vendor dependencies, make some changes to how input is done
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/vibrate"
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)
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// VibrateOptions represents the options for device vibration.
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type VibrateOptions struct {
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// Duration is the time duration of the effect.
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Duration time.Duration
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// Magnitude is the strength of the device vibration.
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// The value is in between 0 and 1.
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Magnitude float64
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}
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// Vibrate vibrates the device with the specified options.
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//
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// Vibrate works on mobiles and browsers.
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//
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// On browsers, Magnitude in the options is ignored.
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//
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// On Android, this line is required in the manifest setting to use Vibrate:
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//
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// <uses-permission android:name="android.permission.VIBRATE"/>
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//
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// On Android, Magnitude in the options is recognized only when the API Level is 26 or newer.
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// Otherwise, Magnitude is ignored.
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//
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// On iOS, CoreHaptics.framework is required to use Vibrate.
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//
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// On iOS, Vibrate works only when iOS version is 13.0 or newer.
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// Otherwise, Vibrate does nothing.
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//
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// Vibrate is concurrent-safe.
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func Vibrate(options *VibrateOptions) {
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vibrate.Vibrate(options.Duration, options.Magnitude)
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}
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// VibrateGamepadOptions represents the options for gamepad vibration.
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type VibrateGamepadOptions struct {
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// Duration is the time duration of the effect.
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Duration time.Duration
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// StrongMagnitude is the rumble intensity of a low-frequency rumble motor.
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// The value is in between 0 and 1.
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StrongMagnitude float64
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// WeakMagnitude is the rumble intensity of a high-frequency rumble motor.
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// The value is in between 0 and 1.
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WeakMagnitude float64
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}
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// VibrateGamepad vibrates the specified gamepad with the specified options.
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//
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// VibrateGamepad works only on browsers and Nintendo Switch so far.
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//
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// VibrateGamepad is concurrent-safe.
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func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions) {
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g := gamepad.Get(gamepadID)
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if g == nil {
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return
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}
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g.Vibrate(options.Duration, options.StrongMagnitude, options.WeakMagnitude)
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}
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