Ported: [3.x] HTML5: Add support for Input.vibrate_handheld() - pattlebass

fb7ecc748f
This commit is contained in:
Relintai 2022-07-30 00:29:14 +02:00
parent 9481486f92
commit 641c15f906
6 changed files with 25 additions and 7 deletions

View File

@ -302,7 +302,7 @@ bool OS::is_process_running(const ProcessID &p_pid) const {
}
void OS::vibrate_handheld(int p_duration_ms) {
WARN_PRINT("vibrate_handheld() only works with Android and iOS");
WARN_PRINT("vibrate_handheld() only works with Android, iOS and HTML5");
}
bool OS::is_stdout_verbose() const {

View File

@ -357,9 +357,11 @@
<return type="void" />
<argument index="0" name="duration_ms" type="int" default="500" />
<description>
Vibrate Android and iOS devices.
Vibrate handheld devices.
[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.
[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset.
[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later.
[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method.
</description>
</method>
<method name="warp_mouse_position">

View File

@ -540,7 +540,16 @@ const PandemoniumInput = {
PandemoniumRuntime.free(ptr);
}, false);
},
godot_js_input_vibrate_handheld__sig: 'vi',
godot_js_input_vibrate_handheld: function (p_duration_ms) {
if (typeof navigator.vibrate !== 'function') {
GodotRuntime.print('This browser does not support vibration.');
} else {
navigator.vibrate(p_duration_ms);
}
},
};
autoAddDeps(PandemoniumInput, '$PandemoniumInput');
mergeInto(LibraryManager.library, PandemoniumInput);
mergeInto(LibraryManager.library, PandemoniumInput);

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@ -1,4 +1,4 @@
/*************************************************************************/
/*************************************************************************/ os_java
/* os_javascript.cpp */
/*************************************************************************/
/* This file is part of: */
@ -56,8 +56,9 @@
#define DOM_BUTTON_XBUTTON1 3
#define DOM_BUTTON_XBUTTON2 4
// Quit
void OS_JavaScript::request_quit_callback() {
// Quit
void
OS_JavaScript::request_quit_callback() {
OS_JavaScript *os = get_singleton();
if (os && os->get_main_loop()) {
os->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_QUIT_REQUEST);
@ -972,9 +973,13 @@ bool OS_JavaScript::can_draw() const {
return true; // Always?
}
void OS_JavaScript::vibrate_handheld(int p_duration_ms) {
godot_js_input_vibrate_handheld(p_duration_ms);
}
String OS_JavaScript::get_user_data_dir() const {
return "/userfs";
};
}
String OS_JavaScript::get_cache_path() const {
return "/home/web_user/.cache";

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@ -184,6 +184,7 @@ public:
virtual String get_name() const;
virtual void add_frame_delay(bool p_can_draw) {}
virtual bool can_draw() const;
virtual void vibrate_handheld(int p_duration_ms);
virtual String get_cache_path() const;
virtual String get_config_path() const;

View File

@ -57,6 +57,7 @@ extern void pandemonium_js_input_mouse_move_cb(void (*p_callback)(double p_x, do
extern void pandemonium_js_input_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
extern void pandemonium_js_input_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
extern void pandemonium_js_input_key_cb(void (*p_callback)(int p_type, int p_repeat, int p_modifiers), char r_code[32], char r_key[32]);
extern void godot_js_input_vibrate_handheld(int p_duration_ms);
// Input gamepad
extern void pandemonium_js_input_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));