/*
* Copyright (c) 2007-2009 Nokia Corporation and/or its subsidiary(-ies).
* All rights reserved.
* This component and the accompanying materials are made available
* under the terms of "Eclipse Public License v1.0"
* which accompanies this distribution, and is available
* at the URL "http://www.eclipse.org/legal/epl-v10.html".
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description: Class for resolving physical feedback type based on
* tactile feedback settings and current device state.
* Part of: Tactile Feedback.
*
*/
#ifndef C_TACTILEFEEDBACKRESOLVER_H
#define C_TACTILEFEEDBACKRESOLVER_H
#include <e32base.h>
#include <touchlogicalfeedback.h>
#include <cenrepnotifyhandler.h>
#include "tactilepropertyobserver.h"
class CRepository;
class CTactilePlayer;
class CTactilePropertyWatcher;
/**
* Class for procuding physical feedback based on logical
* feedback type.
*
* Feedback is generated according to Tactile Feedback settings and
* current device state, and it may be that feedback is not even generated
* at all.
*
* @lib tactilefeedbackresolver.lib
* @since S60 5.2
*/
class CTactileFeedbackResolver: public CBase,
public MTactilePropertyObserver,
public MCenRepNotifyHandlerCallback
{
public:
static CTactileFeedbackResolver* NewL();
virtual ~CTactileFeedbackResolver();
/**
* Produces immediately physical feedback according to given
* logical feedback type.
*
* Actual physical feedback type depends on settings of existing player
* plugins and current device state.
*
* @param aFeedback - Logical feedback type.
* @param aPlayVibra - If EFalse then vibra feedback is not played.
* @param aPlayAudio - If EFalse then audio feedback is not played.
*/
void PlayFeedback( TTouchLogicalFeedback aFeedback,
TBool aPlayVibra,
TBool aPlayAudio );
/**
* Starts playing continuous feedback.
*
* @since S60 5.2
* @param aType - Type of continuous feedback to be played.
* @param aIntensity - Intensity of continuous feedback. Value
* range for intensity is 0-100%.
*/
void StartFeedback( TTouchContinuousFeedback aType,
TInt aIntensity );
/**
* Modifies the intensity of ongoing continuous feedback.
* @since S60 5.2
* @param aIntensity - New intensity for continuous feedback. Value
* range for intensity is 0-100%.
*/
void ModifyFeedback( TInt aIntensity );
/**
* Stops the ongoing continuous feedback.
*
* @since S60 5.2
*/
void StopFeedback();
/**
* Produces immediate physical feedback according to given
* logical feedback type and given level.
*
* @since S60 5.2
* @param aLevel - Level value defines the strength of playing
* effect. Maximum level value is player dependent.
* @param aFeedbackType - Logical feedback type.
* @param aType - Type of feedback to be previewed.
*/
void PlayPreviewFeedback( TInt aLevel,
TTouchLogicalFeedback aFeedback,
TTouchFeedbackType aType );
/**
* Starts playing continuous feedback of given type on given level.
*
* @since S60 5.2
* @param aLevel - Level value defines the strength of playing
* effect. Maximum level value is player dependent.
* @param aFeedback - Type of continuous feedback to be played.
* @param aIntensity - Intensity of continuous feedback. Value
* range for intensity is 0-100% from basic
* strength (aLevel).
* @param aType - Type of feedback to be previewed.
*/
void StartPreviewFeedback( TInt aLevel,
TTouchContinuousFeedback aFeedback,
TInt aIntensity,
TTouchFeedbackType aType );
/**
* Stops the ongoing preview of continuous feedback.
*
* @since S60 5.2
*/
void StopPreviewFeedback();
private:
/**
* Constructor.
*/
CTactileFeedbackResolver();
/**
* 2nd phase constructor..
*/
void ConstructL();
/**
* Central repository related initializations.
*/
void InitializeCrKeysL();
/**
* Publish & Subscribe related initializations.
*/
void InitializePsKeysL();
/**
* This function reads the feedback enabled/disabled value from
* the dedicated P&S key, and stores it into iFeedbackEnabled
* -member variable.
*
* Dedicated fuction used for avoiding duplicate code (in
* construction and when the P&S key changes)
*/
void ReadFeedbackEnabledFromPS();
// from base class MTactilePropertyObserver
/**
* From MTactilePropertyObserver
*
* This is called when the property for temporary disabling feedback
* is updated.
*
* @param aCategory - The UID of the changed property
* @param aKey - The key (i.e. identifier) of the changed property
*/
void PropertyChangedL( const TUid aCategory,
const TUint aKey );
//from base class MCenRepNotifyHandlerCallback.
/**
* From MCenRepNotifyHandlerCallback.
*
* This is called when Tactile Feedback settings in Central Repository
* are changed.
*
* @param aId - The id of the changed Central Repository value.
*/
void HandleNotifyGeneric( TUint32 aId );
private:
/**
* Handle changes in tactile feedback settings.
*/
void DoHandleNotifyGenericL( TUint32 aId );
/**
* Create haptics player. ECom implementation uid is used for selecting
* the player plugin.
*/
void CreateHapticsPlayerL( TUid aHapticsUid );
/**
* Create audio player. ECom implementation uid is used for selecting
* the player plugin.
*/
void CreateAudioPlayerL( TUid aAudioUid );
private: // data
/**
* Access to the P&S property, which is used for temporary disabling
* the feedback.
* Own.
*/
CTactilePropertyWatcher* iPropertyWatcher;
/**
* Haptics player.
* Own.
*/
CTactilePlayer* iHapticsPlayer;
/**
* Audio player.
* Own.
*/
CTactilePlayer* iAudioPlayer;
/**
* Central repository for reading tactile feedback settings.
* Own.
*/
CRepository* iRepository;
/**
* Central repository notifier, which sends notification when tactile
* feedback settings has been changed.
* Own.
*/
CCenRepNotifyHandler* iCenRepNotifier;
/**
* This flag indicates the vibra feedback state according to the P&S key
* that can be used for globally disabling vibra and/or audio
* feedback.
*/
TBool iVibraEnabled;
/**
* This flag indicates the audio feedback state according to the P&S key
* that can be used for globally disabling vibra and/or audio
* feedback.
*/
TBool iAudioEnabled;
/**
* This flag indicates whether the continuous feedback is started or not.
*
*/
TBool iFeedbackStarted;
/**
* Minimum interval between feedbacks.
*
*/
TTimeIntervalMicroSeconds iMinimumInterval;
/**
* Timestamp of the last played feedback.
*
*/
TTime iLastFeedbackTimeStamp;
/**
* This flag determinates the playing order of feedback types.
* ETrue - vibra feedback is played first.
* EFalse - audio feedback is played first.
*/
TBool iVibraFirst;
};
#endif // C_TACTILEFEEDBACKPLAYER_H