Bubble/Threaded/Data/HapticManager.swift

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//Made by Lumaa
import Foundation
import CoreHaptics
struct Haptic: Hashable {
var intensity: CGFloat
var sharpness: CGFloat
var interval: CGFloat
static let tap: [Haptic] = [Haptic(intensity: 0.5, sharpness: 0.8, interval: 0.0)]
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static let success: [Haptic] = [
Haptic(intensity: 0.5, sharpness: 1.0, interval: 0.0),
Haptic(intensity: 0.9, sharpness: 0.5, interval: 0.2)
]
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static let error: [Haptic] = [
Haptic(intensity: 1.0, sharpness: 0.7, interval: 0.0),
Haptic(intensity: 1.0, sharpness: 0.3, interval: 0.2)
]
}
class HapticManager {
private static var supportsHaptics: Bool = false
private static var engine: CHHapticEngine?
static func playHaptics(haptics: [Haptic]) {
guard supportsHaptics else { return }
var events = [CHHapticEvent]()
let hapticIntensity: [CGFloat] = haptics.map { $0.intensity }
let hapticSharpness: [CGFloat] = haptics.map { $0.sharpness }
let intervals: [CGFloat] = haptics.map({ $0.interval })
for index in 0..<haptics.count {
let relativeInterval: TimeInterval = TimeInterval(intervals[0...index].reduce(0, +))
let intensity = CHHapticEventParameter(parameterID: .hapticIntensity, value: Float(hapticIntensity[index]))
let sharpness = CHHapticEventParameter(parameterID: .hapticSharpness, value: Float(hapticSharpness[index]))
let event = CHHapticEvent(eventType: .hapticTransient, parameters: [intensity, sharpness], relativeTime: relativeInterval)
events.append(event)
}
do {
let pattern = try CHHapticPattern(events: events, parameters: [])
let player = try engine?.makePlayer(with: pattern)
try player?.start(atTime: CHHapticTimeImmediate)
} catch {
print("Failed to play pattern: \(error.localizedDescription).")
}
}
static func prepareHaptics() {
let hapticCapability = CHHapticEngine.capabilitiesForHardware()
HapticManager.supportsHaptics = hapticCapability.supportsHaptics
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else { return }
do {
HapticManager.engine = try CHHapticEngine()
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engine?.isMutedForHaptics = false
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try engine?.start()
} catch {
print("Error creating the engine: \(error.localizedDescription)")
}
engine?.resetHandler = {
print("Restarting haptic engine")
do {
try self.engine?.start()
} catch {
fatalError("Failed to restart the engine: \(error)")
}
}
}
}