/*
* Copyright (c) 2002-2008 Nokia Corporation and/or its subsidiary(-ies).
* All rights reserved.
* This component and the accompanying materials are made available
* under the terms of "Eclipse Public License v1.0"
* which accompanies this distribution, and is available
* at the URL "http://www.eclipse.org/legal/epl-v10.html".
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description: Interface for controlling keysounds from Avkon.
*
*/
#ifndef __AKNSOUNDSYSTEM_H__
#define __AKNSOUNDSYSTEM_H__
// INCLUDES
#include <e32base.h>
#include <w32std.h>
#include <aknSoundinfo.h>
// FORWARD DECLARATIONS
class CAknSoundPlayer;
class CAknKeySoundStack;
// CLASS DECLARATION
/**
* Interface for controlling keysounds from Avkon.
* Provides support for handling key sounds.
* @since S60 0.9
*/
NONSHARABLE_CLASS(CAknKeySoundSystem) : public CBase
{
public:
/**
* Base class default constructor. If a client application is derived from @c CAknAppUi,
* its @c KeySounds() method should be used instead to obtain a key sound system instance.
* If this method is used, the client needs explicitly call @c BringToForeground().
*
* @param aUid Application UID.
* @return A pointer to a new @c CAknKeySoundSystem object.
*/
IMPORT_C static CAknKeySoundSystem* NewL(TInt aUid);
/**
* Destructor.
*/
IMPORT_C ~CAknKeySoundSystem();
/**
* Reads key sound context from resource file and pushes it to the sound stack.
* All key presses for the application produce sounds as specified in this key sound context.
* The resource specified must be of the @c AVKON_SKEY_LIST type. There are also some default
* Avkon contexts available, e.g. @c R_AVKON_DEFAULT_SKEY_LIST and @c R_AVKON_SILENT_SKEY_LIST.
*
* @param aResourceId Key sound context resource ID.
*/
IMPORT_C void PushContextL(TInt aResourceId);
/**
* Pops the top context from the key sound stack.
*/
IMPORT_C void PopContext();
/**
* Plays a sound corresponding to the given key event. This is called directly by Avkon,
* though it can be used in other circumstances in order to play the correct sound
* associated with certain key presses.
*
* @param aKeyEvent The scan code of the key that caused the event.
*/
IMPORT_C void PlaySound(const TKeyEvent& aKeyEvent);
/**
* Plays a sound corresponding to the given sound ID. The ID can be an application specific ID
* or a system specific ID. System specific IDs are specified in Avkon enum @c TAvkonSystemSID.
*
* @param aSid Sound ID to be played.
*/
IMPORT_C void PlaySound(TInt aSid);
/**
* Installs an application specific set of sound IDs. The specified resource ID must be
* of the type @c AVKON_SOUND_INFO_LIST. The sound IDs contained in the resource are made
* available for use in sound contexts within this application only. The method can only be
* used to install a single application sound information list. Calling the method a
* second time causes the previous sound information list to be replaced. Note also that
* application specific SIDs should be less than 1000.
*
* @param aResourceId Avkon resource ID.
*/
IMPORT_C void AddAppSoundInfoListL(TInt aResourceId);
/**
* This function brings the sounds back to foreground. This function should
* be called from @c HandleForegroundEventL(). @c HandleForegroundEventL() is
* implemented in @c CAknAppUi and it is reimplemented in @c CAknViewAppUi.
* No need to call this function if using the @c KeySounds() method from @c CAknAppUi instead
* of @c CAknKeySoundSystem::NewL(). In such case @c CAknAppUi calls this method automatically.
*/
IMPORT_C void BringToForeground();
/**
* Stops playing the sound with given ID. Does nothing if a sound matching the ID is
* not playing.
*
* @param aSid Sound ID to stop.
*/
IMPORT_C void StopSound(TInt aSid);
/**
* Locks sound context, which prevents other instances from bringing their sound contexts
* topmost. Only the first call is effective, i.e. if some other instance has already
* locked its own context, the function does nothing. This is used in system components,
* e.g. in key lock where key tones must be disabled while lock is active.
*/
IMPORT_C void LockContext();
/**
* Releases the context lock. After calling this method, all instances can freely modify
* their sound contexts again. The caller of the method can be some other instance than
* the instance that locked the context.
*/
IMPORT_C void ReleaseContext();
/**
* Reads sound information from given Avkon sound ID. This method is intended for applications
* that need Avkon sound definitions for playing sounds with their own audio instances of
* Multimedia Framework (such applications should not read Avkon resources as the resource
* format can change without any notice but instead use this method).
*
* @since S60 2.0
* @param aAvkonSid ID for Avkon sound whose information is requested.
* @param aInfo Sound information will be put in this structure.
* @return @c KErrNone if succesful, @c KErrNotFound if requested sound ID is not found.
*/
IMPORT_C TInt RequestSoundInfoL(TInt aAvkonSid, CAknSoundInfo& aInfo);
/**
* Returns top context id from the session.
*
* @since S60 3.1
* @return The resource id of the context that is at the top of the sound stack.
*/
IMPORT_C TInt TopContext();
/**
* Disables next matching key sound until next pointer up event.
*
* @since S60 5.0
* @param aScanCode ScanCode of key which sound is disabled.
*/
void DisableNextKeySound(TInt aScanCode);
private:
CAknKeySoundSystem();
void ConstructL(TInt aUid);
private:
CAknSoundPlayer* iSoundPlayer;
TInt iSpare;
};
#endif // __AKNSOUNDSYSTEM_H__
// End of file