profilesservices/RingingTone3DPlugin/src/C3DAudioPattern.cpp
changeset 68 13e71d907dc3
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/profilesservices/RingingTone3DPlugin/src/C3DAudioPattern.cpp	Thu Nov 04 13:38:47 2010 +0800
@@ -0,0 +1,321 @@
+/*
+* Copyright (c) 2005 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:  Handles accessing 3D motion pattern data.
+*
+*/
+
+
+
+// INCLUDE FILES
+#include "C3DAudioPattern.h"		// C3DAudioPattern
+#include <s32std.h>				// RReadStream, RWriteStream
+
+// CONSTANTS
+// Granularity for array holding updates.
+const TInt KPatternArrayGranularity = 84;
+
+// Maximum length for name of the pattern.
+const TUint KMaxPatternNameLength = 100;
+
+// ============================ MEMBER FUNCTIONS ===============================
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::NewL
+// Two-phased constructor. 
+// -----------------------------------------------------------------------------
+//
+C3DAudioPattern* C3DAudioPattern::NewL()
+    {
+    C3DAudioPattern * self = C3DAudioPattern::NewLC();
+    CleanupStack::Pop( self );
+    return self;
+    }
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::NewLC
+// Two-phased constructor. Leaves pointer on cleanup stack.
+// -----------------------------------------------------------------------------
+//
+C3DAudioPattern* C3DAudioPattern::NewLC()
+    {
+    C3DAudioPattern * self = new ( ELeave ) C3DAudioPattern();
+    CleanupStack::PushL( self );
+    return self;
+    }
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::NewL
+// Two-phased constructor. 
+// -----------------------------------------------------------------------------
+//
+
+C3DAudioPattern* C3DAudioPattern::NewL( RReadStream& aStream )
+	{
+	C3DAudioPattern* self = C3DAudioPattern::NewLC( aStream );
+	CleanupStack::Pop( self );
+	return self;
+	}
+
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::NewLC
+// Two-phased constructor. Leaves pointer on cleanup stack.
+// -----------------------------------------------------------------------------
+//
+C3DAudioPattern* C3DAudioPattern::NewLC( RReadStream& aStream )
+	{
+	C3DAudioPattern* self = new ( ELeave ) C3DAudioPattern();
+	CleanupStack::PushL( self );
+	self->InternalizeL( aStream );
+	return self;
+	}
+
+
+// Destructor
+C3DAudioPattern::~C3DAudioPattern()
+    {
+    iScript.Close();
+    iLoops.Close();
+    iOpenLoops.Close();
+    delete iName;
+    }
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::ExternalizeL
+// Externalizes pattern to writestream.
+// -----------------------------------------------------------------------------
+//
+void C3DAudioPattern::ExternalizeL(	RWriteStream& aStream ) const
+	{
+	// Name of the pattern
+	aStream << *iName;
+	
+	// Initial doppler and reverb.
+	aStream.WriteInt8L( iInitialDoppler );
+	aStream.WriteUint8L( iInitialReverb );
+
+	// Number of loops
+	aStream.WriteUint8L( iLoops.Count() );
+	// Each loop
+	for ( TInt i = 0; i < iLoops.Count(); ++i )
+		{
+		aStream.WriteUint8L( iLoops[i].iLoopStart );
+		aStream.WriteUint8L( iLoops[i].iLoopEnd );
+		aStream.WriteUint8L( iLoops[i].iCount );
+		}
+
+	// Number of updates in the script		
+	aStream.WriteUint8L( iScript.Count() );
+	// Each update
+	for ( TInt i = 0; i < iScript.Count(); ++i )
+		{
+		// Position of the update
+		aStream.WriteInt16L( iScript[i].iPosition.iX );
+		aStream.WriteInt16L( iScript[i].iPosition.iY );
+		aStream.WriteInt16L( iScript[i].iPosition.iZ );
+		
+		// Velocity of the update
+		aStream.WriteInt8L( iScript[i].iVelocity.iScalar );
+		aStream.WriteUint16L( iScript[i].iVelocity.iScalarVelocity );
+		aStream.WriteInt16L( iScript[i].iVelocity.iXVector );
+		aStream.WriteInt16L( iScript[i].iVelocity.iYVector );
+		aStream.WriteInt16L( iScript[i].iVelocity.iZVector );
+		
+		// Time reserved for the update.
+		aStream.WriteUint16L( iScript[i].iDTime );
+		}
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::InternalizeL
+// Internalizes pattern from readstream
+// -----------------------------------------------------------------------------
+//
+void C3DAudioPattern::InternalizeL(	RReadStream& aStream )
+	{
+	// Internalize the name from stream.
+	delete iName;
+	iName = NULL;
+	iName = HBufC8::NewL( aStream, KMaxPatternNameLength );
+	
+	// Initial doppler and reverberation
+	iInitialDoppler = aStream.ReadInt8L();
+	iInitialReverb = aStream.ReadUint8L();
+
+	// Reset the array of loops.
+	iLoops.Reset();
+	TInt loopCount = aStream.ReadUint8L();
+	// Read each loop.
+	for (TInt i = 0; i < loopCount; ++i)
+		{
+		T3DLoop tempLoop;
+		tempLoop.iLoopStart = aStream.ReadUint8L();
+		tempLoop.iLoopEnd = aStream.ReadUint8L();
+		tempLoop.iCount = aStream.ReadUint8L();
+		iLoops.AppendL( tempLoop );
+		}
+	
+	// Reset the array of loops.
+	iScript.Reset();
+	TInt scriptCount = aStream.ReadUint8L();
+	// Read each update.
+	for (TInt i = 0; i < scriptCount; ++i)
+		{
+		T3DPosition tempPosition;
+		tempPosition.iX = aStream.ReadInt16L();
+		tempPosition.iY = aStream.ReadInt16L();
+		tempPosition.iZ = aStream.ReadInt16L();
+		
+		T3DVelocity tempVelocity;
+		tempVelocity.iScalar = aStream.ReadInt8L();
+		tempVelocity.iScalarVelocity = aStream.ReadUint16L();
+		tempVelocity.iXVector = aStream.ReadInt16L();
+		tempVelocity.iYVector = aStream.ReadInt16L();
+		tempVelocity.iZVector = aStream.ReadInt16L();
+		
+		T3DScriptUpdate tempScript;
+		tempScript.iDTime = aStream.ReadUint16L();
+		tempScript.iPosition = tempPosition;
+		tempScript.iVelocity = tempVelocity;
+		iScript.AppendL( tempScript );
+		}
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::SetName
+// Set the name of the pattern. Memory will be allocated.
+// -----------------------------------------------------------------------------
+//
+void C3DAudioPattern::SetNameL( const TDesC8& aName )
+	{
+	delete iName;
+	iName = NULL;
+	iName = aName.AllocL();
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::SetReverb
+// Set the value of reverberation.
+// -----------------------------------------------------------------------------
+//	
+void C3DAudioPattern::SetReverb( const TUint aReverb )
+	{
+	iInitialReverb = aReverb;
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::SetDoppler
+// Set the status of doppler.
+// -----------------------------------------------------------------------------
+//		
+void C3DAudioPattern::SetDoppler( const TBool aDoppler )
+	{
+	iInitialDoppler = aDoppler;
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::AddUpdate
+// Adds a update to script.
+// -----------------------------------------------------------------------------
+//
+void C3DAudioPattern::AddUpdateL( T3DScriptUpdate& aUpdate )
+	{
+	User::LeaveIfError( iScript.Append( aUpdate ) );
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::StartLoop
+// Start loop at current place in the script.
+// -----------------------------------------------------------------------------
+//
+void C3DAudioPattern::StartLoopL( TUint& aCount )
+	{
+	// Create T3DLoop and append it to array.
+	T3DLoop loop = { iScript.Count(), 0, aCount };
+	User::LeaveIfError( iLoops.Append( loop ) );
+	
+	// 	Update open loops array, to be able to determine which loop to end.
+	User::LeaveIfError( iOpenLoops.Append( iLoops.Count() - 1 ) );
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::EndLoop
+// End the lastly started loop.
+// -----------------------------------------------------------------------------
+//	
+void C3DAudioPattern::EndLoop()
+	{
+	// There is at least one open loop.
+	if ( iOpenLoops.Count() != 0 )
+		{
+		// Get the index of the loop.
+		TInt aIndex = iOpenLoops[ iOpenLoops.Count() - 1 ];
+		// Set the index of loop end and remove loop from array of open loops.
+		iLoops[ aIndex ].iLoopEnd = iScript.Count() - 1;
+		iOpenLoops.Remove( iOpenLoops.Count() - 1 );
+		}
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::Name
+// Get the name of the pattern.
+// -----------------------------------------------------------------------------
+//	
+const TDesC8& C3DAudioPattern::Name()
+    {
+    return *iName;
+    }
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::Script
+// Get the script of pattern.
+// -----------------------------------------------------------------------------
+//	
+RArray< T3DScriptUpdate > C3DAudioPattern::Script()
+	{
+	return iScript;
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::DopplerAvailable
+// Is doppler available in the pattern.
+// -----------------------------------------------------------------------------
+//		
+TBool C3DAudioPattern::DopplerAvailable() const
+	{
+	return iInitialDoppler;
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::Reverb
+// Get initial reverb of pattern.
+// -----------------------------------------------------------------------------
+//			
+TInt C3DAudioPattern::Reverb() const
+	{
+	return iInitialReverb;
+	}
+
+// -----------------------------------------------------------------------------
+// C3DAudioPattern::C3DAudioPattern
+// C++ default constructor can NOT contain any code, that
+// might leave.
+// -----------------------------------------------------------------------------
+//
+C3DAudioPattern::C3DAudioPattern(): 
+	iScript( KPatternArrayGranularity )
+    {
+    }
+
+// End of File