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/*
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* Copyright (c) 2007-2008 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: Default effect order manager
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*
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*/
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// Include Files
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#include "shwdefaulteffectmanager.h"
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#include <e32math.h>
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#include <glxlog.h>
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#include <glxtracer.h>
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#include "shwcleanupwrapper.h"
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#include "shweffect.h"
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#include "shwconstants.h"
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#include "shwslideshowenginepanic.h"
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// -----------------------------------------------------------------------------
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// C++ Constructor. Save a few bits of rom with inlining
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// -----------------------------------------------------------------------------
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inline CShwDefaultEffectManager::CShwDefaultEffectManager()
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: iEffectOrder( MShwEffectManager::EEffectOrderLinear ) // default order
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{
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TRACER("CShwDefaultEffectManager::CShwDefaultEffectManager()");
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GLX_LOG_INFO( "CShwDefaultEffectManager::CShwDefaultEffectManager()" );
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// no implementation required
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}
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// -----------------------------------------------------------------------------
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// NewL. Static construction
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// -----------------------------------------------------------------------------
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CShwDefaultEffectManager* CShwDefaultEffectManager::NewL()
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{
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TRACER("CShwDefaultEffectManager::NewL()");
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GLX_LOG_INFO( "CShwDefaultEffectManager::NewL" );
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CShwDefaultEffectManager* self = new( ELeave ) CShwDefaultEffectManager;
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return self;
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}
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// -----------------------------------------------------------------------------
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// Destructor.
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// -----------------------------------------------------------------------------
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CShwDefaultEffectManager::~CShwDefaultEffectManager()
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{
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TRACER("CShwDefaultEffectManager::~CShwDefaultEffectManager");
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GLX_LOG_INFO( "CShwDefaultEffectManager::~CShwDefaultEffectManager" );
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// Delete the effect objects
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ResetAndDestroyEffects( iAvailableEffects );
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iAvailableEffects.Close();
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// Close the "working" effects array
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// Note that iEffects just references the same elements as iAvailableEffects
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// so don't delete them again.
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iEffects.Close();
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}
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// -----------------------------------------------------------------------------
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// AddEffectL.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::AddEffectL( MShwEffect* aEffect )
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{
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TRACER("CShwDefaultEffectManager::AddEffectL");
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GLX_LOG_INFO( "CShwDefaultEffectManager::AddEffectL" );
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// dont add NULLs to the array
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if( aEffect )
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{
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iAvailableEffects.AppendL( aEffect );
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}
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}
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// -----------------------------------------------------------------------------
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// CurrentEffect.
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// -----------------------------------------------------------------------------
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MShwEffect* CShwDefaultEffectManager::CurrentEffect()
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{
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TRACER("CShwDefaultEffectManager::CurrentEffect");
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GLX_LOG_INFO( "CShwDefaultEffectManager::CurrentEffect" );
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// check that we have something in iEffects
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__ASSERT_DEBUG( iEffects.Count() > 0 && iEffects.Count() > iCurrentEffect,
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NShwEngine::Panic( NShwEngine::EIncorrectEffectIndex ) );
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return iEffects[ iCurrentEffect ];
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}
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// -----------------------------------------------------------------------------
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// Effect
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// -----------------------------------------------------------------------------
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MShwEffect* CShwDefaultEffectManager::Effect( TInt aDirection )
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{
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TRACER("CShwDefaultEffectManager::Effect");
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GLX_LOG_INFO1( "CShwDefaultEffectManager::Effect, direction %d",
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aDirection );
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// check that we have something in iEffects
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__ASSERT_DEBUG( iEffects.Count() > 0 && iEffects.Count() > iCurrentEffect,
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NShwEngine::Panic( NShwEngine::EIncorrectEffectIndex ) );
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TInt nextEffectIndex = CalculateNextEffectIndex( aDirection );
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return iEffects[ nextEffectIndex ];
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}
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// -----------------------------------------------------------------------------
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// ProceedToEffect.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::ProceedToEffect( TInt aDirection )
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{
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TRACER("CShwDefaultEffectManager::ProceedToEffect");
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GLX_LOG_INFO1( "CShwDefaultEffectManager::ProceedToEffect,\
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direction %d", aDirection );
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// calculate new effects
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CalculateEffects( aDirection );
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}
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// -----------------------------------------------------------------------------
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// SetEffectOrder.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::SetEffectOrder(MShwEffectManager::TShwEffectOrder
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aOrder)
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{
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TRACER("CShwDefaultEffectManager::SetEffectOrder");
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GLX_LOG_INFO("CShwDefaultEffectManager::SetEffectOrder");
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iEffectOrder = aOrder;
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/// @todo implement the rest for increment 7
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}
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// -----------------------------------------------------------------------------
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// EffectOrder.
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// -----------------------------------------------------------------------------
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MShwEffectManager::TShwEffectOrder CShwDefaultEffectManager::EffectOrder()
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{
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TRACER("CShwDefaultEffectManager::EffectOrder");
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GLX_LOG_INFO("CShwDefaultEffectManager::EffectOrder");
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return iEffectOrder;
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}
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// -----------------------------------------------------------------------------
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// SetProgrammedEffects.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::SetProgrammedEffects(
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RArray<TShwEffectInfo>& /*aEffects*/ )
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{
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TRACER("CShwDefaultEffectManager::SetProgrammedEffects");
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GLX_LOG_INFO("CShwDefaultEffectManager::SetProgrammedEffects");
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/// @todo implement for increment 7
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}
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// -----------------------------------------------------------------------------
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// SetDefaultEffect.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::SetDefaultEffectL( TShwEffectInfo aInfo )
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{
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TRACER("CShwDefaultEffectManager::SetDefaultEffectL");
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GLX_LOG_INFO( "CShwDefaultEffectManager::SetDefaultEffectL" );
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// Loop through the effects to find the one with matching info
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TInt index = iAvailableEffects.Count();
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MShwEffect* effect = NULL;
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while( index-- > 0 )
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{
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// get effect
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effect = iAvailableEffects[ index ];
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// get its info
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TShwEffectInfo info = effect->EffectInfo();
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// check if we got a match
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if( info == aInfo )
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{
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break;
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}
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}
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// if no effect or no match
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if( !effect || index < 0 )
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{
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// effect not found
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User::Leave( KErrArgument );
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}
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// Need to clone the effect as in current release
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// we have once single effect at a time and one effect instance can only
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// handle one visual
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/// @todo fix this so that once the effect order is solved, the effects
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/// are cloned as needed
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MShwEffect* clone = effect->CloneLC();
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iAvailableEffects.AppendL( clone );
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// This will cause a code scanner warning, but it is not possible to do
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// CleanupStack::Pop(clone) because the pointer pushed
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// onto the cleanup stack was either of class CShwZoomAndPanEffect
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// or a CShwCrossFadeEffect and the object 'clone' is of
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// class MShwEffect
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CleanupStack::Pop(); //clone
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iEffects.Append( effect );
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iEffects.Append( clone );
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// calculate the effects
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CalculateEffects( 1 );
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}
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// -----------------------------------------------------------------------------
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// GetActiveEffectsL
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::GetActiveEffectsL(
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RPointerArray< MShwEffect >& aEffects )
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{
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TRACER("CShwDefaultEffectManager::GetActiveEffectsL");
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GLX_LOG_INFO( "CShwDefaultEffectManager::GetActiveEffectsL" );
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ShwCleanupResetAndDestroyPushL(aEffects);
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// Retrieve each effect
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for( TInt i = 0; i < iEffects.Count(); ++i )
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{
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// append the effect pointer to the given array
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aEffects.AppendL( iEffects[i] );
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}
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CleanupStack::Pop(&aEffects);
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}
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// -----------------------------------------------------------------------------
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// CalculateEffects.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::CalculateEffects( TInt aDirection )
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{
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TRACER("CShwDefaultEffectManager::CalculateEffects");
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GLX_LOG_INFO1( "CShwDefaultEffectManager::CalculateEffects,\
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direction %d", aDirection );
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// This method updates both the current and next indices for the given
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// direction. If we're proceeding forwards, temporarily store the
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// "next" index to set it as "current" after the new "next" value has
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// been determined (as the next value is determined from the current value).
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if ( aDirection > 0 )
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{
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// Next effect is "forward"
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iCurrentEffect = iNextEffect;
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}
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else
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{
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// moving "backwards"
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iNextEffect = iCurrentEffect;
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}
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if( iEffectOrder == MShwEffectManager::EEffectOrderLinear )
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{
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// As iAvailableEffects is used to store the effects it can be
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// walked directly and the order will always be correct
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//
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TInt nextEffect = CalculateNextEffectIndex( aDirection );
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if ( aDirection > 0 )
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{
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// moving forwards
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iNextEffect = nextEffect;
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}
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else
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{
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// moving backwards
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iCurrentEffect = nextEffect;
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}
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}
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}
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// -----------------------------------------------------------------------------
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// ResetAndDestroyEffects.
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// -----------------------------------------------------------------------------
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void CShwDefaultEffectManager::ResetAndDestroyEffects(RArray< MShwEffect* >&
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aArray)
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{
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TRACER("CShwDefaultEffectManager::ResetAndDestroyEffects");
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// get the count
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TInt count = aArray.Count();
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GLX_LOG_INFO1(
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"CShwDefaultEffectManager::ResetAndDestroyEffects %d", count );
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// Delete the effect objects
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for( TInt i = 0; i < count; i++ )
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{
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// call the destructor
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delete aArray[ i ];
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}
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aArray.Reset();
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}
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// -----------------------------------------------------------------------------
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// CalculateNextEffectIndex.
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// -----------------------------------------------------------------------------
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TInt CShwDefaultEffectManager::CalculateNextEffectIndex( TInt aDirection )
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{
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TRACER("CShwDefaultEffectManager::CalculateNextEffectIndex");
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GLX_LOG_INFO1(
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"CShwDefaultEffectManager::CalculateNextEffectIndex %d", aDirection);
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TInt effectsCount = iEffects.Count();
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// Guard against direction exceeding the number of effects
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TInt direction = aDirection % effectsCount;
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TInt nextEffect = iCurrentEffect + direction;
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// ensure index is still in bounds
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if ( nextEffect < 0 )
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{
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// -ve index: wrap around to the last element
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nextEffect = effectsCount - 1;
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}
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else if ( nextEffect >= effectsCount )
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{
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// passed the end so return to the start.
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nextEffect = 0;
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}
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return nextEffect;
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}
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