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https://github.com/hajimehoshi/ebiten.git
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parent
88a27151ef
commit
5d5ce370f1
@ -417,7 +417,7 @@ package mobile
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// }
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// }
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//
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// static void init(void) {
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// static void initializeGamepads(void) {
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// controllers = [NSMutableArray array];
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// controllerProperties = [NSMutableArray array];
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//
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@ -453,7 +453,7 @@ import (
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)
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func init() {
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C.init()
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C.initializeGamepads()
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}
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func (i *Input) updateGamepads() {
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@ -22,7 +22,6 @@ import (
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"runtime/debug"
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"sync"
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"sync/atomic"
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"time"
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"unicode"
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"golang.org/x/mobile/app"
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@ -493,7 +492,3 @@ func (u *UserInterface) ScheduleFrame() {
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u.renderRequester.RequestRenderIfNeeded()
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}
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}
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func (u *UserInterface) Vibrate(duration time.Duration) {
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// TODO: Implement this (#1452)
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}
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23
internal/uidriver/mobile/vibrate_android.go
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23
internal/uidriver/mobile/vibrate_android.go
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@ -0,0 +1,23 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package mobile
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import (
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"time"
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)
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func (u *UserInterface) Vibrate(duration time.Duration) {
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// TODO: Implement this (#1452)
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}
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106
internal/uidriver/mobile/vibrate_ios.go
Normal file
106
internal/uidriver/mobile/vibrate_ios.go
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@ -0,0 +1,106 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ios
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// +build ios
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package mobile
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// #cgo LDFLAGS: -framework CoreHaptics
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//
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// #import <CoreHaptics/CoreHaptics.h>
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//
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// static CHHapticEngine* engine;
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//
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// static void initializeVibrate(void) {
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// if (!CHHapticEngine.capabilitiesForHardware.supportsHaptics) {
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// return;
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// }
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//
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// NSError* error = nil;
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// engine = [[CHHapticEngine alloc] initAndReturnError:&error];
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// if (error) {
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// return;
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// }
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//
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// [engine startAndReturnError:&error];
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// if (error) {
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// return;
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// }
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// }
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//
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// static void vibrate(double duration) {
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// if (!engine) {
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// return;
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// }
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//
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// @autoreleasepool {
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// NSDictionary* hapticDict = @{
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// CHHapticPatternKeyPattern: @[
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// @{
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// CHHapticPatternKeyEvent: @{
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// CHHapticPatternKeyEventType:CHHapticEventTypeHapticContinuous,
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// CHHapticPatternKeyTime:@0.0,
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// CHHapticPatternKeyEventDuration:[NSNumber numberWithDouble:duration],
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// CHHapticPatternKeyEventParameters:@[
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// @{
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// CHHapticPatternKeyParameterID: CHHapticEventParameterIDHapticIntensity,
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// CHHapticPatternKeyParameterValue: @1.0,
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// },
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// ],
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// },
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// },
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// ],
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// };
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//
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// NSError* error = nil;
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// CHHapticPattern* pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict
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// error:&error];
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// if (error) {
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// return;
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// }
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//
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// id<CHHapticPatternPlayer> player = [engine createPlayerWithPattern:pattern
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// error:&error];
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// if (error) {
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// return;
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// }
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//
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// [player startAtTime:0 error:&error];
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// if (error) {
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// NSLog(@"3, %@", [error localizedDescription]);
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// return;
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// }
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// }
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// }
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//
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import "C"
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import (
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"sync"
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"time"
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)
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func init() {
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C.initializeVibrate()
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}
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var vibrationM sync.Mutex
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func (u *UserInterface) Vibrate(duration time.Duration) {
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vibrationM.Lock()
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defer vibrationM.Unlock()
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C.vibrate(C.double(float64(duration) / float64(time.Second)))
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}
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@ -21,7 +21,6 @@ import (
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// Vibrate vibrates the device.
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//
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// Vibrate works on mobiles and browsers.
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// On browsers, StrongManitude and WeakMagnitude might be ignored.
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//
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// Vibrate is concurrent-safe.
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func Vibrate(duration time.Duration) {
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