From fb7ecc748ff7ef60e70078a8e52f355669066ddb Mon Sep 17 00:00:00 2001
From: pattlebass <49322676+pattlebass@users.noreply.github.com>
Date: Wed, 27 Jul 2022 13:51:40 +0300
Subject: [PATCH] [3.x] HTML5: Add support for `Input.vibrate_handheld()`
---
core/os/os.cpp | 2 +-
doc/classes/Input.xml | 4 +++-
platform/javascript/godot_js.h | 1 +
platform/javascript/js/libs/library_godot_input.js | 9 +++++++++
platform/javascript/os_javascript.cpp | 4 ++++
platform/javascript/os_javascript.h | 1 +
6 files changed, 19 insertions(+), 2 deletions(-)
diff --git a/core/os/os.cpp b/core/os/os.cpp
index 385ebfa5485e..d7b915dd5a6f 100644
--- a/core/os/os.cpp
+++ b/core/os/os.cpp
@@ -187,7 +187,7 @@ 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 49f94cc99b72..359b91b2608b 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -379,9 +379,11 @@
- 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.
diff --git a/platform/javascript/godot_js.h b/platform/javascript/godot_js.h
index d300d9fc3173..340b9c7193f9 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 1e64c260f8d9..51571d64a2f9 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 991b7a651476..43d3dfd77f14 100644
--- a/platform/javascript/os_javascript.cpp
+++ b/platform/javascript/os_javascript.cpp
@@ -992,6 +992,10 @@ 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";
};
diff --git a/platform/javascript/os_javascript.h b/platform/javascript/os_javascript.h
index a1cc7aa8371b..e88d152e5209 100644
--- a/platform/javascript/os_javascript.h
+++ b/platform/javascript/os_javascript.h
@@ -186,6 +186,7 @@ class OS_JavaScript : public OS_Unix {
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;