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Add vibration support to Gamepad and Joystick APIs #869
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From @MSGhero on November 29, 2016 17:6 I think AIR can too, idr if it's through an ANE or if it's native functionality. |
From @alexandervrs on December 1, 2016 9:12 Yeah, I think it's an ANE that works on Windows, Android & iOS judging from here (http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/vibration.html) As a note, I am not sure about the device vibration that ANE maps the vibration to iOS/Android though. |
SDL supports it, we would just need a Lime API for it |
From @alexandervrs on November 29, 2016 15:53
There should be a function to provide gamepad vibration capability to the platforms that is supported.
It should use any gamepad device based on its ID you provide, both left and right motors with normalized values from 0.0 (no vibration) to 1.0 (full vibration)
Windows & Xbox could be done via XInput (and DInput if you wish to also support legacy gamepads)
WiiU, Playstation 3/4 controllers also have vibration capabilities.
Gamepad vibration adds so much feedback to a game that it'd be a shame to overlook it.
Copied from original issue: openfl/openfl#1360
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