--- a/profilesservices/RingingTone3DPlugin/src/C3DAudioPattern.cpp Tue Feb 02 00:22:03 2010 +0200
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,321 +0,0 @@
-/*
-* 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.Append( 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.Append( 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