--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/javauis/amms_qt/mmacontrol/inc/cammsorientationcontrol.h Tue Aug 31 15:09:22 2010 +0300
@@ -0,0 +1,134 @@
+/*
+* 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: Manipulates the virtual orientation of an object.
+*
+*/
+
+
+#ifndef CAMMSORIENTATIONCONTROL_H
+#define CAMMSORIENTATIONCONTROL_H
+
+// INCLUDES
+#include <OrientationBase.h>
+#include "cammscontrol.h"
+
+// CONSTANS
+_LIT(KAMMSOrientationControl, "OrientationControl");
+
+// CLASS DECLARATION
+
+/**
+*
+* Controls for the Orientation Control effect.
+* This class delegates Orientation Control effect method calls to
+* CListenerOrientation.
+*
+*
+* @since 3.0
+*/
+NONSHARABLE_CLASS(CAMMSOrientationControl): public CAMMSControl
+{
+public: // Constructors and destructor
+ /**
+ * Destructor.
+ */
+ ~CAMMSOrientationControl();
+
+public: // New functions
+ /**
+ * Turns the object to the new orientation.
+ *
+ * The new orientation is given using rotation angles. A zero vector
+ * corresponds to the orientation pointing directly towards the negative
+ * Z-axis. Orientation is applied in the following order: heading,
+ * pitch, and roll. Therefore, notice that heading turns the X-axis and
+ * therefore affects the pitch, and similarly heading and pitch turn the
+ * Z-axis and therefore affect the roll.
+ *
+ * @param aHeading The rotation around the Y-axis in degrees.
+ * @param aPitch The rotation around the X-axis in degrees.
+ * @param aRoll The rotation around the Z-axis in degrees.
+ */
+ virtual void SetOrientationL(TInt aHeading, TInt aPitch, TInt aRoll);
+
+ /**
+ * Turns the object to the new orientation.
+ *
+ * The orientation is specified using two vectors, one specifying the
+ * direction of the front vector of the object in world coordinates, and
+ * another specifying the "above" vector of the object. The right and up
+ * vectors of the object are calculated by first normalizing both source
+ * vectors, then calculating the right vector as the cross product of the
+ * "above" vector and the front vector, and the up vector as a cross
+ * product of the front and right vectors.
+ *
+ * Because both vectors are normalized, they may be of any length.
+ *
+ * @param aFrontX X value of Front vector
+ * @param aFrontY Y value of Front vector
+ * @param aFrontZ Z value of Front vector
+ * @param aAboveX X value of Above vector
+ * @param aAboveY Y value of Above vector
+ * @param aAboveZ Z value of Above vector
+ *
+ * @par Leaving:
+ * @li \c KErrArgument - In case any of the parameters is a zero vector
+ * or they are parallel to each other.
+ * In that case, the orientation of the object remains unchanged.
+ */
+ virtual void SetOrientationL(TInt aFrontX,
+ TInt aFrontY,
+ TInt aFrontZ,
+ TInt aAboveX,
+ TInt aAboveY,
+ TInt aAboveZ);
+
+ /**
+ * Gets the orientation of the object using two vectors.
+ *
+ * Sets the location using cartesian right-handed coordinates that are
+ * relative to the origin. The measures are defined in units specified
+ * by GlobalManager.getUnitsPerMeter().
+ * Referenced memory of the arguments will contain the coordinate values.
+ *
+ * @param aFrontX X value of Front vector
+ * @param aFrontY Y value of Front vector
+ * @param aFrontZ Z value of Front vector
+ * @param aAboveX X value of Above vector
+ * @param aAboveY Y value of Above vector
+ * @param aAboveZ Z value of Above vector
+ */
+ virtual void OrientationVectors(TInt& aFrontX,
+ TInt& aFrontY,
+ TInt& aFrontZ,
+ TInt& aAboveX,
+ TInt& aAboveY,
+ TInt& aAboveZ);
+
+protected:
+ /**
+ * C++ default constructor, protected to allow access from derived class
+ * @param aPlayer Player that has this control.
+ */
+ CAMMSOrientationControl(CMMAPlayer* aPlayer);
+
+protected: // Data
+
+ /* Native orientation effect, set from derived classes */
+ COrientation* iOrientationEffect;
+};
+
+#endif // CAMMSORIENTATIONCONTROL_H
+
+