Merge 1. Pull in cpp files in the performance enhanced Khronos RI OVG files which are newly added. I've ignored platform-specific cpp files for linux, macosx, and null operating systems because this local solution has its own platform glue (i.e. facility to target Bitmaps but no full windowing support). I've ignored sfEGLInterface.cpp because this is used as a bridge to go from EGL to Nokia's Platsim which offers an EGL service. That's not relevant to this implementation because this is ARM side code, not Intel side. I just left a comment to sfEGLInterface.cpp in case we need to pick up this later on. The current code compiles on winscw. Prior to this fix, the code works on winscw, and can launch the SVG tiger (tiger.exe). That takes about 20 seconds to render. I hope to always be able to show this icon on each commit, and the plan is for the render time to reduce with this series of submissions. On this commit, the tiger renders ok in 20 seconds.
// Copyright (c) 1999-2009 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:
// Demonstration handwriting class
//
//
#if !defined(__HANDANIM_H__)
#define __HANDANIM_H__
#if !defined(__E32STD_H__)
#include <e32std.h>
#endif
#if !defined(__E32BASE_H__)
#include <e32base.h>
#endif
#if !defined(__GDI_H__)
#include <gdi.h>
#endif
#if !defined(__W32ADLL_H__)
#include <w32adll.h>
#endif
#if !defined(__HANDCMD_H__)
#include "HANDCMD.H"
#endif
class CPointStore : public CBase
{
public:
CPointStore();
void ConstructL();
void AddPoint(TPoint aPoint);
TInt GetChar();
void ClearPoints();
private:
CArrayFixFlat<TPoint> *iPoints;
TInt iNumPoints;
};
class CHandWritingAnimDll : public CAnimDll
{
public:
CAnim *CreateInstanceL(TInt aType);
private:
};
class CHandWritingAnim : public CSpriteAnim
{
public:
enum TState
{
EHwStateDeactive,
EHwStateInactive, //Waiting for first point
EHwStateWaitingMove, //Waiting to see if a period elapses before the first move
EHwStateDrawing, //Pen down and drawing
EHwStateWaitingStroke, //Waiting for new stroke
};
public:
~CHandWritingAnim();
//pure virtual functions from MEventHandler
TBool OfferRawEvent(const TRawEvent &aRawEvent);
//pure virtual functions from CAnim
void ConstructL(TAny *aArgs);
void Animate(TDateTime *aDateTime);
void Redraw();
void Command(TInt aOpcode, TAny *aArgs);
TInt CommandReplyL(TInt aOpcode, TAny *aArgs);
void FocusChanged(TBool aState);
private:
void Activate();
void Deactivate();
void SpriteChangeL(TBool aUsingSeparateMask);
void SetDrawData(THandwritingDrawData *aDrawData);
TBool HandlePointerDown(TPoint aPoint);
TBool HandlePointerMove(TPoint aPoint);
TBool HandlePointerUp(TPoint aPoint);
void DrawPoint();
void DrawLine(TPoint aEndPoint);
void UpdateSprite();
void StartTimer();
void SendEatenDownEvent();
void CharacterFinished();
void ClearSprite();
private:
TInt iState;
CFbsBitmapDevice *iBitmapDevice;
CFbsBitmapDevice *iMaskBitmapDevice;
CFbsBitGc *iSpriteGc;
TBool iIsMask;
THandwritingDrawData iDrawData;
TPoint iCurrentDrawPoint;
TTime iDownTime; //Will need to use this when taken base changes
CPointStore *iPointStore;
TInt iLastGeneratedCharacter;
};
#endif