Apply Faisal's first patch from Bug 2354
- First resolve some the the bit rot in graphics MCL to get it to compile, then fix some performance issues in OpenWF
// Copyright (c) 1995-2009 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:
//
#include "Graphics/WSGRAPHICDRAWER.H"
#include <Graphics/WSGRAPHICDRAWERINTERFACE.H>
#include "Graphics/wsgraphicdrawerinternal.h"
// TGraphicDrawerId \\\\\\\\\\\\\\\\\\\\\\\\
EXPORT_C TInt TGraphicDrawerId::Compare(const TGraphicDrawerId& aOther) const
/** Compares another ID with this for equality.
@param aOther the ID to be compared with this.
@return 0 if identical, -1 if this is less than aOther and 1 if this is greater than aOther
*/ {
// id is expected to differ most 99.99% of the time
if(iId < aOther.iId)
{
return -1;
}
else if(iId > aOther.iId)
{
return 1;
}
// else we have to compare the iIsUid flag too; again, expect it to be a match 99.99% of these times
else if(iIsUid == aOther.iIsUid)
{
return 0;
}
// collisions of id but not iIsUid are going to be really really rare
else if(iIsUid)
{
return 1;
}
else
{
return -1;
}
}
EXPORT_C TInt TGraphicDrawerId::Compare(const TGraphicDrawerId& aFirst,const TGraphicDrawerId& aSecond)
/** Compares two IDs for equality.
@param aFirst the ID to be compared with aSecond
@param aSecond the ID to be compared with aFirst
@return 0 if identical, -1 if aFirst is less than aSecond and 1 if aFirst is greater than aSecond
*/ {
return aFirst.Compare(aSecond);
}
// MWsAnimationScheduler \\\\\\\\\\\\\\\\\\\\\\\\
EXPORT_C void MWsAnimationScheduler::Animate(MWsScreen& aScreen)
/** Calls the screen's OnAnimation() callback
@param aScreen the screen to be called back
*/ {
aScreen.OnAnimation(NULL);
}
EXPORT_C void MWsAnimationScheduler::Animate(MWsScreen& aScreen, TRequestStatus* aFinished)
/** Calls the screen's OnAnimation() callback.
@param aScreen The screen to be called back.
@param aFinished If not NULL, then this is signalled when the next (down stream) render stage
is ready to recieve further updates. Note that it is valid to call Animate() again, before aFinished is signalled,
but the render-stage pipeline may not be ready to recieve updates.*/
{
aScreen.OnAnimation(aFinished);
}
EXPORT_C void MWsAnimationScheduler::Redraw(MWsScreen& aScreen)
/** Calls the screen's Redraw() method
@param aScreen the screen to be redrawn
*/ {
aScreen.Redraw();
}
EXPORT_C TBool MWsAnimationScheduler::RedrawInvalid(MWsScreen& aScreen,const TArray<TGraphicDrawerId>& aInvalid)
/** Calls the screen's RedrawInvalid() method
@param aScreen the screen to be signalled to redraw any affected areas
@param the list of graphic IDs that are invalid
@return whether the screen drew anything
*/ {
return aScreen.RedrawInvalid(aInvalid);
}
// MWsObjectProvider \\\\\\\\\\\\\\\\\\\\\\\\
EXPORT_C TAny* MWsObjectProvider::ResolveObjectInterface(TUint /*aTypeId*/)
{
return NULL;
}
// MWsGraphicDrawerEnvironment \\\\\\\\\\\\\\\\\\\\\\\\