- From: Marcos Cáceres <notifications@github.com>
- Date: Tue, 28 Nov 2023 20:18:01 -0800
- To: w3c/gamepad <gamepad@noreply.github.com>
- Cc: Subscribed <subscribed@noreply.github.com>
Received on Wednesday, 29 November 2023 04:18:06 UTC
@marcoscaceres commented on this pull request. > + Promise<boolean> pulse(double value, double duration); + }; + </pre> + <dt> + <dfn>pulse()</dfn> method + </dt> + <dd> + <p> + <code>pulse()</code> applies a <var>value</var> to the actuator for + <var>duration</var> milliseconds. The <var>value</var> passed to + <code>pulse()</code> is clamped to limits defined by the actuator + type. The returned Promise will resolve <code>true</code> once the + pulse has completed. + </p> + <p> + Repeated calls to <code>pulse()</code> override the previous yeah, I agree that not rejecting makes sense. I'm still hopeful pulse can go away though... unless it's standardized across different controllers, it's still quite ambiguous about what it actually means or how it would be represented/felt (duration, strength, amplitude, etc.). -- Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/pull/190#discussion_r1408718351 You are receiving this because you are subscribed to this thread. Message ID: <w3c/gamepad/pull/190/review/1754404518@github.com>
Received on Wednesday, 29 November 2023 04:18:06 UTC