internal/uidriver/mobile: Implement Vibrate on iOS

Updates #1452
This commit is contained in:
Hajime Hoshi 2021-10-24 05:02:12 +09:00
parent 88a27151ef
commit 5d5ce370f1
5 changed files with 131 additions and 8 deletions

View File

@ -417,7 +417,7 @@ package mobile
// }
// }
//
// static void init(void) {
// static void initializeGamepads(void) {
// controllers = [NSMutableArray array];
// controllerProperties = [NSMutableArray array];
//
@ -453,7 +453,7 @@ import (
)
func init() {
C.init()
C.initializeGamepads()
}
func (i *Input) updateGamepads() {

View File

@ -22,7 +22,6 @@ import (
"runtime/debug"
"sync"
"sync/atomic"
"time"
"unicode"
"golang.org/x/mobile/app"
@ -493,7 +492,3 @@ func (u *UserInterface) ScheduleFrame() {
u.renderRequester.RequestRenderIfNeeded()
}
}
func (u *UserInterface) Vibrate(duration time.Duration) {
// TODO: Implement this (#1452)
}

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@ -0,0 +1,23 @@
// 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 mobile
import (
"time"
)
func (u *UserInterface) Vibrate(duration time.Duration) {
// TODO: Implement this (#1452)
}

View File

@ -0,0 +1,106 @@
// 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.
//go:build ios
// +build ios
package mobile
// #cgo LDFLAGS: -framework CoreHaptics
//
// #import <CoreHaptics/CoreHaptics.h>
//
// static CHHapticEngine* engine;
//
// static void initializeVibrate(void) {
// if (!CHHapticEngine.capabilitiesForHardware.supportsHaptics) {
// return;
// }
//
// NSError* error = nil;
// engine = [[CHHapticEngine alloc] initAndReturnError:&error];
// if (error) {
// return;
// }
//
// [engine startAndReturnError:&error];
// if (error) {
// return;
// }
// }
//
// static void vibrate(double duration) {
// if (!engine) {
// return;
// }
//
// @autoreleasepool {
// NSDictionary* hapticDict = @{
// CHHapticPatternKeyPattern: @[
// @{
// CHHapticPatternKeyEvent: @{
// CHHapticPatternKeyEventType:CHHapticEventTypeHapticContinuous,
// CHHapticPatternKeyTime:@0.0,
// CHHapticPatternKeyEventDuration:[NSNumber numberWithDouble:duration],
// CHHapticPatternKeyEventParameters:@[
// @{
// CHHapticPatternKeyParameterID: CHHapticEventParameterIDHapticIntensity,
// CHHapticPatternKeyParameterValue: @1.0,
// },
// ],
// },
// },
// ],
// };
//
// NSError* error = nil;
// CHHapticPattern* pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict
// error:&error];
// if (error) {
// return;
// }
//
// id<CHHapticPatternPlayer> player = [engine createPlayerWithPattern:pattern
// error:&error];
// if (error) {
// return;
// }
//
// [player startAtTime:0 error:&error];
// if (error) {
// NSLog(@"3, %@", [error localizedDescription]);
// return;
// }
// }
// }
//
import "C"
import (
"sync"
"time"
)
func init() {
C.initializeVibrate()
}
var vibrationM sync.Mutex
func (u *UserInterface) Vibrate(duration time.Duration) {
vibrationM.Lock()
defer vibrationM.Unlock()
C.vibrate(C.double(float64(duration) / float64(time.Second)))
}

View File

@ -21,7 +21,6 @@ import (
// Vibrate vibrates the device.
//
// Vibrate works on mobiles and browsers.
// On browsers, StrongManitude and WeakMagnitude might be ignored.
//
// Vibrate is concurrent-safe.
func Vibrate(duration time.Duration) {