Qt Mobility Reference Documentation

dialog.cpp Example File

hapticsquare/dialog.cpp
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 #include "dialog.h"

 #include <QPushButton>
 #include <QGridLayout>
 #include <QDebug>

 Dialog::Dialog()
 {
     // First: Define a generic "rumble" custom effect.
     // we start with an intensity of zero (nothing).
     m_rumble.setAttackIntensity(0.0);
     // over 250 msec, it ramps up to the peak intensity.
     m_rumble.setAttackTime(250);
     // it has a peak intensity of one (maximum).
     m_rumble.setIntensity(1.0);
     // and stays at peak intensity for 100 msec.
     m_rumble.setDuration(100);
     // over 250 msec, it ramps back down to the fade intensity.
     m_rumble.setFadeTime(250);
     // it has a fade intensity of zero (nothing).
     m_rumble.setFadeIntensity(0.0);

     // Second: Define a generic, periodic "ocean waves" effect.
     // we start with an intensity of zero (nothing).
     m_ocean.setAttackIntensity(0.0);
     // over 450 msec, it ramps up to the peak intensity.
     m_ocean.setAttackTime(450);
     // it has a peak intensity of 0.80 (close to maximum)
     m_ocean.setIntensity(0.8);
     // and it stays at peak intensity for 150 msec
     m_ocean.setDuration(150);
     // over 900 milliseconds, it ramps down to the fade intensity.
     m_ocean.setFadeTime(900);
     // it has a fade intensity of 0.05 (slight)
     m_ocean.setFadeIntensity(0.05);
     // it is a periodic effect, with a period of 1.5 seconds
     m_ocean.setPeriod(1500);

     // Third: Create our UI elements and lay them out.
     m_btnRumble = new QPushButton(tr("Rumble!"));
     m_btnOcean = new QPushButton(tr("Ocean"));
     m_btnOcean->setCheckable(true);
     m_btnButtonClick = new QPushButton(tr("Click"));
     m_btnNegativeEffect = new QPushButton(tr("Oops!"));
     QGridLayout *topLayout = new QGridLayout(this);
     topLayout->addWidget(m_btnRumble, 0, 0);
     topLayout->addWidget(m_btnOcean, 0, 1);
     topLayout->addWidget(m_btnButtonClick, 1, 0);
     topLayout->addWidget(m_btnNegativeEffect, 1, 1);

     // Finally: Connect our UI elements to slots which control haptic effects
     connect(m_btnRumble, SIGNAL(clicked()), this, SLOT(playRumble()));
     connect(m_btnOcean, SIGNAL(toggled(bool)), this, SLOT(playOcean(bool)));
     connect(m_btnButtonClick, SIGNAL(clicked()), this, SLOT(playButtonClick()));
     connect(m_btnNegativeEffect, SIGNAL(clicked()), this, SLOT(playNegativeEffect()));
 }

 Dialog::~Dialog()
 {
     delete m_btnRumble;
     delete m_btnOcean;
     delete m_btnButtonClick;
     delete m_btnNegativeEffect;
 }

 void Dialog::playRumble()
 {
     m_rumble.start();
 }

 void Dialog::playOcean(bool toggleState)
 {
     if (toggleState)
         m_ocean.start();
     else
         m_ocean.stop();
 }

 void Dialog::playButtonClick()
 {
     QFeedbackEffect::playThemeEffect(QFeedbackEffect::ThemeBasicButton);
 }

 void Dialog::playNegativeEffect()
 {
     QFeedbackEffect::playThemeEffect(QFeedbackEffect::ThemeNegativeTacticon);
 }

 #include "moc_dialog.cpp"


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Qt Mobility Project 1.1.0