author | William Roberts <williamr@symbian.org> |
Tue, 16 Mar 2010 16:12:26 +0000 | |
branch | Symbian2 |
changeset 2 | 2fe1408b6811 |
parent 0 | 061f57f2323e |
permissions | -rw-r--r-- |
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// Copyright (c) 1997-2009 Nokia Corporation and/or its subsidiary(-ies). |
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// All rights reserved. |
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// This component and the accompanying materials are made available |
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// under the terms of the License "Symbian Foundation License v1.0" to Symbian Foundation members and "Symbian Foundation End User License Agreement v1.0" to non-members |
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// which accompanies this distribution, and is available |
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// at the URL "http://www.symbianfoundation.org/legal/licencesv10.html". |
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// |
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// Initial Contributors: |
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// Nokia Corporation - initial contribution. |
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// |
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// Contributors: |
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// |
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// Description: |
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// |
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#if !defined(__BMPANCLI_H__) |
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#define __BMPANCLI_H__ |
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#include <e32base.h> |
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#include <w32std.h> |
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#include <fbs.h> |
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// |
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// CFrameData |
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// |
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/** |
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Encapsulates the information required for one frame of an animation. |
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Each animation frame includes a bitmap that is displayed in a specified position |
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for a specified length of time. You can optionally include a mask that either |
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hides part of the bitmap, or makes part of the bitmap transparent so that the |
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background can be seen. |
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You will probably need to define several frames for a complete animation. |
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When you have defined the frames you require, use CBitmapAnimClientData to |
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construct the animation itself. |
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@publishedAll |
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@released |
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*/ |
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class CBitmapFrameData : public CBase |
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{ |
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public: |
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IMPORT_C ~CBitmapFrameData(); |
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IMPORT_C static CBitmapFrameData* NewL(); |
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IMPORT_C static CBitmapFrameData* NewL(CFbsBitmap* aBitmap, CFbsBitmap* aMask=NULL); |
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IMPORT_C static CBitmapFrameData* NewL(CFbsBitmap* aBitmap, CFbsBitmap* aMask, TInt aIntervalInMilliSeconds, TPoint aPosition); |
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// |
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IMPORT_C void SetBitmap(CFbsBitmap* aBitmap); |
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IMPORT_C void SetMask(CFbsBitmap* aMask); |
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IMPORT_C void SetPosition(TPoint aPosition); |
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IMPORT_C void SetInterval(TInt aIntervalInMilliSeconds); |
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IMPORT_C void SetBitmapsOwnedExternally(TBool aOwnedExternally); |
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// |
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IMPORT_C CFbsBitmap* Bitmap() const; |
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IMPORT_C CFbsBitmap* Mask() const; |
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IMPORT_C TInt IntervalInMilliSeconds() const; |
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IMPORT_C TPoint Position() const; |
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IMPORT_C TBool BitmapsOwnedExternally() const; |
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private: |
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CBitmapFrameData(); |
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private: |
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CFbsBitmap* iBitmap; |
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CFbsBitmap* iMaskBitmap; |
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TBool iBitmapsOwnedExternally; |
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TInt iIntervalInMilliSeconds; |
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TPoint iPosition; |
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}; |
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// |
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// CBitmapAnimClientData |
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// |
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/** |
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Encapsulates one or more animation frames into an entire animation. |
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In addition to specifying the frames you wish to include in your animation, |
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you can also specify: |
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|
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- whether the animation will flash |
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- whether the animation is played once, or continuously |
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- the background frame that is drawn to clear each frame in the animation |
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You can also specify a default frame interval that is used for all frames |
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in an animation. If the interval is already set for any of the individual |
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frames, that takes precedence. |
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When you have defined your animation, use RBitmapAnim to play the animation. |
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@publishedAll |
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@released |
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*/ |
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class CBitmapAnimClientData : public CBase |
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{ |
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public: |
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/** Animation play mode flags. |
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The animation can be played in any of the ways described below. */ |
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enum TPlayMode |
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{ |
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/** Plays the animation once, from the first frame to the last one. */ |
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EPlay = 0x00, |
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/** Plays the animation from the first frame to the last one continuously. */ |
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ECycle = 0x01, |
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/** Plays the animation from the first frame to the last one then from the last |
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frame to the first continuously. */ |
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EBounce = 0x02 |
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}; |
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public: |
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IMPORT_C static CBitmapAnimClientData* NewL(); |
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IMPORT_C ~CBitmapAnimClientData(); |
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// |
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IMPORT_C void AppendFrameL(CBitmapFrameData* aFrame); |
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IMPORT_C void ResetFrameArray(); |
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IMPORT_C void SetBackgroundFrame(CBitmapFrameData* aBackgroundFrame); |
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IMPORT_C void SetFlash(TBool aFlash); |
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IMPORT_C void SetFrameInterval(TInt aFrameIntervalInMilliSeconds); |
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IMPORT_C void SetPlayMode(TPlayMode aPlayMode); |
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// |
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IMPORT_C CBitmapFrameData* BackgroundFrame() const; |
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IMPORT_C TBool Flash() const; |
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IMPORT_C const CArrayPtrFlat<CBitmapFrameData>& FrameArray() const; |
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IMPORT_C TInt FrameIntervalInMilliSeconds() const; |
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IMPORT_C TPlayMode PlayMode() const; |
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// |
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IMPORT_C TInt DurationInMilliSeconds() const; |
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IMPORT_C TSize Size() const; |
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private: |
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CBitmapAnimClientData(); |
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private: |
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TBool iFlash; |
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TPlayMode iPlayMode; |
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TInt iFrameIntervalInMilliSeconds; |
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CArrayPtrFlat<CBitmapFrameData> iFrameArray; |
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CBitmapFrameData* iBackgroundFrame; |
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}; |
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/** |
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Enables a client to package animation data, and send it to the window server |
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for display. |
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Before using RBitmapAnim, a client must instantiate an RAnimDll. This provides |
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a reference to the window server DLL that runs the animation specified through |
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the RBitmapAnim() object. To complete construction, call ConstructL(). |
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@publishedAll |
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@released |
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*/ |
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class RBitmapAnim : public RAnim |
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{ |
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public: |
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IMPORT_C RBitmapAnim(RAnimDll& aAnimDll); |
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IMPORT_C void ConstructL(const RWindowBase& aWindow); |
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IMPORT_C void DisplayFrameL(TInt aIndex); |
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IMPORT_C void SetBitmapAnimDataL(const CBitmapAnimClientData& aBitmapAnimData); |
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IMPORT_C void SetFlashL(TBool aFlash); |
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IMPORT_C void SetFrameIntervalL(TInt aFrameIntervalInMilliSeconds); |
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IMPORT_C void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode); |
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IMPORT_C void StartL(); |
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IMPORT_C void StopL(); |
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IMPORT_C void SetNumberOfCyclesL(TInt aNumberOfCycles); |
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IMPORT_C void SetPositionL(TPoint aPosition); |
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private: |
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void SetAttributesL(const CBitmapAnimClientData& aBitmapAnimData); |
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void SetBackgroundFrameL(const CBitmapFrameData& aFrame); |
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void SetFrameArrayL(const CArrayPtrFlat<CBitmapFrameData>& aFrameArray); |
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void SetFrameL(const CBitmapFrameData& aFrame, TInt aOpCode); |
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}; |
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#endif |