diff -r 51a74ef9ed63 -r ae94777fff8f Symbian3/SDK/Source/GUID-21DAC50D-7737-42B6-BBDA-E12E8779741B.dita --- a/Symbian3/SDK/Source/GUID-21DAC50D-7737-42B6-BBDA-E12E8779741B.dita Wed Mar 31 11:11:55 2010 +0100 +++ b/Symbian3/SDK/Source/GUID-21DAC50D-7737-42B6-BBDA-E12E8779741B.dita Fri Jun 11 12:39:03 2010 +0100 @@ -1,37 +1,104 @@ - - - - - -Feedback -

Visual feedback is the most important sensory feedback when entering characters -on screen. Visual feedback can be, for example, button effects, color changes, -status indicators, touch/release state changes, or clearing the screen when -transitioning to next screen.

-

With audio feedback, lower clicks and tones are preferred over loud beeps, -though most people turn audio feedback off anyway.

-

Vibration is used as tactile feedback for touch screen interaction or input. -Tactile feedback gives the user an immediate response that the touch event -has been registered.

-

With the Symbian touch UI, tactile feedback is used in the following situations:

- -

Tactile feedback is included in those common UI components where -it has been seen as beneficial. When creating new applications and designing -custom components, tactile feedback is to be included where found useful. -For example, in any button type of UI component, the tactile feedback is naturally -beneficial.

-

For more information, see Tactile -feedback.

+ + + + + +Feedback +

Visual feedback is the most important sensory feedback when entering characters +on screen. Visual feedback can be, for example, button effects, color changes, +status indicators, touch/release state changes, or clearing the screen when +transitioning to next screen.

+

With audio feedback, lower clicks and tones are preferred over loud beeps, +though most people turn audio feedback off anyway.

+

Vibration is used as tactile feedback for touch screen interaction or input. +Tactile feedback gives the user an immediate response that the touch event +has been registered.

+

With the Symbian touch UI, tactile feedback is used in the following situations:

+
    +
  • Sensors: a tap on the device by hand provides tactile feedback +to the user in case of a successful interaction.

  • +
  • Touch interaction (touch screen): to indicate to the user that +an interaction event has been successful. For example, when the user presses +a button on the touch screen

  • +
+

Tactile feedback is included in those common UI components where +it has been seen as beneficial. When creating new applications and designing +custom components, tactile feedback is to be included where found useful. +For example, in any button type of UI component, the tactile feedback is naturally +beneficial.

+

In your application, you can use the following feedback types, defined +in TTouchLogicalFeedback:

+ + + + +

ETouchFeedbackNone

+

Used for disabling feedback in some areas of the application window +while using the area registry.

+
+ +

ETouchFeedbackBasic

+

Used as a default feedback for stylus touch down events. For example, +when the mobile device user taps a button or tab.

+
+ +

ETouchFeedbackSensitive

+

Provides sensitive feedback in situations when:

    +
  • the triggering action is not very important (for example, change of +focus in a list).

  • +
  • there can be a large number of feedback instances within a short time +(for example, text selection which gives feedback on every new selected character).

  • +
It is also used for scrolling and dragging.

+
+ + +
+

To use vibration or audio feedback in your application:

+
    +
  1. Include touchfeedback.lib in +your .mmp file.

  2. +
  3. Include touchfeedback.h.

  4. +
  5. To enable +tactile feedback for your application, add the following code.

    MTouchFeedback* feedback = MTouchFeedback::Instance(); +feedback->SetFeedbackEnabledForThisApp(ETrue); // enabling feedback is optional

    Do +not delete the pointer in the controller destructor.

  6. +
  7. To use tactile +feedback when a mobile device user points at a control, add the following +code.

    void CMyContainerControl::HandlePointerEventL(const TPointerEvent& aPointerEvent) + { + // Feedback is always played at pointer down event + if(aPointerEvent.iType == TPointerEvent::EButton1Down) + { + MTouchFeedback* feedback = MTouchFeedback::Instance(); + if (feedback) + { + feedback->InstantFeedback(ETouchFeedbackBasic); + } + } + + // Your other pointer event handling code here +
  8. +
  9. To enable +automatic feedback triggering in a specific area of a UI component, add

    feedback->SetFeedbackArea( this, + 1, // area Id + TRect( 0,0,20,20 ), + ETouchFeedbackBasic, + ETouchEventStylusDown ); +
  10. +
+
    +
  • To use tactile feedback in an application, additional platform security +capabilities are not required.

  • +
  • Applications themselves do not need to generate feedback effects, unless +they are using custom components. The feedback is generated by components +that the applications use.

  • +
+

For more information, see Tactile +feedback.

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