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feat(ios): brand app and tune haptic feedback
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@@ -335,11 +335,11 @@ function SaveData.defaultOptions()
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-- TouchControls.normalizeConfig folds it into both orientations on load.
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touchControls = { enabled = true },
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-- Haptic feedback level for on-screen pad presses (#806):
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-- off | light | medium | heavy, mapped to a love.system.vibrate
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-- duration in src/core/TouchControls.lua. LIGHT by default, like the
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-- overlay itself defaulting on, so an options.lua predating this key
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-- gets the tick without going looking for the row. Inert wherever the
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-- overlay never appears (desktop) or LOVE has no vibrator.
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-- off | light | normal | strong, mapped to a love.system.vibrate duration
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-- in src/core/TouchControls.lua. LIGHT by default, so an options.lua
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-- predating this key gets the tick without going looking for the row.
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-- Inert wherever the overlay never appears (desktop) or LOVE has no
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-- vibrator.
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haptics = "light",
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-- Shared UI/mod timestamp presentation. DEVICE follows the process time
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-- locale where the platform exposes one; otherwise DateTime falls back to
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@@ -105,17 +105,21 @@ end
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-- would be dropped on every editor save.
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-- love.system.vibrate takes a duration and nothing else, so "intensity" is a
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-- duration preset: Android runs the platform vibrator for exactly that long,
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-- while iOS ignores the duration and fires the fixed system vibration, so
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-- there the three levels all read as simply on.
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TouchControls.HAPTICS = { "off", "light", "medium", "heavy" }
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-- while iOS maps each duration to a matching Taptic Engine impact.
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TouchControls.HAPTICS = { "off", "light", "normal", "strong" }
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TouchControls.HAPTIC_DEFAULT = "light"
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local HAPTIC_SECONDS = { off = 0, light = 0.012, medium = 0.025, heavy = 0.045 }
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local HAPTIC_SECONDS = {
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off = 0, light = 0.012, normal = 0.025, strong = 0.045,
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}
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local HAPTIC_LABELS = {
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off = "OFF", light = "LIGHT", medium = "MEDIUM", heavy = "HEAVY",
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off = "OFF", light = "LIGHT", normal = "NORMAL", strong = "STRONG",
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}
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function TouchControls.normalizeHaptics(level)
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if level == "physical" then return "light" end
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if level == "medium" then return "normal" end
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if level == "heavy" then return "strong" end
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if HAPTIC_SECONDS[level] then return level end
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return TouchControls.HAPTIC_DEFAULT
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end
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