javauis/mmapi_qt/baseline/javasrc/com/nokia/microedition/media/animation/FramePositioningControl.java
author Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
Thu, 27 May 2010 12:49:31 +0300
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Revision: v2.1.26 Kit: 2010121
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/*
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* Copyright (c) 2010 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 "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.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: FramePositioningControl
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*
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*/
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package com.nokia.microedition.media.animation;
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import javax.microedition.media.MediaException;
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import javax.microedition.media.Player;
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import org.eclipse.swt.graphics.ImageData;
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import com.nokia.microedition.media.control.ControlImpl;
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import com.nokia.mj.impl.utils.Logger;
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public class FramePositioningControl extends ControlImpl implements
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		javax.microedition.media.control.FramePositioningControl {
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	private ImageData[] iImagedata;
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	/**
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	 * Constructor of this Control
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	 * This constructor should be accessible only in this package, that's why it is being 
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	 * declared as package protected.    
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	 */
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	 FramePositioningControl(Player aPlayer) {
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		iPlayer=aPlayer;
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		iImagedata=((AnimationPlayer)iPlayer).getImageData();
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	}
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	/**
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	 * Converts the given frame number to the corresponding media time.
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	 * The method only performs the calculations. It does not position the media to the given frame. 
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	 */
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	public long mapFrameToTime(int aFrameNumber) {
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		checkState();
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		long time=0;
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		int totalNoOfFrames=iImagedata.length;
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		// if invalid parameter is passed
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		if(aFrameNumber<0 || aFrameNumber>totalNoOfFrames)
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			return -1;
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		for(int i=0;i<totalNoOfFrames;i++){
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			if(i==aFrameNumber)
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				break;
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			time+=iImagedata[i].delayTime;
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		}
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		return time*10000;
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	}
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	/**
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	 * Converts the given media time to the corresponding frame number. 
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	 * The method only performs the calculations. It does not position the media to the given media time.
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	 * The frame returned is the nearest frame that has a media time less than or equal to the given media time.
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	 * mapTimeToFrame(0) must not fail and must return the frame number of the first frame.
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	 * @param the input media time for the conversion in microseconds. 
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	 * @return the converted frame number for the given media time. If the conversion fails, -1 is returned. 
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	 */
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	public int mapTimeToFrame(long aMediaTime) {
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		checkState();
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		int frameNumber=-1;
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		int totalNoOfFrames=iImagedata.length;
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		long time=0;
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		for(int i=0;i<totalNoOfFrames;i++){
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			if(time > aMediaTime){
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				frameNumber=i-1;
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				break;
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			}
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			time+=iImagedata[i].delayTime*10000;
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		}
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		return frameNumber;
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	}
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	/**
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	 * Seek to a given video frame. The media time of the Player will be updated to reflect
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	 * the new position set.
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	 * This method can be called on a stopped or started Player. If the Player is in the Started state,
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	 * this method may cause the Player to change states. If that happens, the appropriate transition
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	 *  events will be posted by the Player when its state changes.
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	 * If the given frame number is less than the first or larger than the last frame number in the media,
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	 * seek will jump to either the first or the last frame respectively.
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	 * @param aFrameNumber the frame to seek to. 
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	 * @return the actual number of frames skipped.
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	 */
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	public int seek(int aFrameNumber) {
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		final String DEBUG_STR = "FramePositionControl::seek";
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		// Check the state of the player, it shouldn't be in closed state
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		Logger.LOG(Logger.EJavaMMAPI, Logger.EInfo,DEBUG_STR + "+");
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		checkState();
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		int frameNumber = aFrameNumber;
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		int totalNoOfFrames = iImagedata.length;
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		if (aFrameNumber < 0) {
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			frameNumber = 0;
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		} else {
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			if (aFrameNumber > totalNoOfFrames) {
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				frameNumber = totalNoOfFrames;
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			}
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		}
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		long mediaTime = mapFrameToTime(frameNumber);
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		//if the frame number is equal to total number of frames, we will seek to last frame
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		// because it's array index, so last index will be total length -1 
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		frameNumber=(frameNumber == totalNoOfFrames) ? (frameNumber-1) : frameNumber;
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		try {
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			long mediaTime1 = iPlayer.setMediaTime(mediaTime);
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		} catch (MediaException e) {
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			// Just ignore the exception
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			e.printStackTrace();
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		}
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		Logger.LOG(Logger.EJavaMMAPI, Logger.EInfo,DEBUG_STR + "- seeked to "+frameNumber);
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		return frameNumber;
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	}
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   123
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	/**
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	 *  Skip a given number of frames from the current position. The media time of the Player will be
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	 *  updated to reflect the new position set.
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	 *	This method can be called on a stopped or started Player. If the Player is in the Started state,
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	 *  the current position is changing. Hence, the frame actually skipped to will not be exact.
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	 *	If the Player is in the Started state, this method may cause the Player to change states.
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	 *  If that happens, the appropriate transition events will be posted.
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	 *	If the given framesToSkip will cause the position to extend beyond the first or last frame,
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	 *  skip will jump to the first or last frame respectively.
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	 *  @param framesToSkip - the number of frames to skip from the current position.
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	 *  If framesToSkip is positive, it will seek forward by framesToSkip number of frames.
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	 *  If framesToSkip is negative, it will seek backward by framesToSkip number of frames. 
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	 *  e.g. skip(-1) will seek backward one frame.
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	 *    
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	 *  @return the actual number of frames skipped.
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	 */
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	public int skip(int aFramesToSkip) {
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		final String DEBUG_STR = "FramePositionControl::skip";
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		Logger.LOG(Logger.EJavaMMAPI, Logger.EInfo,DEBUG_STR+"+");
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		// check the state of the player, if it closed throw exception
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		checkState();
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		int frameNumberToJump;
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		if (aFramesToSkip < 0) {
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			frameNumberToJump = 0;
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		} 
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		// storing it in local variable, so that current frame index variable will be 
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		// consistent throughout this function, calling to getiFrameIndex(), each time
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		// may return the different value. 
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		int currentFrameIndex=((AnimationPlayer) iPlayer).getiFrameIndex();
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		// we are going to utilize the seek function here
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		// just get the current frame index from player and
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		// add it to the number of frame to skip
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		frameNumberToJump = currentFrameIndex + aFramesToSkip;
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		//if the frameNumberToJump > total no of frames, then skip to the last frame only 
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		frameNumberToJump =frameNumberToJump > iImagedata.length ? iImagedata.length-1 : frameNumberToJump;
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		seek(frameNumberToJump);
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		Logger.LOG(Logger.EJavaMMAPI, Logger.EInfo,DEBUG_STR+"-");
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		return frameNumberToJump - currentFrameIndex;
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	}
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}