mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
83 lines
2.6 KiB
Go
83 lines
2.6 KiB
Go
// 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"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/vibrate"
|
|
)
|
|
|
|
// VibrateOptions represents the options for device vibration.
|
|
type VibrateOptions struct {
|
|
// Duration is the time duration of the effect.
|
|
Duration time.Duration
|
|
|
|
// Magnitude is the strength of the device vibration.
|
|
// The value is in between 0 and 1.
|
|
Magnitude float64
|
|
}
|
|
|
|
// Vibrate vibrates the device with the specified options.
|
|
//
|
|
// Vibrate works on mobiles and browsers.
|
|
//
|
|
// On browsers, Magnitude in the options is ignored.
|
|
//
|
|
// On Android, this line is required in the manifest setting to use Vibrate:
|
|
//
|
|
// <uses-permission android:name="android.permission.VIBRATE"/>
|
|
//
|
|
// On Android, Magnitude in the options is recognized only when the API Level is 26 or newer.
|
|
// Otherwise, Magnitude 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) {
|
|
vibrate.Vibrate(options.Duration, options.Magnitude)
|
|
}
|
|
|
|
// 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
|
|
|
|
// WeakMagnitude 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 works only on browsers and Nintendo Switch so far.
|
|
//
|
|
// VibrateGamepad is concurrent-safe.
|
|
func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions) {
|
|
g := gamepad.Get(gamepadID)
|
|
if g == nil {
|
|
return
|
|
}
|
|
g.Vibrate(options.Duration, options.StrongMagnitude, options.WeakMagnitude)
|
|
}
|