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+/****************************************************************************
+**
+** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: http://www.gnu.org/copyleft/fdl.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example pingpong
+ \title Bluetooth QML Ping Pong example
+
+ The Bluetooth QML Ping Pong example presents the socket communication between two
+ Bluetooth devices. The basic concept is the ping pong game where two players
+ communicate via sockets.
+
+ \image intro.png
+
+ At the beginning, the user selects the role. One device acts as a server and the second
+ one as a client. After selecting the role, adjustments to the screen size are done
+ (two devices might have different screen sizes). The server side starts a service named
+ "PingPong server".
+
+ \snippet pingpong/pingpong.cpp Starting the server
+
+ On the client side, the full service discovery on the nearby Bluetooth devices is done.
+
+ \snippet pingpong/pingpong.cpp Searching for the service
+
+ When the ping pong service is discovered, the client connects to the server using the socket.
+
+ \snippet pingpong/pingpong.cpp Connecting the socket
+
+ On the server side, the connected signal is emitted initiating that the client is connected.
+ The necessary signals and slots on the server side are connected.
+
+ \snippet pingpong/pingpong.cpp Initiating server socket
+
+ The game starts after the devices are connected and the screen is adjusted.
+
+ \snippet pingpong/pingpong.cpp Start the game
+
+ The server updates the ball direction and coordinates. The coordinates of pedals are sent
+ to each other every 50ms.
+
+ \snippet pingpong/pingpong.cpp Updating coordinates
+
+ The coordinates are updated and exchanged via sockets. As presented, the server sends its
+ pedal's y coordinate and the ball coordinates whereas, the client sends only its pedal
+ y coordinate.
+
+ \snippet pingpong/pingpong.cpp Checking the boundaries
+
+ In the code above, it was shown how the server checks whether the ball has reached
+ the boundaries of the board. In the case of the goal, the server updates
+ the results via its socket.
+
+ \image intro1.png
+
+*/
+