VibrationEffect.Composition
public
static
final
class
VibrationEffect.Composition
extends Object
java.lang.Object | |
↳ | android.os.VibrationEffect.Composition |
A composition of haptic elements that are combined to be playable as a single
VibrationEffect
.
The haptic primitives are available as Composition.PRIMITIVE_*
constants and
can be added to a composition to create a custom vibration effect. Here is an example of an
effect that grows in intensity and then dies off, with a longer rising portion for emphasis
and an extra tick 100ms after:
VibrationEffect effect = VibrationEffect.startComposition()
.addPrimitive(VibrationEffect.Composition.PRIMITIVE_SLOW_RISE, 0.5f)
.addPrimitive(VibrationEffect.Composition.PRIMITIVE_QUICK_FALL, 0.5f)
.addPrimitive(VibrationEffect.Composition.PRIMITIVE_TICK, 1.0f, 100)
.compose();
When choosing to play a composed effect, you should check that individual components are
supported by the device by using Vibrator.arePrimitivesSupported
.
See also:
Summary
Constants | |
---|---|
int |
PRIMITIVE_CLICK
This effect should produce a sharp, crisp click sensation. |
int |
PRIMITIVE_LOW_TICK
This very short low frequency effect should produce a light crisp sensation intended to be used repetitively for dynamic feedback. |
int |
PRIMITIVE_QUICK_FALL
A haptic effect that simulates quick downwards movement with gravity. |
int |
PRIMITIVE_QUICK_RISE
A haptic effect that simulates quick upward movement against gravity. |
int |
PRIMITIVE_SLOW_RISE
A haptic effect that simulates slow upward movement against gravity. |
int |
PRIMITIVE_SPIN
A haptic effect that simulates spinning momentum. |
int |
PRIMITIVE_THUD
A haptic effect that simulates downwards movement with gravity. |
int |
PRIMITIVE_TICK
This very short effect should produce a light crisp sensation intended to be used repetitively for dynamic feedback. |
Public methods | |
---|---|
VibrationEffect.Composition
|
addPrimitive(int primitiveId)
Add a haptic primitive to the end of the current composition. |
VibrationEffect.Composition
|
addPrimitive(int primitiveId, float scale, int delay)
Add a haptic primitive to the end of the current composition. |
VibrationEffect.Composition
|
addPrimitive(int primitiveId, float scale)
Add a haptic primitive to the end of the current composition. |
VibrationEffect
|
compose()
Compose all of the added primitives together into a single |
Inherited methods | |
---|---|
Constants
PRIMITIVE_CLICK
public static final int PRIMITIVE_CLICK
This effect should produce a sharp, crisp click sensation.
Constant Value: 1 (0x00000001)
PRIMITIVE_LOW_TICK
public static final int PRIMITIVE_LOW_TICK
This very short low frequency effect should produce a light crisp sensation intended to be used repetitively for dynamic feedback.
Constant Value: 8 (0x00000008)
PRIMITIVE_QUICK_FALL
public static final int PRIMITIVE_QUICK_FALL
A haptic effect that simulates quick downwards movement with gravity.
Constant Value: 6 (0x00000006)
PRIMITIVE_QUICK_RISE
public static final int PRIMITIVE_QUICK_RISE
A haptic effect that simulates quick upward movement against gravity.
Constant Value: 4 (0x00000004)
PRIMITIVE_SLOW_RISE
public static final int PRIMITIVE_SLOW_RISE
A haptic effect that simulates slow upward movement against gravity.
Constant Value: 5 (0x00000005)
PRIMITIVE_SPIN
public static final int PRIMITIVE_SPIN
A haptic effect that simulates spinning momentum.
Constant Value: 3 (0x00000003)
PRIMITIVE_THUD
public static final int PRIMITIVE_THUD
A haptic effect that simulates downwards movement with gravity. Often followed by extra energy of hitting and reverberation to augment physicality.
Constant Value: 2 (0x00000002)
PRIMITIVE_TICK
public static final int PRIMITIVE_TICK
This very short effect should produce a light crisp sensation intended to be used repetitively for dynamic feedback.
Constant Value: 7 (0x00000007)
Public methods
addPrimitive
public VibrationEffect.Composition addPrimitive (int primitiveId)
Add a haptic primitive to the end of the current composition.
Similar to addPrimitive(int, float, int)
, but with no delay and a
default scale applied.
Parameters | |
---|---|
primitiveId |
int : The primitive to add
Value is PRIMITIVE_CLICK , PRIMITIVE_THUD , PRIMITIVE_SPIN , PRIMITIVE_QUICK_RISE , PRIMITIVE_SLOW_RISE , PRIMITIVE_QUICK_FALL , PRIMITIVE_TICK , or PRIMITIVE_LOW_TICK |
Returns | |
---|---|
VibrationEffect.Composition |
This Composition object to enable adding multiple elements in one chain.
This value cannot be null . |
addPrimitive
public VibrationEffect.Composition addPrimitive (int primitiveId, float scale, int delay)
Add a haptic primitive to the end of the current composition.
Similar to ERROR(/#addPrimitive(int,float,int,int))
, but default
delay type applied is ERROR(/#DELAY_TYPE_PAUSE)
.
Parameters | |
---|---|
primitiveId |
int : The primitive to add
Value is PRIMITIVE_CLICK , PRIMITIVE_THUD , PRIMITIVE_SPIN , PRIMITIVE_QUICK_RISE , PRIMITIVE_SLOW_RISE , PRIMITIVE_QUICK_FALL , PRIMITIVE_TICK , or PRIMITIVE_LOW_TICK |
scale |
float : The scale to apply to the intensity of the primitive.
Value is between 0f and 1f inclusive |
delay |
int : The amount of time in milliseconds to wait between the end of the last
primitive and the beginning of this one (i.e. a pause in the composition).
Value is 0 or greater |
Returns | |
---|---|
VibrationEffect.Composition |
This Composition object to enable adding multiple elements in one chain.
This value cannot be null . |
addPrimitive
public VibrationEffect.Composition addPrimitive (int primitiveId, float scale)
Add a haptic primitive to the end of the current composition.
Similar to addPrimitive(int, float, int)
, but with no delay.
Parameters | |
---|---|
primitiveId |
int : The primitive to add
Value is PRIMITIVE_CLICK , PRIMITIVE_THUD , PRIMITIVE_SPIN , PRIMITIVE_QUICK_RISE , PRIMITIVE_SLOW_RISE , PRIMITIVE_QUICK_FALL , PRIMITIVE_TICK , or PRIMITIVE_LOW_TICK |
scale |
float : The scale to apply to the intensity of the primitive.
Value is between 0f and 1f inclusive |
Returns | |
---|---|
VibrationEffect.Composition |
This Composition object to enable adding multiple elements in one chain.
This value cannot be null . |
compose
public VibrationEffect compose ()
Compose all of the added primitives together into a single VibrationEffect
.
The Composition
object is still valid after this call, so you can continue
adding more primitives to it and generating more VibrationEffect
s by calling this
method again.
Returns | |
---|---|
VibrationEffect |
The VibrationEffect resulting from the composition of the primitives.
This value cannot be null . |