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Android and browsers can specify only a time duration for vibration. VibrateOptions is renamed to GamepadVibrateOptions for gamepads. Updates #1452
46 lines
1.4 KiB
Go
46 lines
1.4 KiB
Go
// 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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// 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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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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// 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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// TODO: Add a function VibrateGamepad.
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