- From: Matt Reynolds <notifications@github.com>
- Date: Fri, 09 Sep 2022 16:43:37 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
- Cc: Subscribed <subscribed@noreply.github.com>
- Message-ID: <w3c/gamepad/pull/163/review/1103001822@github.com>
@nondebug commented on this pull request.
> + <dt>
+ <dfn>playEffect()</dfn> method
+ </dt>
+ <dd>
+ <p>
+ The {{GamepadHapticActuator/playEffect()}} method steps are:
+ </p>
+ <ol>
+ <li>If |params:GamepadEffectParameters| does not describe a [=valid
+ effect=] of type |type:GamepadHapticEffectType|, return [=a promise
+ resolved with=] {{GamepadHapticsResult/"invalid-parameter"}}.
+ </li>
+ <li>Let |document| be the [=current settings object=]'s [=relevant
+ global object=]'s [=associated `Document`=].
+ </li>
+ <li>If |document| is `null` or |document| is not [=Document/fully
If I understand correctly this would be a new (optional) effect param and would let you do something like this:
const controller = new AbortController();
const playEffectPromise = gamepad.vibrationActuator.playEffect('dual-rumble', {signal:controller.signal, strongMagnitude:1.0, duration:1000});
controller.abort(); // instead of gamepad.vibrationActuator.reset()
const effectResult = await playEffectPromise; // resolves to 'preempted'
That sounds good to me.
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Received on Friday, 9 September 2022 23:43:50 UTC