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ebiten: Add Vibrate and VibrateOptions, and implement this on browsers
Updates #1452
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65
examples/vibrate/main.go
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65
examples/vibrate/main.go
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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 example
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// +build example
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package main
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import (
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"log"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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type Game struct {
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touchIDs []ebiten.TouchID
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}
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func (g *Game) Update() error {
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g.touchIDs = g.touchIDs[:0]
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g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs)
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if len(g.touchIDs) > 0 {
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op := &ebiten.VibrateOptions{
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Duration: 200 * time.Millisecond,
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StrongMagnitude: 1,
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}
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ebiten.Vibrate(op)
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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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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowTitle("Vibrate (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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@ -17,6 +17,7 @@ package driver
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import (
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import (
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"errors"
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"errors"
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"image"
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"image"
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"time"
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)
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)
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type UIContext interface {
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type UIContext interface {
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@ -62,6 +63,8 @@ type UI interface {
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SetScreenTransparent(transparent bool)
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SetScreenTransparent(transparent bool)
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SetInitFocused(focused bool)
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SetInitFocused(focused bool)
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Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64)
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Input() Input
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Input() Input
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Window() Window
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Window() Window
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Graphics() Graphics
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Graphics() Graphics
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@ -1685,3 +1685,7 @@ func (u *UserInterface) setOrigPos(x, y int) {
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u.origPosX = x
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u.origPosX = x
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u.origPosY = y
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u.origPosY = y
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}
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}
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func (u *UserInterface) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// Do nothing.
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}
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@ -648,6 +648,12 @@ func (u *UserInterface) SetInitFocused(focused bool) {
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u.initFocused = focused
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u.initFocused = focused
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}
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}
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func (u *UserInterface) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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if js.Global().Get("navigator").Get("vibrate").Truthy() {
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js.Global().Get("navigator").Call("vibrate", float64(duration/time.Millisecond))
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}
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}
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func (u *UserInterface) Input() driver.Input {
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func (u *UserInterface) Input() driver.Input {
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return &u.input
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return &u.input
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}
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}
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@ -492,3 +492,7 @@ func (u *UserInterface) ScheduleFrame() {
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u.renderRequester.RequestRenderIfNeeded()
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u.renderRequester.RequestRenderIfNeeded()
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}
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}
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}
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}
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func (u *UserInterface) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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43
vibrate.go
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43
vibrate.go
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@ -0,0 +1,43 @@
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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 ebiten
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import (
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"time"
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)
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// VibrateOptions represents the options to vibrate a device.
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type VibrateOptions struct {
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// Duration is the time duration of the effect.
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Duration time.Duration
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// StrongMagnitude is the rumble intensity of a low-frequency rumble motor.
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// The value is in between 0 and 1.
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StrongMagnitude float64
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// StrongMagnitude is the rumble intensity of a high-frequency rumble motor.
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// The value is in between 0 and 1.
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WeakMagnitude float64
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}
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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(options *VibrateOptions) {
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uiDriver().Vibrate(options.Duration, options.StrongMagnitude, options.WeakMagnitude)
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}
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