ebiten/vibrate.go
Hajime Hoshi 7c6f2fd799 ebiten: Vibrate takes time durations instead of the options
Android and browsers can specify only a time duration for vibration.

VibrateOptions is renamed to GamepadVibrateOptions for gamepads.

Updates #1452
2021-10-24 05:02:49 +09:00

46 lines
1.4 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"
)
// 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) {
uiDriver().Vibrate(duration)
}
// GamepadVibrateOptions represents the options to vibrate a gamepad.
type GamepadVibrateOptions 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
}
// TODO: Add a function VibrateGamepad.