Reduce duplicate logic.
I'd rather duplicate the SDK version check, not the math.
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@@ -386,46 +386,36 @@ public class GameActivity extends SDLActivity {
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}
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
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if (period == 0) {
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if (period == 0) {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
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vibrator.vibrate (VibrationEffect.createOneShot (duration, VibrationEffect.DEFAULT_AMPLITUDE));
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} else {
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int periodMS = Math.max (1, (int)Math.ceil (period / 2.0));
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int count = Math.max (1, (int)Math.ceil ((duration / (double) period) * 2));
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long[] pattern = new long[count];
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for (int i = 0; i < count; i++) {
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pattern[i] = periodMS;
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}
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vibrator.vibrate (VibrationEffect.createWaveform (pattern, -1));
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vibrator.vibrate (duration);
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}
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} else {
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if (period == 0) {
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int periodMS = Math.max (1, (int)Math.ceil (period / 2.0));
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int count = Math.max (1, (int)Math.ceil ((duration / (double) period) * 2));
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long[] pattern = new long[count];
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vibrator.vibrate (duration);
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for (int i = 0; i < count; i++) {
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pattern[i] = periodMS;
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}
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
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vibrator.vibrate (VibrationEffect.createWaveform (pattern, -1));
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} else {
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int periodMS = (int)Math.ceil (period / 2);
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int count = (int)Math.ceil ((duration / period) * 2);
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long[] pattern = new long[count];
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for (int i = 0; i < count; i++) {
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pattern[i] = periodMS;
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}
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vibrator.vibrate (pattern, -1);
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}
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