/**************************************************************************/
/* ios.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#ifndef IOS_H
#define IOS_H
#include "core/object/class_db.h"
#import <CoreHaptics/CoreHaptics.h>
class iOS : public Object {
GDCLASS(iOS, Object);
static void _bind_methods();
private:
CHHapticEngine *haptic_engine API_AVAILABLE(ios(13)) = nullptr;
CHHapticEngine *get_haptic_engine_instance() API_AVAILABLE(ios(13));
void start_haptic_engine();
void stop_haptic_engine();
public:
static void alert(const char *p_alert, const char *p_title);
bool supports_haptic_engine();
void vibrate_haptic_engine(float p_duration_seconds, float p_amplitude);
String get_model() const;
String get_rate_url(int p_app_id) const;
iOS();
};
#endif // IOS_H