lafagnosticuifoundation/animation/src/BitmapAnimator.cpp
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     1 // Copyright (c) 2004-2009 Nokia Corporation and/or its subsidiary(-ies).
       
     2 // All rights reserved.
       
     3 // This component and the accompanying materials are made available
       
     4 // under the terms of "Eclipse Public License v1.0"
       
     5 // which accompanies this distribution, and is available
       
     6 // at the URL "http://www.eclipse.org/legal/epl-v10.html".
       
     7 //
       
     8 // Initial Contributors:
       
     9 // Nokia Corporation - initial contribution.
       
    10 //
       
    11 // Contributors:
       
    12 //
       
    13 // Description:
       
    14 //
       
    15 
       
    16 #include <gdi.h>
       
    17 #include <fbs.h>
       
    18 
       
    19 #include "BitmapAnimator.h"
       
    20 #include "AnimationFrame.h"
       
    21 #include "AnimationConfig.h"
       
    22 #include "AnimationEvents.h"
       
    23 #include "AnimationTicker.h"
       
    24 
       
    25 /**
       
    26 Two stage constructor.
       
    27 
       
    28 Animators should not be constructed directly.  They are loaded as required
       
    29 by the ECOM plugin framework, using this interface.
       
    30 
       
    31 @see CAnimator
       
    32 @param aRenderer A pointer to an MAnimationDrawer
       
    33 @return The newly constructed animator
       
    34 */
       
    35 CBitmapAnimator* CBitmapAnimator::NewL(TAny* aRenderer)
       
    36 	{
       
    37 	MAnimationDrawer* renderer = static_cast<MAnimationDrawer*>(aRenderer);
       
    38 	CBitmapAnimator* self = new (ELeave) CBitmapAnimator(renderer);
       
    39 	CleanupStack::PushL(self);
       
    40 	self->ConstructL();
       
    41 	CleanupStack::Pop(self);
       
    42 	
       
    43 	return self;
       
    44 	}
       
    45 
       
    46 /** Destructor.*/
       
    47 CBitmapAnimator::~CBitmapAnimator()
       
    48 	{
       
    49 	Stop();
       
    50 	iFrameArray.ResetAndDestroy();
       
    51 	iFrameArray.Close();
       
    52 	}
       
    53 
       
    54 void CBitmapAnimator::Start(const TAnimationConfig& aConfig)
       
    55 /**
       
    56 Implements CAnimator::Start.
       
    57 
       
    58 This function ignores the EStartImmediately flag in the config argument, and
       
    59 always delays starting untill all frames of the animation have been loaded.
       
    60 */
       
    61 	{
       
    62 	Stop();
       
    63 	
       
    64 	if (aConfig.iFlags & TAnimationConfig::ECountFrames)
       
    65 		iFlags |= ECountFrames;
       
    66 	else
       
    67 		iFlags &= ~ECountFrames;
       
    68 		
       
    69 	if (aConfig.iFlags & TAnimationConfig::EEndOnLastFrame)
       
    70 		iFlags |= EEndOnLastFrame;
       
    71 	else
       
    72 		iFlags &= ~EEndOnLastFrame;
       
    73 	
       
    74 	if (aConfig.iFlags & TAnimationConfig::ELoop)
       
    75 		iLoop = aConfig.iData;
       
    76 	else
       
    77 		iLoop = 1;
       
    78 	
       
    79 	iFlags &= ~ERunMask;
       
    80 
       
    81 	if (iFrameArray.Count() > 0 && (iFlags & ECompleteData || aConfig.iFlags & TAnimationConfig::EStartImmediately))
       
    82 		{
       
    83 		iFlags |= ERunning;
       
    84 		iTicksLeft = 0;
       
    85 		// Add can fail, but if it does there isn't much we can do about it, we just won't animate.
       
    86 		iRenderer->AnimatorTicker().Add(this);
       
    87 		}
       
    88 	else
       
    89 		{
       
    90 		iFlags |= EPending;
       
    91 		}
       
    92 	}
       
    93 	
       
    94 /** Implements CAnimator::Stop.*/
       
    95 void CBitmapAnimator::Stop()
       
    96 	{
       
    97 	if (iFlags & ERunning)
       
    98 		{
       
    99 		if (!(iFlags & EPaused))
       
   100 			iRenderer->AnimatorTicker().Remove(this);
       
   101 		iFlags &= ~ERunMask;
       
   102 		iNextFrame = 0;
       
   103 		iCurrentFrame = 0;
       
   104 		}
       
   105 	}
       
   106 	
       
   107 /** Implements CAnimator::Pause.*/
       
   108 void CBitmapAnimator::Pause()
       
   109 	{
       
   110 	if (iFlags & ERunning && !(iFlags & EPaused))
       
   111 		{
       
   112 		iFlags |= EPaused;
       
   113 		iRenderer->AnimatorTicker().Remove(this);
       
   114 		}
       
   115 	}
       
   116 	
       
   117 /** Implements CAnimator::Resume.*/
       
   118 void CBitmapAnimator::Resume()
       
   119 	{
       
   120 	if (iFlags & EPaused)
       
   121 		{
       
   122 		iFlags &= ~EPaused;
       
   123 		// Add can fail, but if it does there isn't much we can do about it, we just won't animate.
       
   124 		iRenderer->AnimatorTicker().Add(this);
       
   125 		}
       
   126 	}
       
   127 
       
   128 /** Implements CAnimator::Hold.*/
       
   129 void CBitmapAnimator::Hold()
       
   130 	{
       
   131 	if (!(iFlags & EHeld))
       
   132 		{
       
   133 		iFlags |= EHeld;
       
   134 		}
       
   135 	}
       
   136 
       
   137 /** Implements CAnimator::Unhold.*/
       
   138 void CBitmapAnimator::Unhold()
       
   139 	{
       
   140 	// It isn't possible to jump straight to the current frame, because it will depend on the ones
       
   141 	// before.
       
   142 	// It may be possible, some of the time, to use the frame we drew last to skip some of the while
       
   143 	// loop - this is a possible optimization for the future.
       
   144 	if (iFlags & EHeld)
       
   145 		{
       
   146 		iFlags &= ~EHeld;
       
   147 		TInt oldCurrent = iCurrentFrame;
       
   148 		iCurrentFrame = 0;
       
   149 		iNextFrame = 0;
       
   150 		while (iCurrentFrame < oldCurrent)
       
   151 			{
       
   152 			iRenderer->AnimatorDraw();
       
   153 			iCurrentFrame = iNextFrame;
       
   154 			iNextFrame = (iNextFrame + 1) % iFrameArray.Count();
       
   155 			}
       
   156 		}
       
   157 	}
       
   158 
       
   159 void CBitmapAnimator::InitialisedL()
       
   160 	{
       
   161 	iCurrentFrame = iNextFrame = 0;
       
   162 	iFlags |= ECompleteData;
       
   163 	iRenderer->AnimatorInitialisedL(iMaxSize);
       
   164 	if (!(iFlags & EHeld))
       
   165 		iRenderer->AnimatorDraw();
       
   166 	if (iFlags & EPending)
       
   167 		{
       
   168 		iFlags |= ERunning;
       
   169 		iFlags &= ~EPending;
       
   170 		iTicksLeft = 0;
       
   171 		// Add can fail, but if it does there isn't much we can do about it, we just won't animate.
       
   172 		iRenderer->AnimatorTicker().Add(this);
       
   173 		}
       
   174 	}
       
   175 
       
   176 void CBitmapAnimator::ResetL()
       
   177 	{
       
   178 	Stop();
       
   179 	iFlags = 0;
       
   180 	iMaxSize.iWidth = iMaxSize.iHeight = 0;
       
   181 	iFrameArray.ResetAndDestroy();
       
   182 	iRenderer->AnimatorResetL();
       
   183 	}
       
   184 	
       
   185 /** Implements CAnimator::DataEventL.*/
       
   186 void CBitmapAnimator::DataEventL(TInt aEvent, TAny* aData, TInt aDataLength)
       
   187 	{
       
   188 	switch (aEvent)
       
   189 		{
       
   190 		case EBitmapAnimationNewFrame:
       
   191 			__ASSERT_ALWAYS(aDataLength==sizeof(CAnimationFrame::THandles),User::Leave(KErrArgument));
       
   192 			AppendFrameL(*static_cast<CAnimationFrame::THandles*>(aData));
       
   193 			break;
       
   194 		case EBitmapAnimationComplete:
       
   195 			InitialisedL();
       
   196 			break;
       
   197 		case EAnimationDataChanged:
       
   198 			ResetL();
       
   199 			break;
       
   200 		default:
       
   201 			break;
       
   202 		}
       
   203 	}
       
   204 	
       
   205 /** Implements CAnimator::Draw.*/
       
   206 void CBitmapAnimator::Draw(CBitmapContext& aBitmapContext) const
       
   207 	{
       
   208 	const TUint32 frameFlags = iFrameArray[iCurrentFrame]->FrameInfo().iFlags;
       
   209 	
       
   210 	if (frameFlags&TFrameInfo::ERestoreToPrevious)
       
   211 		RestoreToPrevious(aBitmapContext, EFalse);
       
   212 	Render(aBitmapContext, iNextFrame);
       
   213 	}
       
   214 
       
   215 /** Implements CAnimator::DrawMask.*/
       
   216 void CBitmapAnimator::DrawMask(CBitmapContext& aBitmapContext) const
       
   217 	{
       
   218 	const TUint32 frameFlags = iFrameArray[iCurrentFrame]->FrameInfo().iFlags;
       
   219 
       
   220 	if (frameFlags&TFrameInfo::ERestoreToPrevious)
       
   221 		RestoreToPrevious(aBitmapContext, ETrue);
       
   222 	RenderMask(aBitmapContext, iNextFrame);
       
   223 	}
       
   224 	
       
   225 void CBitmapAnimator::AppendFrameL(CAnimationFrame::THandles& aAnimationFrame)
       
   226 	{
       
   227 	CAnimationFrame* frame = CAnimationFrame::NewL(aAnimationFrame);
       
   228     CleanupStack::PushL(frame);
       
   229     iFrameArray.AppendL(frame);
       
   230     CleanupStack::Pop(frame);
       
   231 
       
   232     const TSize& size(frame->FrameInfo().iOverallSizeInPixels);
       
   233     if (size.iHeight > iMaxSize.iHeight)
       
   234         {
       
   235         iMaxSize.iHeight = size.iHeight;
       
   236         }
       
   237     if (size.iWidth > iMaxSize.iWidth)
       
   238         {
       
   239         iMaxSize.iWidth = size.iWidth;
       
   240         }
       
   241 	}
       
   242 
       
   243 CBitmapAnimator::CBitmapAnimator(MAnimationDrawer* aRenderer) :
       
   244 iRenderer(aRenderer)
       
   245 	{
       
   246 	}
       
   247 	
       
   248 void CBitmapAnimator::ConstructL()
       
   249 	{ // nothing to do
       
   250 	}
       
   251 
       
   252 void CBitmapAnimator::Tick()
       
   253 	{
       
   254 	--iTicksLeft;
       
   255 	if (iTicksLeft < 1)
       
   256 		{
       
   257 		iTicksLeft = iFrameArray[iNextFrame]->FrameInfo().iDelay.Int64() / iRenderer->AnimatorTicker().TickLength().Int();
       
   258 		DoUpdateFrame();
       
   259 		}
       
   260 	}
       
   261 
       
   262 void CBitmapAnimator::DoUpdateFrame()
       
   263 	{
       
   264 	if (!((iLoop == 0 && iFlags & EEndOnLastFrame) || iFlags & EHeld))
       
   265 		iRenderer->AnimatorDraw();
       
   266 
       
   267 	if (iLoop != 0)
       
   268 		{
       
   269 		iCurrentFrame = iNextFrame;
       
   270 		++iNextFrame;
       
   271 
       
   272 		if (iLoop > 0 && iFlags & ECountFrames)
       
   273 			--iLoop;
       
   274 			
       
   275 		if (iNextFrame >= iFrameArray.Count())
       
   276 			{
       
   277 			iNextFrame = 0;
       
   278 
       
   279 			if (iLoop > 0 && !(iFlags & ECountFrames))
       
   280 				--iLoop;
       
   281 			}
       
   282 		}
       
   283 	else
       
   284 		{
       
   285 		Stop();
       
   286 		}
       
   287 	}
       
   288 
       
   289 void CBitmapAnimator::Render(CBitmapContext& aBitmapContext, TInt aFrame) const
       
   290 	{
       
   291 	aBitmapContext.Reset();
       
   292 
       
   293 	const CAnimationFrame& nextFrame = *iFrameArray[aFrame];
       
   294 	const TBool useMask = nextFrame.FrameInfo().iFlags&TFrameInfo::ETransparencyPossible || nextFrame.FrameInfo().iFlags&TFrameInfo::EAlphaChannel;
       
   295 	
       
   296 	if (useMask)
       
   297 		{
       
   298 		aBitmapContext.BitBltMasked(nextFrame.FrameInfo().iFrameCoordsInPixels.iTl, nextFrame.Bitmap(), nextFrame.FrameInfo().iOverallSizeInPixels, nextFrame.Mask(), EFalse);
       
   299 		}
       
   300 	else
       
   301 		{
       
   302 		aBitmapContext.BitBlt(nextFrame.FrameInfo().iFrameCoordsInPixels.iTl, nextFrame.Bitmap(), nextFrame.FrameInfo().iOverallSizeInPixels);
       
   303 		}
       
   304 	}
       
   305 
       
   306 void CBitmapAnimator::RenderMask(CBitmapContext& aBitmapContext, TInt aFrame) const
       
   307 	{
       
   308 	aBitmapContext.Reset();
       
   309 	
       
   310 	const CAnimationFrame& nextFrame = *iFrameArray[aFrame];
       
   311 
       
   312 	if (aFrame == 0)
       
   313 		{
       
   314 		aBitmapContext.SetBrushColor(KRgbBlack);
       
   315 		aBitmapContext.Clear(iMaxSize);		
       
   316 		}
       
   317 	else
       
   318 		{
       
   319 		const CAnimationFrame& currentFrame = *iFrameArray[aFrame - 1];
       
   320 		if (currentFrame.FrameInfo().iFlags & TFrameInfo::ERestoreToBackground)
       
   321 			{
       
   322 			aBitmapContext.SetBrushColor(KRgbBlack);
       
   323 			aBitmapContext.Clear(currentFrame.FrameInfo().iFrameCoordsInPixels);
       
   324 			}
       
   325 		}
       
   326 	const TBool useMask = nextFrame.FrameInfo().iFlags&TFrameInfo::ETransparencyPossible || nextFrame.FrameInfo().iFlags&TFrameInfo::EAlphaChannel;
       
   327 	if (useMask)
       
   328 		{
       
   329 		aBitmapContext.SetDrawMode(CGraphicsContext::EDrawModeOR);
       
   330 		aBitmapContext.BitBlt(nextFrame.FrameInfo().iFrameCoordsInPixels.iTl, nextFrame.Mask(), nextFrame.FrameInfo().iOverallSizeInPixels);
       
   331 		}
       
   332 	else
       
   333 		{
       
   334 		aBitmapContext.SetBrushColor(KRgbWhite);
       
   335 		if (nextFrame.FrameInfo().iOverallSizeInPixels != nextFrame.FrameInfo().iFrameSizeInPixels)
       
   336 			{
       
   337 			// If the frame size smaller than the overall size, the mask shall not take effect later in CBasicAnimation::Draw().
       
   338 			aBitmapContext.Clear(nextFrame.FrameInfo().iOverallSizeInPixels);
       
   339 			}
       
   340 		else
       
   341 			{
       
   342 			aBitmapContext.Clear(nextFrame.FrameInfo().iFrameCoordsInPixels);
       
   343 			}
       
   344 		}
       
   345 	}
       
   346 
       
   347 void CBitmapAnimator::RestoreToPrevious(CBitmapContext& aBitmapContext, TBool aMask) const
       
   348 	{
       
   349 	TInt frame = 0;
       
   350 	while (frame < iCurrentFrame)
       
   351 		{
       
   352 		if (!(iFrameArray[frame]->FrameInfo().iFlags&TFrameInfo::ERestoreToPrevious))
       
   353 			{
       
   354 			if (aMask)
       
   355 				RenderMask(aBitmapContext, frame);
       
   356 			else
       
   357 				Render(aBitmapContext, frame);
       
   358 			}
       
   359 		++frame;
       
   360 		}
       
   361 	}