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authorpattlebass <49322676+pattlebass@users.noreply.github.com>2022-07-27 15:35:01 +0300
committerpattlebass <49322676+pattlebass@users.noreply.github.com>2022-07-27 22:54:41 +0300
commit130e715ab9a86c7363424e25df85e68ab52e85ec (patch)
tree2c2baae8a108b3ca39d20c50948923e3efe0b73b
parent47edfa876908408828cd3b120b32e274d646ab8b (diff)
HTML5: Add support for `Input.vibrate_handheld()`
-rw-r--r--core/os/os.cpp2
-rw-r--r--doc/classes/Input.xml4
-rw-r--r--platform/javascript/godot_js.h1
-rw-r--r--platform/javascript/js/libs/library_godot_input.js9
-rw-r--r--platform/javascript/os_javascript.cpp4
-rw-r--r--platform/javascript/os_javascript.h2
6 files changed, 20 insertions, 2 deletions
diff --git a/core/os/os.cpp b/core/os/os.cpp
index b9daf6fa53..619e3eb06f 100644
--- a/core/os/os.cpp
+++ b/core/os/os.cpp
@@ -159,7 +159,7 @@ int OS::get_process_id() 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 {
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index e73021ead4..796a80873f 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -354,9 +354,11 @@
<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">
diff --git a/platform/javascript/godot_js.h b/platform/javascript/godot_js.h
index 567b491336..1dce8035a6 100644
--- a/platform/javascript/godot_js.h
+++ b/platform/javascript/godot_js.h
@@ -58,6 +58,7 @@ extern void godot_js_input_mouse_move_cb(void (*p_callback)(double p_x, double p
extern void godot_js_input_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
extern void godot_js_input_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
extern void godot_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 godot_js_input_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
diff --git a/platform/javascript/js/libs/library_godot_input.js b/platform/javascript/js/libs/library_godot_input.js
index 1e64c260f8..51571d64a2 100644
--- a/platform/javascript/js/libs/library_godot_input.js
+++ b/platform/javascript/js/libs/library_godot_input.js
@@ -534,6 +534,15 @@ const GodotInput = {
GodotRuntime.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(GodotInput, '$GodotInput');
diff --git a/platform/javascript/os_javascript.cpp b/platform/javascript/os_javascript.cpp
index 1686353229..dc81b8b4b6 100644
--- a/platform/javascript/os_javascript.cpp
+++ b/platform/javascript/os_javascript.cpp
@@ -177,6 +177,10 @@ String OS_JavaScript::get_name() const {
return "HTML5";
}
+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";
}
diff --git a/platform/javascript/os_javascript.h b/platform/javascript/os_javascript.h
index 6900a34ee3..35e13c94fc 100644
--- a/platform/javascript/os_javascript.h
+++ b/platform/javascript/os_javascript.h
@@ -90,6 +90,8 @@ public:
// Implemented in javascript_main.cpp loop callback instead.
void add_frame_delay(bool p_can_draw) override {}
+ void vibrate_handheld(int p_duration_ms) override;
+
String get_cache_path() const override;
String get_config_path() const override;
String get_data_path() const override;