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-rw-r--r--core/java/android/os/VibrationAttributes.java31
-rw-r--r--core/java/android/os/VibrationEffect.java41
-rw-r--r--core/java/android/os/Vibrator.java59
3 files changed, 74 insertions, 57 deletions
diff --git a/core/java/android/os/VibrationAttributes.java b/core/java/android/os/VibrationAttributes.java
index 8bc219b7dc57..5f079da0c590 100644
--- a/core/java/android/os/VibrationAttributes.java
+++ b/core/java/android/os/VibrationAttributes.java
@@ -105,20 +105,28 @@ public final class VibrationAttributes implements Parcelable {
public static final int USAGE_NOTIFICATION = 0x30 | USAGE_CLASS_ALARM;
/**
* Usage value to use for vibrations which mean a request to enter/end a
- * communication, such as a VoIP communication or video-conference.
+ * communication with the user, such as a voice prompt.
*/
public static final int USAGE_COMMUNICATION_REQUEST = 0x40 | USAGE_CLASS_ALARM;
/**
* Usage value to use for touch vibrations.
+ *
+ * <p>Most typical haptic feedback should be classed as <em>touch</em> feedback. Examples
+ * include vibrations for tap, long press, drag and scroll.
*/
public static final int USAGE_TOUCH = 0x10 | USAGE_CLASS_FEEDBACK;
/**
- * Usage value to use for vibrations which emulate physical effects, such as edge squeeze.
+ * Usage value to use for vibrations which emulate physical hardware reactions,
+ * such as edge squeeze.
+ *
+ * <p>Note that normal screen-touch feedback "click" effects would typically be
+ * classed as {@link #USAGE_TOUCH}, and that on-screen "physical" animations
+ * like bouncing would be {@link #USAGE_MEDIA}.
*/
public static final int USAGE_PHYSICAL_EMULATION = 0x20 | USAGE_CLASS_FEEDBACK;
/**
- * Usage value to use for vibrations which provide a feedback for hardware interaction,
- * such as a fingerprint sensor.
+ * Usage value to use for vibrations which provide a feedback for hardware
+ * component interaction, such as a fingerprint sensor.
*/
public static final int USAGE_HARDWARE_FEEDBACK = 0x30 | USAGE_CLASS_FEEDBACK;
/**
@@ -182,7 +190,6 @@ public final class VibrationAttributes implements Parcelable {
/**
* Return the vibration usage class.
- * @return USAGE_CLASS_ALARM, USAGE_CLASS_FEEDBACK or USAGE_CLASS_UNKNOWN
*/
@UsageClass
public int getUsageClass() {
@@ -191,7 +198,6 @@ public final class VibrationAttributes implements Parcelable {
/**
* Return the vibration usage.
- * @return one of the values that can be set in {@link Builder#setUsage(int)}
*/
@Usage
public int getUsage() {
@@ -428,16 +434,8 @@ public final class VibrationAttributes implements Parcelable {
}
/**
- * Sets the attribute describing the type of corresponding vibration.
- * @param usage one of {@link VibrationAttributes#USAGE_ALARM},
- * {@link VibrationAttributes#USAGE_RINGTONE},
- * {@link VibrationAttributes#USAGE_NOTIFICATION},
- * {@link VibrationAttributes#USAGE_COMMUNICATION_REQUEST},
- * {@link VibrationAttributes#USAGE_TOUCH},
- * {@link VibrationAttributes#USAGE_PHYSICAL_EMULATION},
- * {@link VibrationAttributes#USAGE_HARDWARE_FEEDBACK}.
- * {@link VibrationAttributes#USAGE_ACCESSIBILITY}.
- * {@link VibrationAttributes#USAGE_MEDIA}.
+ * Sets the attribute describing the type of the corresponding vibration.
+ * @param usage The type of usage for the vibration
* @return the same Builder instance.
*/
public @NonNull Builder setUsage(@Usage int usage) {
@@ -459,4 +457,3 @@ public final class VibrationAttributes implements Parcelable {
}
}
}
-
diff --git a/core/java/android/os/VibrationEffect.java b/core/java/android/os/VibrationEffect.java
index f490587ae1e1..9598410d8f33 100644
--- a/core/java/android/os/VibrationEffect.java
+++ b/core/java/android/os/VibrationEffect.java
@@ -194,27 +194,27 @@ public abstract class VibrationEffect implements Parcelable {
}
/**
- * Create a waveform vibration.
+ * Create a waveform vibration, using only off/on transitions at the provided time intervals,
+ * and potentially repeating.
*
- * <p>Waveform vibrations are a potentially repeating series of timing and amplitude pairs. For
- * each pair, the value in the amplitude array determines the strength of the vibration and the
- * value in the timing array determines how long it vibrates for. An amplitude of 0 implies no
- * vibration (i.e. off), and any pairs with a timing value of 0 will be ignored.
+ * <p>In effect, the timings array represents the number of milliseconds <em>before</em> turning
+ * the vibrator on, followed by the number of milliseconds to keep the vibrator on, then
+ * the number of milliseconds turned off, and so on. Consequently, the first timing value will
+ * often be 0, so that the effect will start vibrating immediately.
*
- * <p>The amplitude array of the generated waveform will be the same size as the given
- * timing array with alternating values of 0 (i.e. off) and {@link #DEFAULT_AMPLITUDE},
- * starting with 0. Therefore the first timing value will be the period to wait before turning
- * the vibrator on, the second value will be how long to vibrate at {@link #DEFAULT_AMPLITUDE}
- * strength, etc.
+ * <p>This method is equivalent to calling {@link #createWaveform(long[], int[], int)} with
+ * corresponding amplitude values alternating between 0 and {@link #DEFAULT_AMPLITUDE},
+ * beginning with 0.
*
* <p>To cause the pattern to repeat, pass the index into the timings array at which to start
* the repetition, or -1 to disable repeating. Repeating effects will be played indefinitely
* and should be cancelled via {@link Vibrator#cancel()}.
*
- * @param timings The pattern of alternating on-off timings, starting with off. Timing values
- * of 0 will cause the timing / amplitude pair to be ignored.
- * @param repeat The index into the timings array at which to repeat, or -1 if you you don't
- * want to repeat.
+ * @param timings The pattern of alternating on-off timings, starting with an 'off' timing, and
+ * representing the length of time to sustain the individual item (not
+ * cumulative).
+ * @param repeat The index into the timings array at which to repeat, or -1 if you don't
+ * want to repeat indefinitely.
*
* @return The desired effect.
*/
@@ -229,11 +229,10 @@ public abstract class VibrationEffect implements Parcelable {
/**
* Create a waveform vibration.
*
- * <p>Waveform vibrations are a potentially repeating series of timing and amplitude pairs. For
- * each pair, the value in the amplitude array determines the strength of the vibration and the
- * value in the timing array determines how long it vibrates for, in milliseconds. Amplitude
- * values must be between 0 and 255, and an amplitude of 0 implies no vibration (i.e. off). Any
- * pairs with a timing value of 0 will be ignored.
+ * <p>Waveform vibrations are a potentially repeating series of timing and amplitude pairs,
+ * provided in separate arrays. For each pair, the value in the amplitude array determines
+ * the strength of the vibration and the value in the timing array determines how long it
+ * vibrates for, in milliseconds.
*
* <p>To cause the pattern to repeat, pass the index into the timings array at which to start
* the repetition, or -1 to disable repeating. Repeating effects will be played indefinitely
@@ -244,8 +243,8 @@ public abstract class VibrationEffect implements Parcelable {
* @param amplitudes The amplitude values of the timing / amplitude pairs. Amplitude values
* must be between 0 and 255, or equal to {@link #DEFAULT_AMPLITUDE}. An
* amplitude value of 0 implies the motor is off.
- * @param repeat The index into the timings array at which to repeat, or -1 if you you don't
- * want to repeat.
+ * @param repeat The index into the timings array at which to repeat, or -1 if you don't
+ * want to repeat indefinitely.
*
* @return The desired effect.
*/
diff --git a/core/java/android/os/Vibrator.java b/core/java/android/os/Vibrator.java
index 23baa5d70c66..8f5086021530 100644
--- a/core/java/android/os/Vibrator.java
+++ b/core/java/android/os/Vibrator.java
@@ -98,7 +98,8 @@ public abstract class Vibrator {
/**
* Vibration effect support: unsupported
*
- * This effect is <b>not</b> supported by the underlying hardware.
+ * This effect is <b>not</b> natively supported by the underlying hardware, although
+ * the system may still play a fallback vibration.
*/
public static final int VIBRATION_EFFECT_SUPPORT_NO = 2;
@@ -485,20 +486,25 @@ public abstract class Vibrator {
String reason, @NonNull VibrationAttributes attributes);
/**
- * Query whether the vibrator supports the given effects.
+ * Query whether the vibrator natively supports the given effects.
*
- * Not all hardware reports its effect capabilities, so the system may not necessarily know
- * whether an effect is supported or not.
+ * <p>If an effect is not supported, the system may still automatically fall back to playing
+ * a simpler vibration instead, which is not optimised for the specific device. This includes
+ * the unknown case, which can't be determined in advance, that will dynamically attempt to
+ * fall back if the optimised effect fails to play.
*
- * The returned array will be the same length as the query array and the value at a given index
- * will contain {@link #VIBRATION_EFFECT_SUPPORT_YES} if the effect at that same index in the
- * querying array is supported, {@link #VIBRATION_EFFECT_SUPPORT_NO} if it isn't supported, or
- * {@link #VIBRATION_EFFECT_SUPPORT_UNKNOWN} if the system can't determine whether it's
- * supported or not.
+ * <p>The returned array will be the same length as the query array and the value at a given
+ * index will contain {@link #VIBRATION_EFFECT_SUPPORT_YES} if the effect at that same index
+ * in the querying array is supported, {@link #VIBRATION_EFFECT_SUPPORT_NO} if it isn't
+ * supported, or {@link #VIBRATION_EFFECT_SUPPORT_UNKNOWN} if the system can't determine whether
+ * it's supported or not, as some hardware doesn't report its effect capabilities.
+ *
+ * <p>Use {@link #areAllEffectsSupported(int...)} to get a single combined result,
+ * or for convenience when querying exactly one effect.
*
* @param effectIds Which effects to query for.
* @return An array containing the systems current knowledge about whether the given effects
- * are supported or not.
+ * are natively supported by the device, or not.
*/
@NonNull
@VibrationEffectSupport
@@ -515,23 +521,27 @@ public abstract class Vibrator {
/**
* Query whether the vibrator supports all of the given effects.
*
- * Not all hardware reports its effect capabilities, so the system may not necessarily know
- * whether an effect is supported or not.
+ * <p>If an effect is not supported, the system may still automatically fall back to a simpler
+ * vibration instead, which is not optimised for the specific device, however vibration isn't
+ * guaranteed in this case.
*
- * If the result is {@link #VIBRATION_EFFECT_SUPPORT_YES}, all effects in the query are
+ * <p>If the result is {@link #VIBRATION_EFFECT_SUPPORT_YES}, all effects in the query are
* supported by the hardware.
*
- * If the result is {@link #VIBRATION_EFFECT_SUPPORT_NO}, at least one of the effects in the
- * query is not supported.
+ * <p>If the result is {@link #VIBRATION_EFFECT_SUPPORT_NO}, at least one of the effects in the
+ * query is not supported, and using them may fall back to an un-optimized vibration or no
+ * vibration.
*
- * If the result is {@link #VIBRATION_EFFECT_SUPPORT_UNKNOWN}, the system doesn't know whether
- * all of the effects are supported. It may support any or all of the queried effects,
+ * <p>If the result is {@link #VIBRATION_EFFECT_SUPPORT_UNKNOWN}, the system doesn't know
+ * whether all of the effects are supported. It may support any or all of the queried effects,
* but there's no way to programmatically know whether a {@link #vibrate} call will successfully
* cause a vibration. It's guaranteed, however, that none of the queried effects are
* definitively unsupported by the hardware.
*
+ * <p>Use {@link #areEffectsSupported(int...)} to get individual results for each effect.
+ *
* @param effectIds Which effects to query for.
- * @return Whether all of the effects are supported.
+ * @return Whether all of the effects are natively supported by the device.
*/
@VibrationEffectSupport
public final int areAllEffectsSupported(
@@ -555,6 +565,12 @@ public abstract class Vibrator {
* will contain whether the effect at that same index in the querying array is supported or
* not.
*
+ * <p>If a primitive is not supported by the device, then <em>no vibration</em> will occur if
+ * it is played.
+ *
+ * <p>Use {@link #areAllPrimitivesSupported(int...)} to get a single combined result,
+ * or for convenience when querying exactly one primitive.
+ *
* @param primitiveIds Which primitives to query for.
* @return Whether the primitives are supported.
*/
@@ -572,8 +588,13 @@ public abstract class Vibrator {
/**
* Query whether the vibrator supports all of the given primitives.
*
+ * <p>If a primitive is not supported by the device, then <em>no vibration</em> will occur if
+ * it is played.
+ *
+ * <p>Use {@link #arePrimitivesSupported(int...)} to get individual results for each primitive.
+ *
* @param primitiveIds Which primitives to query for.
- * @return Whether primitives effects are supported.
+ * @return Whether all specified primitives are supported.
*/
public final boolean areAllPrimitivesSupported(
@NonNull @VibrationEffect.Composition.PrimitiveType int... primitiveIds) {