diff -r 80ef3a206772 -r 48780e181b38 Symbian3/SDK/Source/GUID-581A8E4B-12BE-41C0-A20E-3087A80FEECF.dita
--- a/Symbian3/SDK/Source/GUID-581A8E4B-12BE-41C0-A20E-3087A80FEECF.dita Fri Jul 16 17:23:46 2010 +0100
+++ b/Symbian3/SDK/Source/GUID-581A8E4B-12BE-41C0-A20E-3087A80FEECF.dita Tue Jul 20 12:00:49 2010 +0100
@@ -1,286 +1,264 @@
-
-
-
- There are two cases where vibration or audio of the device is used
-as an output method: As a tacticon to inform users through physical feedback,
-that an important event is occurring in the device. For example, when
-a new message arrives or a warning note is displayed. As tactile feedback to indicate to the user that an
-interaction event has been made. For example, users receive tactile
-feedback when they press a button on the touch screen. As with sounds, tactile feedback must be used carefully so as not
-to desensitize the user to the vibration; the attention grabbing quality
-remains and functions so long as the feedback is not too frequent. Tactile feedback is enabled for all the Symbian platform UI components.
-Tactile feedback can be disabled for the common UI components in an
-application. However, this is acceptable only if tactile feedback
-causes interference with other device functions. The user can choose the level of tactile feedback and turn tacticons
-ON and OFF. The following table lists the tactile feedback effects: Effects Description Sensitive button Provides single pulse effect on repeated key presses with
-buttons. It is also possible with other similar components. Basic button Provides stronger single pulse effect to buttons. It is
-also possible with other similar components. Sensitive list Provides single pulse effect to lists and grids. Effect
-is used with move (drag and flick) when new item appears on the screen. Basic list Provides stronger single pulse effect to lists and grids.
-Effect is used with touch down and release when tap makes an action. In hierarchical list, collapsing/expanding item provides basic
-list effect with touch down and release. Bounce effect Provides pulse effect when list returns to its normal state
-after boundary effect. Sensitive slider Provides pulse effect with scrollbar and slider thumbs.
-Effect is provided with touch down and release in thumb area. Smooth slider Provides continuous smooth feedback when dragging scrollbar
-or slider thumb. This can also be increasing or decreasing depending
-of the slider type. Hold slider Provides sensitive pulse effect when touch down and hold
-on the slider or scrollbar area. Slider thumb starts moving step by
-step towards the touch point. Every step gives one sensitive pulse.
-If slider thumb moves directly to the touch point, then basic slider
-effect is provided. Pop-up Provides sensitive pulse effect when pop-up is opened or
-closed. If the theme animations are ON, then pop-up effect is used
-with opening event after increasing long touch effect. In this scenario,
-there is no pop-up effect . Pop-up close Provides decreasing smooth feedback a pop-up and when theme
-animations are ON. Increasing long touch Provides increasing smooth feedback. This can be used with
-either long tap animation or pop-up opening theme effects. If the
-theme effects are ON and long tap opens a pop-up, then feedback is
-provided only with long tap. This is followed by pop-up. Basic tab Provides strong pulse effect with touch down event in tab
-area. Smooth flick Provides smooth feedback with drag when horizontal movement
-is possible. Sensitive flick Provides sensitive pulse effect with touch release when
-horizontal movement is possible. Sensitive edit Provides sensitive pulse effect in editors with touch down
-and release. Text edit Provides pulse effect when painting the text. Effect is
-provided with every character while painting the text. Blank edit Provides pulse effect when painting blank character. By
-default, it is none. Line edit Provides pulse effect when painting a line. Empty line Provides pulse effect when painting an empty line. By default,
-it is none. Check box Provides pulse effect when marking/unmarking a check box. Multiple touch recognition Provides double pulse (sensitive + sensitive) effect when
-multiple touch is recognized (generally, when second finger is touched
-down). Smooth pinch Provides smooth continuous feedback while moving fingers
-in multiple touch pinch situation. Smooth rotate Provides smooth continuous feedback while moving fingers
-in multiple touch rotate situation.
-
-
-
The different senses associated to the skin are -called cutaneous senses. These senses are temperature, pressure (touch -itself), pain, tickle, itch and vibration senses. We can characterize -touch as passive or active. Passive touch means the sense of touch -itself, whereas active touch means the touch action.
To communicate -through the sense of touch, we have to stimulate some of the cutaneous -senses or the movement sense. The stimulation of the cutaneous senses -or one of them by a product is called tactile stimulation. Respectively, -the stimulation of the movement sense by a product is called haptic -stimulation or just haptics. Haptics is also used as general term -for all issues related to sense of touch, both human and machine.
Haptic feedback, often referred to as "Haptics", is the use of -the sense of touch in a user interface design to provide information -to an end user. In mobile phones, this generally means the use of -vibrations from the device's vibration alarm to denote that a touch -screen button has been pressed. In this particular example, the phone -would vibrate slightly in response to the user's activation of an -on-screen control, making up for the lack of a normal tactile response -that the user would experience when pressing a physical button.
You can use the following APIs -to create haptic effects:
Available from S60 5th Edition onwards.
It can be used on all S60 5th Edition or later mobile devices. -However, the feedback is played only on touch enabled layouts.
Provides simple functions for triggering various predefined -tactile feedback (vibration or audio) effects.
Enables a consistent user experience in all applications of -the mobile device (an application gives a logical feedback type as -an input and the actual physical effect depends on the mobile device -configuration and end user settings).
When the area feedback is used, latency is low for the feedback -triggering (a tactile feedback can already be triggered at the window -server level prior to the corresponding pointer event being delivered -to the visible application).
Direct feedback can be easily integrated into
An application can select the logical tactile feedback from -certain types. The produced effect may be different on various mobile -devices.
Available from S60 5th Edition, FP2 onwards.
It can be used in touch and hybrid mobile devices.
Provides an interface for accessing Haptics player that can -control different actuator types.
Enables producing of complex vibrator effects, such as an explosion -or machine gun effect in a game, bass boost for a music player, advanced -ringing tone vibration, and so on.
Enables simultaneous playing of different kinds of basis effects -and modifying them when played.
Allows the design of complex effects (using a separate PC application) -that can be loaded on Haptics player for playing.
It may require a special license key for third-party applications -(to be set at runtime) to enable the Haptics player functionality.
Available from S60 3.0 onwards.
It can be used for running device vibrator with given intensity -for a given period of time.
It can be used by a privileged client application to play pulse -effects, which have a very short duration (as the ones used for tactile -feedback).
Tactile Feedback Client API for providing tactile feedback -in custom controls (grids, lists, and so on), which will comply with -the style of Core UI components to ensure a uniform user experience -among applications.
Haptics API on touch and hybrid mobile devices for producing -complex vibration feedback, which cannot be achieved with Tactile -Framework (games, simulations, demos, and so on).
Vibra API for producing haptic effects such as ringing tone -vibration in those mobile devices where Haptics API is not available -or functional.
The API to use for tactile
-feedback is the
The Symbian platform includes a tactile feedback
-interface to add, modify and remove feedback areas in the registry.
-There is also an option to trigger direct feedback and bypass the
-registry.
Tactile -feedback can be set and disabled in a client application or a mobile -device in some scenarios, for example, during phone calls.
Client applications cannot determine the actual physical feedback -that is generated. It depends on device configuration and current -settings. In current devices, the user changeable settings include -vibration and audio feedback intensity level.
For more information,
-see
There are two cases where vibration or audio of the device is used +as an output method:
+As a tacticon to inform users through physical feedback, +that an important event is occurring in the device. For example, when +a new message arrives or a warning note is displayed.
As tactile feedback to indicate to the user that an +interaction event has been made. For example, users receive tactile +feedback when they press a button on the touch screen.
As with sounds, tactile feedback must be used carefully so as not +to desensitize the user to the vibration; the attention grabbing quality +remains and functions so long as the feedback is not too frequent.
+Tactile feedback is enabled for all the Symbian platform UI components. +Tactile feedback can be disabled for the common UI components in an +application. However, this is acceptable only if tactile feedback +causes interference with other device functions.
+The user can choose the level of tactile feedback and turn tacticons +ON and OFF.
+The following table lists the tactile feedback effects:
+The different senses associated to the skin are +called cutaneous senses. These senses are temperature, pressure (touch +itself), pain, tickle, itch and vibration senses. We can characterize +touch as passive or active. Passive touch means the sense of touch +itself, whereas active touch means the touch action.
To communicate +through the sense of touch, we have to stimulate some of the cutaneous +senses or the movement sense. The stimulation of the cutaneous senses +or one of them by a product is called tactile stimulation. Respectively, +the stimulation of the movement sense by a product is called haptic +stimulation or just haptics. Haptics is also used as general term +for all issues related to sense of touch, both human and machine.
Haptic feedback, often referred to as "Haptics", is the use of +the sense of touch in a user interface design to provide information +to an end user. In mobile phones, this generally means the use of +vibrations from the device's vibration alarm to denote that a touch +screen button has been pressed. In this particular example, the phone +would vibrate slightly in response to the user's activation of an +on-screen control, making up for the lack of a normal tactile response +that the user would experience when pressing a physical button.
You can use the following APIs +to create haptic effects:
Available from S60 5th Edition onwards.
It can be used on all S60 5th Edition or later mobile devices. +However, the feedback is played only on touch enabled layouts.
Provides simple functions for triggering various predefined +tactile feedback (vibration or audio) effects.
Enables a consistent user experience in all applications of +the mobile device (an application gives a logical feedback type as +an input and the actual physical effect depends on the mobile device +configuration and end user settings).
When the area feedback is used, latency is low for the feedback +triggering (a tactile feedback can already be triggered at the window +server level prior to the corresponding pointer event being delivered +to the visible application).
Direct feedback can be easily integrated into
An application can select the logical tactile feedback from +certain types. The produced effect may be different on various mobile +devices.
Available from S60 5th Edition, FP2 onwards.
It can be used in touch and hybrid mobile devices.
Provides an interface for accessing Haptics player that can +control different actuator types.
Enables producing of complex vibrator effects, such as an explosion +or machine gun effect in a game, bass boost for a music player, advanced +ringing tone vibration, and so on.
Enables simultaneous playing of different kinds of basis effects +and modifying them when played.
Allows the design of complex effects (using a separate PC application) +that can be loaded on Haptics player for playing.
It may require a special license key for third-party applications +(to be set at runtime) to enable the Haptics player functionality.
Available from S60 3.0 onwards.
It can be used for running device vibrator with given intensity +for a given period of time.
It can be used by a privileged client application to play pulse +effects, which have a very short duration (as the ones used for tactile +feedback).
Tactile Feedback Client API for providing tactile feedback +in custom controls (grids, lists, and so on), which will comply with +the style of Core UI components to ensure a uniform user experience +among applications.
Haptics API on touch and hybrid mobile devices for producing +complex vibration feedback, which cannot be achieved with Tactile +Framework (games, simulations, demos, and so on).
Vibra API for producing haptic effects such as ringing tone +vibration in those mobile devices where Haptics API is not available +or functional.
The API to use for tactile feedback is the
The Symbian platform includes a tactile feedback
+interface to add, modify and remove feedback areas in the registry.
+There is also an option to trigger direct feedback and bypass the
+registry.
Tactile +feedback can be set and disabled in a client application or a mobile +device in some scenarios, for example, during phone calls.
Client applications cannot determine the actual physical feedback +that is generated. It depends on device configuration and current +settings. In current devices, the user changeable settings include +vibration and audio feedback intensity level.
For more information,
+see