InputFlinger: Support amplitude control for InputDeviceVibrator
Add support for sending multi-channel rumble amplitudes to input
devices supporting FF_RUMBLE.
Bug: 38511270
Bug: 136215622
Test: Connect a gamepad whose driver supports FF_RUMBLE, find it
with the android input framework, and do something like this:
// waveform where rumble magnitude doubles every 2 seconds
VibrationEffect effect = VibrationEffect.createWaveform(
new long[] { 2000L, 2000L, 2000L, 2000L, 2000L },
new int[] { 16, 32, 64, 128, 255 },
-1);
inputDevice.getVibrator().vibrate(effect);
Change-Id: I2f059e085c106cbca2372c72d09a9f579d35e4c7
diff --git a/services/inputflinger/reader/include/InputReader.h b/services/inputflinger/reader/include/InputReader.h
index 108b9c2..9cb2052 100644
--- a/services/inputflinger/reader/include/InputReader.h
+++ b/services/inputflinger/reader/include/InputReader.h
@@ -78,7 +78,7 @@
virtual void requestRefreshConfiguration(uint32_t changes) override;
- virtual void vibrate(int32_t deviceId, const nsecs_t* pattern, size_t patternSize,
+ virtual void vibrate(int32_t deviceId, const std::vector<VibrationElement>& pattern,
ssize_t repeat, int32_t token) override;
virtual void cancelVibrate(int32_t deviceId, int32_t token) override;