HTML5: Add support for Input.vibrate_handheld()
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@@ -58,6 +58,7 @@ extern void godot_js_input_mouse_move_cb(void (*p_callback)(double p_x, double p
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extern void godot_js_input_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
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extern void godot_js_input_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
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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]);
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extern void godot_js_input_vibrate_handheld(int p_duration_ms);
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// Input gamepad
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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));
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@@ -534,6 +534,15 @@ const GodotInput = {
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GodotRuntime.free(ptr);
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}, false);
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},
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godot_js_input_vibrate_handheld__sig: 'vi',
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godot_js_input_vibrate_handheld: function (p_duration_ms) {
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if (typeof navigator.vibrate !== 'function') {
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GodotRuntime.print('This browser does not support vibration.');
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} else {
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navigator.vibrate(p_duration_ms);
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}
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},
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};
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autoAddDeps(GodotInput, '$GodotInput');
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@@ -177,6 +177,10 @@ String OS_JavaScript::get_name() const {
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return "HTML5";
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}
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void OS_JavaScript::vibrate_handheld(int p_duration_ms) {
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godot_js_input_vibrate_handheld(p_duration_ms);
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}
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String OS_JavaScript::get_user_data_dir() const {
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return "/userfs";
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}
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@@ -90,6 +90,8 @@ public:
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// Implemented in javascript_main.cpp loop callback instead.
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void add_frame_delay(bool p_can_draw) override {}
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void vibrate_handheld(int p_duration_ms) override;
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String get_cache_path() const override;
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String get_config_path() const override;
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String get_data_path() const override;
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