Revise some of the compositor performance improvements to improve correctness.
Implement pixel blending using a variation of Jim Blinn's no-division blending algorithm.
Move transparency type simplification further up the composition code.
Remove some unnecessary fields.
Output to YUV implementation needs revision as it is actually converting from YUV (copy of source conversion code).
// Copyright (c) 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:
//
#ifndef OPENVGENGINE_H_
#define OPENVGENGINE_H_
#include "engine.h"
#include <VG/openvg.h>
#include <EGL/egl.h>
const TInt KMaxDisplayCoversExample3 = 40;
const TInt KMaxDisplayLeftExample3 = -3;
const TInt KMaxDisplayRightExample3 = 3;
// the max number of covers visible on the screen at any given time
const TInt KMaxCoversExample3 = 40;
class COpenVGEngine : public CBase, public MEngine
{
public:
static COpenVGEngine* NewL(RWindow& aWindow, EGLDisplay& aDisplay, EGLSurface& aSurface, EGLContext& aContext);
~COpenVGEngine();
TInt GetSpeed();
// From MEngine
void ActivateL();
void Deactivate();
void Step();
TBool IsPending();
void Refresh();
TKeyResponse HandleKeyEventL(const TKeyEvent& aKeyEvent);
private:
COpenVGEngine(RWindow& aWindow, EGLDisplay& aDisplay, EGLSurface& aSurface, EGLContext& aContext);
void DrawCover(TInt i);
void NextCover();
void PreviousCover();
void ToggleCoverReflection();
VGfloat GetMiddleCoverScalingFactor(VGfloat coverPosition);
private:
RWindow& iWindow;
EGLDisplay& iDisplay;
EGLSurface& iSurface;
EGLContext& iContext;
TPoint iOldPos;
TBool isResize;
VGfloat iCoverLocation[KMaxCoversExample3];
VGint iWantedCover;
TBool iHasPendingDraw;
TBool iShowCoverImage;
VGfloat iSpeedOffset;
TBool iShowMirror;
TSize iSurfaceSize;
VGfloat iSpeed;
RArray<VGImage> iImages;
TInt iCurrentImageIndex;
VGPaint iShadowPaint;
};
#endif