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- // 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)
- }
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