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1 /* |
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2 * Copyright (c) 2007-2008 Nokia Corporation and/or its subsidiary(-ies). |
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3 * All rights reserved. |
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4 * This component and the accompanying materials are made available |
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5 * under the terms of "Eclipse Public License v1.0" |
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6 * which accompanies this distribution, and is available |
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7 * at the URL "http://www.eclipse.org/legal/epl-v10.html". |
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8 * |
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9 * Initial Contributors: |
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10 * Nokia Corporation - initial contribution. |
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11 * |
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12 * Contributors: |
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13 * |
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14 * Description: Default effect order manager |
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15 * |
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16 */ |
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17 |
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18 |
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19 |
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20 |
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21 // Include Files |
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22 #include "shwdefaulteffectmanager.h" |
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23 |
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24 #include <e32math.h> |
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25 |
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26 #include <glxlog.h> |
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27 #include <glxtracer.h> |
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28 |
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29 #include "shweffect.h" |
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30 #include "shwconstants.h" |
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31 #include "shwslideshowenginepanic.h" |
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32 |
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33 // ----------------------------------------------------------------------------- |
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34 // C++ Constructor. Save a few bits of rom with inlining |
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35 // ----------------------------------------------------------------------------- |
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36 inline CShwDefaultEffectManager::CShwDefaultEffectManager() |
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37 : iEffectOrder( MShwEffectManager::EEffectOrderLinear ) // default order |
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38 { |
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39 TRACER("CShwDefaultEffectManager::CShwDefaultEffectManager()"); |
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40 GLX_LOG_INFO( "CShwDefaultEffectManager::CShwDefaultEffectManager()" ); |
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41 // no implementation required |
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42 } |
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43 |
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44 // ----------------------------------------------------------------------------- |
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45 // NewL. Static construction |
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46 // ----------------------------------------------------------------------------- |
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47 CShwDefaultEffectManager* CShwDefaultEffectManager::NewL() |
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48 { |
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49 TRACER("CShwDefaultEffectManager::NewL()"); |
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50 GLX_LOG_INFO( "CShwDefaultEffectManager::NewL" ); |
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51 CShwDefaultEffectManager* self = new( ELeave ) CShwDefaultEffectManager; |
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52 return self; |
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53 } |
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54 |
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55 // ----------------------------------------------------------------------------- |
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56 // Destructor. |
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57 // ----------------------------------------------------------------------------- |
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58 CShwDefaultEffectManager::~CShwDefaultEffectManager() |
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59 { |
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60 TRACER("CShwDefaultEffectManager::~CShwDefaultEffectManager"); |
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61 GLX_LOG_INFO( "CShwDefaultEffectManager::~CShwDefaultEffectManager" ); |
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62 |
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63 // Delete the effect objects |
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64 ResetAndDestroyEffects( iAvailableEffects ); |
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65 iAvailableEffects.Close(); |
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66 |
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67 // Close the "working" effects array |
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68 // Note that iEffects just references the same elements as iAvailableEffects |
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69 // so don't delete them again. |
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70 iEffects.Close(); |
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71 } |
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72 |
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73 // ----------------------------------------------------------------------------- |
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74 // AddEffectL. |
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75 // ----------------------------------------------------------------------------- |
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76 void CShwDefaultEffectManager::AddEffectL( MShwEffect* aEffect ) |
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77 { |
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78 TRACER("CShwDefaultEffectManager::AddEffectL"); |
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79 GLX_LOG_INFO( "CShwDefaultEffectManager::AddEffectL" ); |
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80 // dont add NULLs to the array |
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81 if( aEffect ) |
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82 { |
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83 iAvailableEffects.AppendL( aEffect ); |
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84 } |
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85 } |
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86 |
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87 // ----------------------------------------------------------------------------- |
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88 // CurrentEffect. |
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89 // ----------------------------------------------------------------------------- |
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90 MShwEffect* CShwDefaultEffectManager::CurrentEffect() |
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91 { |
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92 TRACER("CShwDefaultEffectManager::CurrentEffect"); |
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93 GLX_LOG_INFO( "CShwDefaultEffectManager::CurrentEffect" ); |
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94 // check that we have something in iEffects |
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95 __ASSERT_DEBUG( iEffects.Count() > 0 && iEffects.Count() > iCurrentEffect, |
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96 NShwEngine::Panic( NShwEngine::EIncorrectEffectIndex ) ); |
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97 |
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98 return iEffects[ iCurrentEffect ]; |
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99 } |
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100 |
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101 // ----------------------------------------------------------------------------- |
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102 // Effect |
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103 // ----------------------------------------------------------------------------- |
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104 MShwEffect* CShwDefaultEffectManager::Effect( TInt aDirection ) |
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105 { |
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106 TRACER("CShwDefaultEffectManager::Effect"); |
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107 GLX_LOG_INFO1( "CShwDefaultEffectManager::Effect, direction %d", |
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108 aDirection ); |
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109 // check that we have something in iEffects |
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110 __ASSERT_DEBUG( iEffects.Count() > 0 && iEffects.Count() > iCurrentEffect, |
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111 NShwEngine::Panic( NShwEngine::EIncorrectEffectIndex ) ); |
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112 |
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113 TInt nextEffectIndex = CalculateNextEffectIndex( aDirection ); |
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114 return iEffects[ nextEffectIndex ]; |
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115 } |
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116 |
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117 // ----------------------------------------------------------------------------- |
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118 // ProceedToEffect. |
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119 // ----------------------------------------------------------------------------- |
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120 void CShwDefaultEffectManager::ProceedToEffect( TInt aDirection ) |
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121 { |
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122 TRACER("CShwDefaultEffectManager::ProceedToEffect"); |
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123 GLX_LOG_INFO1( "CShwDefaultEffectManager::ProceedToEffect,\ |
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124 direction %d", aDirection ); |
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125 // calculate new effects |
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126 CalculateEffects( aDirection ); |
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127 } |
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128 |
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129 // ----------------------------------------------------------------------------- |
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130 // SetEffectOrder. |
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131 // ----------------------------------------------------------------------------- |
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132 void CShwDefaultEffectManager::SetEffectOrder(MShwEffectManager::TShwEffectOrder |
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133 aOrder) |
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134 { |
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135 TRACER("CShwDefaultEffectManager::SetEffectOrder"); |
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136 GLX_LOG_INFO("CShwDefaultEffectManager::SetEffectOrder"); |
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137 iEffectOrder = aOrder; |
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138 /// @todo implement the rest for increment 7 |
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139 } |
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140 |
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141 // ----------------------------------------------------------------------------- |
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142 // EffectOrder. |
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143 // ----------------------------------------------------------------------------- |
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144 MShwEffectManager::TShwEffectOrder CShwDefaultEffectManager::EffectOrder() |
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145 { |
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146 TRACER("CShwDefaultEffectManager::EffectOrder"); |
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147 GLX_LOG_INFO("CShwDefaultEffectManager::EffectOrder"); |
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148 return iEffectOrder; |
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149 } |
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150 |
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151 // ----------------------------------------------------------------------------- |
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152 // SetProgrammedEffects. |
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153 // ----------------------------------------------------------------------------- |
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154 void CShwDefaultEffectManager::SetProgrammedEffects( |
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155 RArray<TShwEffectInfo>& /*aEffects*/ ) |
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156 { |
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157 TRACER("CShwDefaultEffectManager::SetProgrammedEffects"); |
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158 GLX_LOG_INFO("CShwDefaultEffectManager::SetProgrammedEffects"); |
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159 /// @todo implement for increment 7 |
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160 } |
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161 |
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162 // ----------------------------------------------------------------------------- |
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163 // SetDefaultEffect. |
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164 // ----------------------------------------------------------------------------- |
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165 void CShwDefaultEffectManager::SetDefaultEffectL( TShwEffectInfo aInfo ) |
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166 { |
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167 TRACER("CShwDefaultEffectManager::SetDefaultEffectL"); |
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168 GLX_LOG_INFO( "CShwDefaultEffectManager::SetDefaultEffectL" ); |
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169 |
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170 // Loop through the effects to find the one with matching info |
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171 TInt index = iAvailableEffects.Count(); |
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172 MShwEffect* effect = NULL; |
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173 while( index-- > 0 ) |
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174 { |
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175 // get effect |
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176 effect = iAvailableEffects[ index ]; |
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177 // get its info |
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178 TShwEffectInfo info = effect->EffectInfo(); |
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179 // check if we got a match |
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180 if( info == aInfo ) |
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181 { |
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182 break; |
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183 } |
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184 } |
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185 // if no effect or no match |
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186 if( !effect || index < 0 ) |
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187 { |
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188 // effect not found |
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189 User::Leave( KErrArgument ); |
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190 } |
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191 |
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192 // Need to clone the effect as in current release |
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193 // we have once single effect at a time and one effect instance can only |
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194 // handle one visual |
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195 /// @todo fix this so that once the effect order is solved, the effects |
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196 /// are cloned as needed |
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197 MShwEffect* clone = effect->CloneLC(); |
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198 iAvailableEffects.AppendL( clone ); |
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199 CleanupStack::Pop(); |
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200 |
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201 iEffects.Append( effect ); |
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202 iEffects.Append( clone ); |
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203 |
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204 // calculate the effects |
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205 CalculateEffects( 1 ); |
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206 } |
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207 |
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208 // ----------------------------------------------------------------------------- |
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209 // GetActiveEffectsL |
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210 // ----------------------------------------------------------------------------- |
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211 void CShwDefaultEffectManager::GetActiveEffectsL( |
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212 RPointerArray< MShwEffect >& aEffects ) |
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213 { |
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214 TRACER("CShwDefaultEffectManager::GetActiveEffectsL"); |
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215 GLX_LOG_INFO( "CShwDefaultEffectManager::GetActiveEffectsL" ); |
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216 // Retrieve each effect |
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217 for( TInt i = 0; i < iEffects.Count(); ++i ) |
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218 { |
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219 // append the effect pointer to the given array |
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220 aEffects.AppendL( iEffects[i] ); |
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221 } |
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222 } |
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223 |
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224 // ----------------------------------------------------------------------------- |
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225 // CalculateEffects. |
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226 // ----------------------------------------------------------------------------- |
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227 void CShwDefaultEffectManager::CalculateEffects( TInt aDirection ) |
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228 { |
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229 TRACER("CShwDefaultEffectManager::CalculateEffects"); |
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230 GLX_LOG_INFO1( "CShwDefaultEffectManager::CalculateEffects,\ |
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231 direction %d", aDirection ); |
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232 // This method updates both the current and next indices for the given |
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233 // direction. If we're proceeding forwards, temporarily store the |
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234 // "next" index to set it as "current" after the new "next" value has |
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235 // been determined (as the next value is determined from the current value). |
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236 if ( aDirection > 0 ) |
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237 { |
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238 // Next effect is "forward" |
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239 iCurrentEffect = iNextEffect; |
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240 } |
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241 else |
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242 { |
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243 // moving "backwards" |
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244 iNextEffect = iCurrentEffect; |
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245 } |
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246 |
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247 if( iEffectOrder == MShwEffectManager::EEffectOrderLinear ) |
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248 { |
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249 // As iAvailableEffects is used to store the effects it can be |
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250 // walked directly and the order will always be correct |
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251 // |
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252 TInt nextEffect = CalculateNextEffectIndex( aDirection ); |
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253 if ( aDirection > 0 ) |
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254 { |
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255 // moving forwards |
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256 iNextEffect = nextEffect; |
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257 } |
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258 else |
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259 { |
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260 // moving backwards |
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261 iCurrentEffect = nextEffect; |
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262 } |
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263 } |
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264 } |
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265 |
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266 // ----------------------------------------------------------------------------- |
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267 // ResetAndDestroyEffects. |
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268 // ----------------------------------------------------------------------------- |
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269 void CShwDefaultEffectManager::ResetAndDestroyEffects(RArray< MShwEffect* >& |
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270 aArray) |
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271 { |
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272 TRACER("CShwDefaultEffectManager::ResetAndDestroyEffects"); |
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273 // get the count |
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274 TInt count = aArray.Count(); |
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275 GLX_LOG_INFO1( |
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276 "CShwDefaultEffectManager::ResetAndDestroyEffects %d", count ); |
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277 |
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278 // Delete the effect objects |
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279 for( TInt i = 0; i < count; i++ ) |
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280 { |
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281 // call the destructor |
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282 delete aArray[ i ]; |
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283 } |
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284 aArray.Reset(); |
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285 } |
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286 |
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287 // ----------------------------------------------------------------------------- |
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288 // CalculateNextEffectIndex. |
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289 // ----------------------------------------------------------------------------- |
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290 TInt CShwDefaultEffectManager::CalculateNextEffectIndex( TInt aDirection ) |
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291 { |
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292 TRACER("CShwDefaultEffectManager::CalculateNextEffectIndex"); |
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293 GLX_LOG_INFO1( |
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294 "CShwDefaultEffectManager::CalculateNextEffectIndex %d", aDirection); |
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295 TInt effectsCount = iEffects.Count(); |
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296 // Guard against direction exceeding the number of effects |
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297 TInt direction = aDirection % effectsCount; |
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298 TInt nextEffect = iCurrentEffect + direction; |
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299 |
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300 // ensure index is still in bounds |
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301 if ( nextEffect < 0 ) |
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302 { |
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303 // -ve index: wrap around to the last element |
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304 nextEffect = effectsCount - 1; |
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305 } |
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306 else if ( nextEffect >= effectsCount ) |
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307 { |
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308 // passed the end so return to the start. |
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309 nextEffect = 0; |
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310 } |
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311 return nextEffect; |
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312 } |