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ebiten: Add VibrateGamepad and implement this on browsers
Updates #1452
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@ -32,7 +32,8 @@ const (
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)
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type Game struct {
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touchIDs []ebiten.TouchID
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touchIDs []ebiten.TouchID
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gamepadIDs []ebiten.GamepadID
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}
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func (g *Game) Update() error {
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@ -42,11 +43,33 @@ func (g *Game) Update() error {
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ebiten.Vibrate(200 * time.Millisecond)
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}
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g.gamepadIDs = g.gamepadIDs[:0]
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g.gamepadIDs = ebiten.AppendGamepadIDs(g.gamepadIDs)
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for _, id := range g.gamepadIDs {
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for b := ebiten.GamepadButton0; b <= ebiten.GamepadButtonMax; b++ {
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if !inpututil.IsGamepadButtonJustPressed(id, b) {
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continue
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}
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// TODO: Test weak-magnitude.
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op := &ebiten.VibrateGamepadOptions{
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Duration: 200 * time.Millisecond,
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StrongMagnitude: 1,
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WeakMagnitude: 0,
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}
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ebiten.VibrateGamepad(id, op)
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break
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}
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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ebitenutil.DebugPrint(screen, "Touch the screen to vibrate the screen.")
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msg := "Touch the screen to vibrate the screen."
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if len(g.gamepadIDs) > 0 {
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msg += "\nPress a gamepad button to vibrate the gamepad."
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}
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ebitenutil.DebugPrint(screen, msg)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -14,6 +14,10 @@
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package driver
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import (
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"time"
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)
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type GamepadID int
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type TouchID int
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@ -36,5 +40,6 @@ type Input interface {
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StandardGamepadAxisValue(id GamepadID, button StandardGamepadAxis) float64
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StandardGamepadButtonValue(id GamepadID, button StandardGamepadButton) float64
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TouchPosition(id TouchID) (x, y int)
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VibrateGamepad(id GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64)
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Wheel() (xoff, yoff float64)
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}
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@ -23,6 +23,7 @@ package glfw
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import (
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"math"
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"sync"
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"time"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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@ -409,6 +410,10 @@ func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button drive
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return gamepaddb.IsButtonPressed(g.guid, button, gamepadState{&g})
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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func init() {
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// Confirm that all the hat state values are the same.
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if gamepaddb.HatUp != glfw.HatUp {
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@ -17,11 +17,14 @@ package js
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import (
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"encoding/hex"
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"syscall/js"
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"time"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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var object = js.Global().Get("Object")
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var (
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stringKeydown = js.ValueOf("keydown")
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stringKeypress = js.ValueOf("keypress")
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@ -60,6 +63,8 @@ type pos struct {
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}
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type gamepad struct {
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value js.Value
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name string
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mapping string
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axisNum int
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@ -310,7 +315,9 @@ func (i *Input) updateGamepads() {
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}
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id := driver.GamepadID(gp.Get("index").Int())
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g := gamepad{}
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g := gamepad{
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value: gp,
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}
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g.name = gp.Get("id").String()
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g.mapping = gp.Get("mapping").String()
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@ -506,3 +513,37 @@ func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button drive
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}
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return g.standardButtonPressed[button]
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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g, ok := i.gamepads[id]
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if !ok {
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return
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}
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// vibrationActuator is avaialble on Chrome.
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if va := g.value.Get("vibrationActuator"); va.Truthy() {
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if !va.Get("playEffect").Truthy() {
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return
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}
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prop := object.New()
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prop.Set("startDelay", 0)
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prop.Set("duration", float64(duration/time.Millisecond))
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prop.Set("strongMagnitude", strongMagnitude)
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prop.Set("weakMagnitude", weakMagnitude)
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va.Call("playEffect", "dual-rumble", prop)
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return
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}
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// hapticActuators is available on Firefox.
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if ha := g.value.Get("hapticActuators"); ha.Truthy() {
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// TODO: Is this order correct?
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if ha.Length() > 0 {
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ha.Index(0).Call("pulse", strongMagnitude, float64(duration/time.Millisecond))
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}
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if ha.Length() > 1 {
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ha.Index(1).Call("pulse", weakMagnitude, float64(duration/time.Millisecond))
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}
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return
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}
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}
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@ -191,6 +191,10 @@ func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
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return false
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []Touch) {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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11
vibrate.go
11
vibrate.go
@ -28,8 +28,8 @@ func Vibrate(duration time.Duration) {
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uiDriver().Vibrate(duration)
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}
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// GamepadVibrateOptions represents the options to vibrate a gamepad.
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type GamepadVibrateOptions struct {
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// VibrateGamepadOptions represents the options to vibrate a gamepad.
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type VibrateGamepadOptions struct {
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// Duration is the time duration of the effect.
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Duration time.Duration
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@ -42,4 +42,9 @@ type GamepadVibrateOptions struct {
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WeakMagnitude float64
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}
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// TODO: Add a function VibrateGamepad.
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// VibrateGamepad vibrates the specified gamepad with the specified options.
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//
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// VibrateGamepad is concurrent-safe.
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func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions) {
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uiDriver().Input().VibrateGamepad(gamepadID, options.Duration, options.StrongMagnitude, options.WeakMagnitude)
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}
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