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HapticService.swift
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223 lines (187 loc) · 7.53 KB
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//
// HapticService.swift
// MessageAI
//
// Created by MessageAI
//
import Foundation
import CoreHaptics
import UIKit
import SwiftUI
@MainActor
class HapticService {
static let shared = HapticService()
private var hapticEngine: CHHapticEngine?
private let impactFeedback = UIImpactFeedbackGenerator()
private let selectionFeedback = UISelectionFeedbackGenerator()
private let notificationFeedback = UINotificationFeedbackGenerator()
private init() {
setupHapticEngine()
}
private func setupHapticEngine() {
// Check if the device supports haptics
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
print("🔇 Device does not support haptics")
return
}
do {
hapticEngine = try CHHapticEngine()
try hapticEngine?.start()
// Handle engine stopped/reset events
hapticEngine?.stoppedHandler = { [weak self] reason in
print("🔇 Haptic engine stopped: \(reason)")
Task { @MainActor in
self?.restartEngine()
}
}
hapticEngine?.resetHandler = { [weak self] in
print("🔄 Haptic engine reset")
Task { @MainActor in
self?.restartEngine()
}
}
print("✅ Haptic engine started successfully")
} catch {
print("❌ Failed to start haptic engine: \(error.localizedDescription)")
hapticEngine = nil
}
}
private func restartEngine() {
do {
try hapticEngine?.start()
} catch {
print("❌ Failed to restart haptic engine: \(error.localizedDescription)")
}
}
// MARK: - Public Methods
func impact(_ style: UIImpactFeedbackGenerator.FeedbackStyle = .medium) {
// Fallback to UIKit feedback if CoreHaptics fails
impactFeedback.impactOccurred(intensity: CGFloat(intensityFor(style)))
// Try CoreHaptics for richer feedback if available
playCustomImpact(intensity: intensityFor(style))
}
func selection() {
selectionFeedback.selectionChanged()
playCustomSelection()
}
func notification(_ type: UINotificationFeedbackGenerator.FeedbackType) {
notificationFeedback.notificationOccurred(type)
playCustomNotification(type)
}
func messageSent() {
impact(.light)
}
func messageReceived() {
selection()
}
func buttonPress() {
impact(.light)
}
func error() {
notification(.error)
}
func success() {
notification(.success)
}
// MARK: - Private CoreHaptics Methods
private func intensityFor(_ style: UIImpactFeedbackGenerator.FeedbackStyle) -> Float {
switch style {
case .light: return 0.5
case .medium: return 0.7
case .heavy: return 1.0
case .soft: return 0.3
case .rigid: return 0.9
@unknown default: return 0.7
}
}
private func playCustomImpact(intensity: Float) {
guard let engine = hapticEngine else { return }
do {
let sharpness = CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
let intensityParam = CHHapticEventParameter(parameterID: .hapticIntensity, value: intensity)
let event = CHHapticEvent(
eventType: .hapticTransient,
parameters: [sharpness, intensityParam],
relativeTime: 0
)
let pattern = try CHHapticPattern(events: [event], parameters: [])
let player = try engine.makePlayer(with: pattern)
try player.start(atTime: 0)
} catch {
// Silently fail - we already have UIKit fallback
}
}
private func playCustomSelection() {
guard let engine = hapticEngine else { return }
do {
let sharpness = CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0)
let intensity = CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.4)
let event = CHHapticEvent(
eventType: .hapticTransient,
parameters: [sharpness, intensity],
relativeTime: 0
)
let pattern = try CHHapticPattern(events: [event], parameters: [])
let player = try engine.makePlayer(with: pattern)
try player.start(atTime: 0)
} catch {
// Silently fail - we already have UIKit fallback
}
}
private func playCustomNotification(_ type: UINotificationFeedbackGenerator.FeedbackType) {
guard let engine = hapticEngine else { return }
do {
let events: [CHHapticEvent]
switch type {
case .success:
events = [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.6),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
], relativeTime: 0),
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.8),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.3)
], relativeTime: 0.1)
]
case .warning:
events = [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.9),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.7)
], relativeTime: 0)
]
case .error:
events = [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 1.0),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0)
], relativeTime: 0),
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.8),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.9)
], relativeTime: 0.1),
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.6),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.8)
], relativeTime: 0.2)
]
@unknown default:
events = []
}
let pattern = try CHHapticPattern(events: events, parameters: [])
let player = try engine.makePlayer(with: pattern)
try player.start(atTime: 0)
} catch {
// Silently fail - we already have UIKit fallback
}
}
}
// MARK: - SwiftUI Integration
extension View {
func onTapHaptic(_ style: UIImpactFeedbackGenerator.FeedbackStyle = .light) -> some View {
self.onTapGesture {
HapticService.shared.impact(style)
}
}
}