blob: 7db2b97bdebe7fc233a0512e6a5de029533e7992 [file] [log] [blame]
/*
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*
*/
var goodVibrations = ripple('ui/plugins/goodVibrations');
var event = ripple('event');
var timerId = null;
var pattern = [];
var repeat = -1;
function cancelVibrationPattern() {
// Abort the present animation, if any is active
goodVibrations.stop();
// Clear any pending timers
if (timerId) clearTimeout(timerId);
// reinitialize the data structures;
timerId = null;
pattern = [];
repeat = -1;
}
function patternIsFinished(i) {
if (i >= pattern.length) { // no more steps left in this pattern
if (repeat > 0) {
repeat = repeat - 1; // go on to next iteration of this pattern
runNextPatternStep(0);
}
return true;
}
return false;
}
function runNextPatternStep(i) {
var ms;
if (patternIsFinished(i)) { // bail out if more steps left in this pattern
return;
}
ms = pattern[i];
if (ms > 0) goodVibrations.vibrateDevice(ms);
// Pattern needs at least two more entries to keep going
// (the next entry is just a delay time).
i = i + 2;
if (patternIsFinished(i)) { // bail out if more steps left in this pattern
return;
}
// Wait for the shaking interval to elapse and the time between
// shaking intervals to elapse before running the next pattern step
timerId = setTimeout(
function() {
runNextPatternStep(i);
}, pattern[i - 1] + pattern[i - 2]);
}
module.exports = {
// A vibration pattern is an array of microsecond values.
// You turn on for array[0] ms, then off for array[1] ms,
// then on for array[2] ms and so on.
vibrateWithPattern: function (win, fail, args) {
if (pattern.length > 0) {
cancelVibrationPattern(); // Stop current pattern before starting a new one
}
pattern = args[0];
repeat = args[1];
runNextPatternStep(0);
},
// Cancel the current pattern (if any)
cancelVibration: function (win, fail, args) {
cancelVibrationPattern();
},
vibrate: function (win, fail, args) {
var ms = args[0] || 500;
cancelVibrationPattern();
goodVibrations.vibrateDevice(ms);
}
};
event.on("EmulatorUnload", cancelVibrationPattern);