// 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 ebiten import ( "time" ) // VibrateOptions represents the options for device vibration. type VibrateOptions struct { // Duration is the time duration of the effect. Duration time.Duration // Intensity is the strength of the device vibration. // The value is in between 0 and 1. Intensity float64 } // Vibrate vibrates the device with the specified options. // // Vibrate works on mobiles and browsers. // // On browsers, Intensity in the options is ignored. // // On Android, this line is required in the manifest setting to use Vibrate: // // // // On Android, Intensity in the options is recognized only when the API Level is 26 or newer. // Otherwise, Intensity is ignored. // // On iOS, CoreHaptics.framework is required to use Vibrate. // // On iOS, Vibrate works only when iOS version is 13.0 or newer. // Otherwise, Vibrate does nothing. // // Vibrate is concurrent-safe. func Vibrate(options *VibrateOptions) { uiDriver().Vibrate(options.Duration, options.Intensity) } // VibrateGamepadOptions represents the options for gamepad vibration. type VibrateGamepadOptions struct { // Duration is the time duration of the effect. Duration time.Duration // StrongMagnitude is the rumble intensity of a low-frequency rumble motor. // The value is in between 0 and 1. StrongMagnitude float64 // StrongMagnitude is the rumble intensity of a high-frequency rumble motor. // The value is in between 0 and 1. WeakMagnitude float64 } // VibrateGamepad vibrates the specified gamepad with the specified options. // // VibrateGamepad is concurrent-safe. func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions) { uiDriver().Input().VibrateGamepad(gamepadID, options.Duration, options.StrongMagnitude, options.WeakMagnitude) }