Silence Input.vibrate_handheld()
warning as it's already documented
The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
(cherry picked from commit 4a991887bf
)
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parent
b2e5c8fe10
commit
be3017114f
3 changed files with 8 additions and 12 deletions
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@ -186,10 +186,6 @@ int OS::get_process_id() const {
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return -1;
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};
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void OS::vibrate_handheld(int p_duration_ms) {
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WARN_PRINT("vibrate_handheld() only works with Android, iOS and HTML5");
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}
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bool OS::is_stdout_verbose() const {
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return _verbose_stdout;
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}
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@ -365,7 +365,7 @@ public:
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virtual Error kill(const ProcessID &p_pid) = 0;
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virtual int get_process_id() const;
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virtual bool is_process_running(const ProcessID &p_pid) const = 0;
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virtual void vibrate_handheld(int p_duration_ms = 500);
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virtual void vibrate_handheld(int p_duration_ms = 500) {}
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virtual Error shell_open(String p_uri);
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virtual Error set_cwd(const String &p_cwd);
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@ -364,7 +364,7 @@
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<argument index="2" name="strong_magnitude" type="float" />
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<argument index="3" name="duration" type="float" default="0" />
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<description>
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Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [code]weak_magnitude[/code] is the strength of the weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the strength of the strong motor (between 0 and 1). [code]duration[/code] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).
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Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [code]weak_magnitude[/code] is the strength of the weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the strength of the strong motor (between 0 and 1). [code]duration[/code] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling [method stop_joy_vibration].
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[b]Note:[/b] Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
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</description>
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</method>
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@ -372,18 +372,18 @@
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<return type="void" />
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<argument index="0" name="device" type="int" />
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<description>
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Stops the vibration of the joypad.
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Stops the vibration of the joypad started with [method start_joy_vibration].
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</description>
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</method>
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<method name="vibrate_handheld">
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<return type="void" />
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<argument index="0" name="duration_ms" type="int" default="500" />
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<description>
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Vibrate handheld devices.
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[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.
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[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset.
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[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later.
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[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method.
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Vibrate the handheld device for the specified duration in milliseconds.
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[b]Note:[/b] This method is implemented on Android, iOS, and HTML5. It has no effect on other platforms.
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[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the [code]VIBRATE[/code] permission in the export preset. Otherwise, [method vibrate_handheld] will have no effect.
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[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and later.
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[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support [method vibrate_handheld].
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</description>
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</method>
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<method name="warp_mouse_position">
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