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/*
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* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description: SVG Engine source file
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*
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*/
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#include "SVGTimer.h"
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#include "SVGEngineImpl.h"
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#include "GfxAffineTransform.h"
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#include "GfxPoint2D.h"
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#include "SVGTimeContainer.h"
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// ---------------------------------------------------------------------------
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// Two phase constructor
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// ---------------------------------------------------------------------------
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CSvgTimer* CSvgTimer::NewLC( CSvgTimeContainer* aTimeContainer )
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{
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CSvgTimer* self = new ( ELeave ) CSvgTimer( aTimeContainer );
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CleanupStack::PushL( self );
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self->ConstructL();
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return self;
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}
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//
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// ---------------------------------------------------------------------------
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// Two phase constructor
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// ---------------------------------------------------------------------------
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CSvgTimer* CSvgTimer::NewL( CSvgTimeContainer* aTimeContainer )
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{
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CSvgTimer* self = NewLC( aTimeContainer );
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CleanupStack::Pop();
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return self;
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}
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// ---------------------------------------------------------------------------
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// Private method that builds the heap objects or performs leavable actions
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// during object construction
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// ---------------------------------------------------------------------------
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void CSvgTimer::ConstructL()
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{
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// Call the base class ConstructL
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CTimer::ConstructL();
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// Add to active scheduler
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CActiveScheduler::Add( this );
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}
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//
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// ---------------------------------------------------------------------------
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// Constructor
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// Initialized with a pointer to the time container
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// ---------------------------------------------------------------------------
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CSvgTimer::CSvgTimer( CSvgTimeContainer* aTimeContainer ) :
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CTimer( CActive::EPriorityStandard ),
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iTimeContainer( aTimeContainer )
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{
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ChangeFrameDuration( KMinFrameDelay );
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SetStrictFrameDuration( EFalse );
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ResetTime();
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}
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//
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// ---------------------------------------------------------------------------
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// Destructor
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// ---------------------------------------------------------------------------
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CSvgTimer::~CSvgTimer()
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{
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Cancel();
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}
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// ---------------------------------------------------------------------------
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// Reset the time
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// ---------------------------------------------------------------------------
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void CSvgTimer::ResetTime()
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{
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iTime = 0;
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iFrames = 0;
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iFirstFrameDrawn = EFalse;
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}
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// ---------------------------------------------------------------------------
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// Change the duration of the timer in milliseconds
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// ---------------------------------------------------------------------------
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void CSvgTimer::ChangeFrameDuration( TUint32 aFrameDuration )
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{
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// If delay duration is less then minimum-delay, set to minimum-delay
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if ( aFrameDuration < KMinFrameDelay )
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{
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aFrameDuration = KMinFrameDelay;
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}
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iFrameDuration = aFrameDuration;
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}
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// ---------------------------------------------------------------------------
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// Return the frames per 10-seconds
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// ---------------------------------------------------------------------------
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TUint CSvgTimer::Fps()
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{
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if ( iTime == 0 )
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{
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return 0;
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}
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// iTime is in milliseconds
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return ( 10000 * iFrames ) / iTime ;
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}
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// ---------------------------------------------------------------------------
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// Standard Active Object DoCancel
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// ---------------------------------------------------------------------------
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void CSvgTimer::DoCancel()
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{
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CTimer::DoCancel();
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}
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// ---------------------------------------------------------------------------
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// Standard Active Object RunL
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// ---------------------------------------------------------------------------
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void CSvgTimer::RunL()
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{
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// Check if timed entity not null
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if ( !iTimeContainer )
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{
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return;
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}
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#if 0
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// Check engine and document
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if ( !iSvgEngine || !iSvgEngine->Document() )
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{
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return;
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}
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// wait for images to finish decoding
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if ( !iSvgEngine->ReadyToRender() )
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{
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CActive::Deque();
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CActiveScheduler::Add( this );
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CTimer::After( 10 * 1000 );
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return;
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}
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#endif
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/********************** Generate first frame ********************/
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if ( !iFirstFrameDrawn )
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{
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iFirstFrameDrawn = ETrue;
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}
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else
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{
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/********************** After first frame ********************/
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TTime currentTime;
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currentTime.HomeTime();
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TUint32 elapsedTime = GetElapsedMilliseconds( iPreviousFrameTime, currentTime );
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// Cap elapsed time, if needed
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if ( iIsStrictFrameDuration &&
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elapsedTime > iFrameDuration )
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{
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elapsedTime = iFrameDuration;
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}
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// Generate frame
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iTime += elapsedTime;
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}
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// Mark time of new frame
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iPreviousFrameTime.HomeTime();
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// Generate new frame
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TUint32 sleepTime = GenerateFrameL( iTime );
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// Sleep to next frame
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if (
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( iTimeContainer->Document()->Engine()->SVGEngineState() == ESVGEngineRunning )
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&& ( iTimeContainer->GetCurTick().iParentTcTick < iTimeContainer->Document()->AnimationDuration() )
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)
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{
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// Dequeue to move this ActiveObject to the end of the list
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// to share processor with other AOs.
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CActive::Deque();
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CActiveScheduler::Add( this );
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CTimer::After( 1000 * sleepTime );
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}
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}
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// --------------------------------------------------------------------------
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// void CSvgTimer::SVGStop()
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// ---------------------------------------------------------------------------
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void CSvgTimer::SVGStop()
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{
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if ( IsActive() )
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{
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Cancel(); // stop current timer
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}
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iFirstFrameDrawn = EFalse;
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}
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// --------------------------------------------------------------------------
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// void CSvgTimer::SVGResume()
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// ---------------------------------------------------------------------------
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void CSvgTimer::SVGResume( TInt32 aTime )
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{
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if ( !IsActive() )
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{
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if ( aTime < 0 )
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{
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// Error, ( negative time ) set to default
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aTime = 1000;
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}
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CTimer::After( aTime ); // invoke initial timer event
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}
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}
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// --------------------------------------------------------------------------
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// void CSvgTimer::SetStartTime()
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// Reset animation time to zero
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// ---------------------------------------------------------------------------
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void CSvgTimer::SetStartTime()
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{
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SetSeekTime( 0 );
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}
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// --------------------------------------------------------------------------
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// void CSvgTimer::SetSeekTime( TUint32 aTime )
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// ---------------------------------------------------------------------------
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void CSvgTimer::SetSeekTime( TUint32 aTime )
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{
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// update the current time.
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iFirstFrameDrawn = EFalse;
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#if 0
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// the current home time needs to be updated.
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if ( iSvgEngine && iSvgEngine->Document() && aTime != iTime )
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{
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TSvgTimerEvent timeEvent( aTime );
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iSvgEngine->Document()->Reset( &timeEvent );
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}
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#endif
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iTime = aTime;
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if ( !IsActive() )
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{
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CTimer::After( 1000 );
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}
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}
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// --------------------------------------------------------------------------
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// void CSvgTimer::SetStrictFrameDuration( TBool aKeepStrictFrameDuration )
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// ---------------------------------------------------------------------------
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void CSvgTimer::SetStrictFrameDuration( TBool aKeepStrictFrameDuration )
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{
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iIsStrictFrameDuration = aKeepStrictFrameDuration;
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}
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// --------------------------------------------------------------------------
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// TUint32 CSvgTimer::GenerateFrameL( TUint32 aTime )
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// ---------------------------------------------------------------------------
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TUint32 CSvgTimer::GenerateFrameL( TUint32 aTime )
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{
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TTime startTime;
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startTime.HomeTime();
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TSvgTick lTick;
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lTick.iRealTimeTick = aTime;
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lTick.iParentTcTick = 0;
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iTimeContainer->ParentTimeContainerTick( lTick );
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#if 0
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// Request to drawn frame at given time
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TSvgTimerEvent timeEvent( aTime );
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iSvgEngine->ProcessEventL( iSvgEngine->Document(), &timeEvent );
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#endif
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TTime endTime;
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endTime.HomeTime();
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TUint32 elapsedTime = GetElapsedMilliseconds( startTime, endTime );
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// Calculate sleep time to next frame
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TUint32 sleepTime = KMinSleepDuration;
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if ( elapsedTime < iFrameDuration )
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{
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sleepTime = iFrameDuration - elapsedTime;
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if ( sleepTime < KMinSleepDuration )
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{
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sleepTime = KMinSleepDuration;
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}
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}
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iFrames++;
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return sleepTime;
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}
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// --------------------------------------------------------------------------
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// TUint32 CSvgTimer::GetElapsedMilliseconds( TTime& aStart, TTime& aEnd )
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// ---------------------------------------------------------------------------
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TUint32 CSvgTimer::GetElapsedMilliseconds( TTime& aStart, TTime& aEnd )
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{
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TTimeIntervalMicroSeconds interval64 = aEnd.MicroSecondsFrom( aStart );
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// in milliseconds
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return I64INT( interval64.Int64() ) / 1000;
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}
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