Implement amplitude to Input.vibrate_handheld
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
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4e9543d849
commit
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17 changed files with 132 additions and 35 deletions
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@ -894,16 +894,25 @@ class Godot(private val context: Context) : SensorEventListener {
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*/
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@SuppressLint("MissingPermission")
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@Keep
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private fun vibrate(durationMs: Int) {
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private fun vibrate(durationMs: Int, amplitude: Int) {
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if (durationMs > 0 && requestPermission("VIBRATE")) {
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val vibratorService = getActivity()?.getSystemService(Context.VIBRATOR_SERVICE) as Vibrator? ?: return
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
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vibratorService.vibrate(
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VibrationEffect.createOneShot(
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durationMs.toLong(),
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VibrationEffect.DEFAULT_AMPLITUDE
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if (amplitude <= -1) {
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vibratorService.vibrate(
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VibrationEffect.createOneShot(
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durationMs.toLong(),
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VibrationEffect.DEFAULT_AMPLITUDE
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)
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)
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)
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} else {
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vibratorService.vibrate(
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VibrationEffect.createOneShot(
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durationMs.toLong(),
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amplitude
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)
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)
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}
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} else {
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// deprecated in API 26
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vibratorService.vibrate(durationMs.toLong())
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@ -72,7 +72,7 @@ GodotJavaWrapper::GodotJavaWrapper(JNIEnv *p_env, jobject p_activity, jobject p_
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_get_granted_permissions = p_env->GetMethodID(godot_class, "getGrantedPermissions", "()[Ljava/lang/String;");
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_get_ca_certificates = p_env->GetMethodID(godot_class, "getCACertificates", "()Ljava/lang/String;");
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_init_input_devices = p_env->GetMethodID(godot_class, "initInputDevices", "()V");
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_vibrate = p_env->GetMethodID(godot_class, "vibrate", "(I)V");
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_vibrate = p_env->GetMethodID(godot_class, "vibrate", "(II)V");
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_get_input_fallback_mapping = p_env->GetMethodID(godot_class, "getInputFallbackMapping", "()Ljava/lang/String;");
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_on_godot_setup_completed = p_env->GetMethodID(godot_class, "onGodotSetupCompleted", "()V");
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_on_godot_main_loop_started = p_env->GetMethodID(godot_class, "onGodotMainLoopStarted", "()V");
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@ -331,11 +331,18 @@ void GodotJavaWrapper::init_input_devices() {
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}
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}
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void GodotJavaWrapper::vibrate(int p_duration_ms) {
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void GodotJavaWrapper::vibrate(int p_duration_ms, float p_amplitude) {
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if (_vibrate) {
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JNIEnv *env = get_jni_env();
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ERR_FAIL_NULL(env);
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env->CallVoidMethod(godot_instance, _vibrate, p_duration_ms);
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int j_amplitude = -1.0;
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if (p_amplitude != -1.0) {
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j_amplitude = CLAMP(int(p_amplitude * 255), 1, 255);
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}
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env->CallVoidMethod(godot_instance, _vibrate, p_duration_ms, j_amplitude);
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}
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}
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@ -102,7 +102,7 @@ public:
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Vector<String> get_granted_permissions() const;
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String get_ca_certificates() const;
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void init_input_devices();
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void vibrate(int p_duration_ms);
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void vibrate(int p_duration_ms, float p_amplitude = -1.0);
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String get_input_fallback_mapping();
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int create_new_godot_instance(const List<String> &args);
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void begin_benchmark_measure(const String &p_context, const String &p_label);
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@ -746,8 +746,8 @@ ANativeWindow *OS_Android::get_native_window() const {
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#endif
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}
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void OS_Android::vibrate_handheld(int p_duration_ms) {
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godot_java->vibrate(p_duration_ms);
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void OS_Android::vibrate_handheld(int p_duration_ms, float p_amplitude) {
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godot_java->vibrate(p_duration_ms, p_amplitude);
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}
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String OS_Android::get_config_path() const {
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@ -153,7 +153,7 @@ public:
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virtual Error move_to_trash(const String &p_path) override;
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void vibrate_handheld(int p_duration_ms) override;
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void vibrate_handheld(int p_duration_ms, float p_amplitude = -1.0) override;
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virtual String get_config_path() const override;
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@ -51,7 +51,7 @@ public:
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static void alert(const char *p_alert, const char *p_title);
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bool supports_haptic_engine();
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void vibrate_haptic_engine(float p_duration_seconds);
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void vibrate_haptic_engine(float p_duration_seconds, float p_amplitude);
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String get_model() const;
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String get_rate_url(int p_app_id) const;
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@ -69,21 +69,41 @@ CHHapticEngine *iOS::get_haptic_engine_instance() API_AVAILABLE(ios(13)) {
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return haptic_engine;
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}
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void iOS::vibrate_haptic_engine(float p_duration_seconds) API_AVAILABLE(ios(13)) {
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void iOS::vibrate_haptic_engine(float p_duration_seconds, float p_amplitude) API_AVAILABLE(ios(13)) {
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if (@available(iOS 13, *)) { // We need the @available check every time to make the compiler happy...
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if (supports_haptic_engine()) {
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CHHapticEngine *cur_haptic_engine = get_haptic_engine_instance();
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if (cur_haptic_engine) {
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NSDictionary *hapticDict = @{
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CHHapticPatternKeyPattern : @[
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@{CHHapticPatternKeyEvent : @{
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CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
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CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
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CHHapticPatternKeyEventDuration : @(p_duration_seconds)
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},
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},
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],
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};
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NSDictionary *hapticDict;
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if (p_amplitude < 0) {
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hapticDict = @{
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CHHapticPatternKeyPattern : @[
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@{CHHapticPatternKeyEvent : @{
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CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
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CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
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CHHapticPatternKeyEventDuration : @(p_duration_seconds),
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},
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},
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],
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};
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} else {
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hapticDict = @{
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CHHapticPatternKeyPattern : @[
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@{CHHapticPatternKeyEvent : @{
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CHHapticPatternKeyEventType : CHHapticEventTypeHapticContinuous,
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CHHapticPatternKeyTime : @(CHHapticTimeImmediate),
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CHHapticPatternKeyEventDuration : @(p_duration_seconds),
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CHHapticPatternKeyEventParameters : @[
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@{
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CHHapticPatternKeyParameterID : @("HapticIntensity"),
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CHHapticPatternKeyParameterValue : @(p_amplitude)
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},
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],
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},
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},
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],
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};
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}
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NSError *error;
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CHHapticPattern *pattern = [[CHHapticPattern alloc] initWithDictionary:hapticDict error:&error];
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@ -123,7 +123,7 @@ public:
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virtual String get_unique_id() const override;
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virtual String get_processor_name() const override;
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virtual void vibrate_handheld(int p_duration_ms = 500) override;
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virtual void vibrate_handheld(int p_duration_ms = 500, float p_amplitude = -1.0) override;
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virtual bool _check_internal_feature_support(const String &p_feature) override;
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@ -571,9 +571,13 @@ String OS_IOS::get_system_font_path(const String &p_font_name, int p_weight, int
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return ret;
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}
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void OS_IOS::vibrate_handheld(int p_duration_ms) {
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void OS_IOS::vibrate_handheld(int p_duration_ms, float p_amplitude) {
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if (ios->supports_haptic_engine()) {
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ios->vibrate_haptic_engine((float)p_duration_ms / 1000.f);
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if (p_amplitude > 0.0) {
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p_amplitude = CLAMP(p_amplitude, 0.0, 1.0);
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}
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ios->vibrate_haptic_engine((float)p_duration_ms / 1000.f, p_amplitude);
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} else {
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// iOS <13 does not support duration for vibration
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AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
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@ -174,7 +174,7 @@ void OS_Web::add_frame_delay(bool p_can_draw) {
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#endif
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}
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void OS_Web::vibrate_handheld(int p_duration_ms) {
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void OS_Web::vibrate_handheld(int p_duration_ms, float p_amplitude) {
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godot_js_input_vibrate_handheld(p_duration_ms);
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}
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@ -98,7 +98,7 @@ public:
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// Implemented in web_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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void vibrate_handheld(int p_duration_ms, float p_amplitude) 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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