions{
Duration: 200 * time.Millisecond,
StrongMagnitude: 1,
WeakMagnitude: 0,
}
ebiten.VibrateGamepad(id, op)
break
}
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
msg := "Touch the screen to vibrate the screen."
if len(g.gamepadIDs) > 0 {
msg += "\nPress a gamepad button to vibrate the gamepad."
}
ebitenutil.DebugPrint(screen, msg)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
ebiten.SetWindowTitle("Vibrate (Ebitengine Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}