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1 /* |
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2 * Copyright (c) 2005 Nokia Corporation and/or its subsidiary(-ies). |
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3 * All rights reserved. |
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4 * This component and the accompanying materials are made available |
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5 * under the terms of "Eclipse Public License v1.0" |
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6 * which accompanies this distribution, and is available |
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7 * at the URL "http://www.eclipse.org/legal/epl-v10.html". |
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8 * |
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9 * Initial Contributors: |
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10 * Nokia Corporation - initial contribution. |
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11 * |
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12 * Contributors: |
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13 * |
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14 * Description: Handles accessing 3D motion pattern data. |
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15 * |
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16 */ |
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17 |
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18 |
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19 |
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20 // INCLUDE FILES |
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21 #include "C3DAudioPattern.h" // C3DAudioPattern |
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22 #include <s32std.h> // RReadStream, RWriteStream |
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23 |
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24 // CONSTANTS |
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25 // Granularity for array holding updates. |
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26 const TInt KPatternArrayGranularity = 84; |
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27 |
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28 // Maximum length for name of the pattern. |
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29 const TUint KMaxPatternNameLength = 100; |
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30 |
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31 // ============================ MEMBER FUNCTIONS =============================== |
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32 |
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33 // ----------------------------------------------------------------------------- |
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34 // C3DAudioPattern::NewL |
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35 // Two-phased constructor. |
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36 // ----------------------------------------------------------------------------- |
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37 // |
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38 C3DAudioPattern* C3DAudioPattern::NewL() |
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39 { |
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40 C3DAudioPattern * self = C3DAudioPattern::NewLC(); |
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41 CleanupStack::Pop( self ); |
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42 return self; |
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43 } |
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44 |
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45 // ----------------------------------------------------------------------------- |
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46 // C3DAudioPattern::NewLC |
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47 // Two-phased constructor. Leaves pointer on cleanup stack. |
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48 // ----------------------------------------------------------------------------- |
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49 // |
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50 C3DAudioPattern* C3DAudioPattern::NewLC() |
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51 { |
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52 C3DAudioPattern * self = new ( ELeave ) C3DAudioPattern(); |
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53 CleanupStack::PushL( self ); |
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54 return self; |
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55 } |
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56 |
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57 // ----------------------------------------------------------------------------- |
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58 // C3DAudioPattern::NewL |
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59 // Two-phased constructor. |
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60 // ----------------------------------------------------------------------------- |
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61 // |
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62 |
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63 C3DAudioPattern* C3DAudioPattern::NewL( RReadStream& aStream ) |
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64 { |
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65 C3DAudioPattern* self = C3DAudioPattern::NewLC( aStream ); |
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66 CleanupStack::Pop( self ); |
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67 return self; |
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68 } |
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69 |
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70 |
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71 // ----------------------------------------------------------------------------- |
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72 // C3DAudioPattern::NewLC |
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73 // Two-phased constructor. Leaves pointer on cleanup stack. |
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74 // ----------------------------------------------------------------------------- |
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75 // |
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76 C3DAudioPattern* C3DAudioPattern::NewLC( RReadStream& aStream ) |
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77 { |
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78 C3DAudioPattern* self = new ( ELeave ) C3DAudioPattern(); |
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79 CleanupStack::PushL( self ); |
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80 self->InternalizeL( aStream ); |
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81 return self; |
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82 } |
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83 |
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84 |
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85 // Destructor |
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86 C3DAudioPattern::~C3DAudioPattern() |
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87 { |
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88 iScript.Close(); |
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89 iLoops.Close(); |
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90 iOpenLoops.Close(); |
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91 delete iName; |
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92 } |
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93 |
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94 // ----------------------------------------------------------------------------- |
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95 // C3DAudioPattern::ExternalizeL |
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96 // Externalizes pattern to writestream. |
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97 // ----------------------------------------------------------------------------- |
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98 // |
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99 void C3DAudioPattern::ExternalizeL( RWriteStream& aStream ) const |
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100 { |
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101 // Name of the pattern |
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102 aStream << *iName; |
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103 |
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104 // Initial doppler and reverb. |
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105 aStream.WriteInt8L( iInitialDoppler ); |
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106 aStream.WriteUint8L( iInitialReverb ); |
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107 |
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108 // Number of loops |
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109 aStream.WriteUint8L( iLoops.Count() ); |
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110 // Each loop |
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111 for ( TInt i = 0; i < iLoops.Count(); ++i ) |
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112 { |
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113 aStream.WriteUint8L( iLoops[i].iLoopStart ); |
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114 aStream.WriteUint8L( iLoops[i].iLoopEnd ); |
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115 aStream.WriteUint8L( iLoops[i].iCount ); |
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116 } |
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117 |
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118 // Number of updates in the script |
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119 aStream.WriteUint8L( iScript.Count() ); |
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120 // Each update |
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121 for ( TInt i = 0; i < iScript.Count(); ++i ) |
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122 { |
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123 // Position of the update |
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124 aStream.WriteInt16L( iScript[i].iPosition.iX ); |
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125 aStream.WriteInt16L( iScript[i].iPosition.iY ); |
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126 aStream.WriteInt16L( iScript[i].iPosition.iZ ); |
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127 |
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128 // Velocity of the update |
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129 aStream.WriteInt8L( iScript[i].iVelocity.iScalar ); |
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130 aStream.WriteUint16L( iScript[i].iVelocity.iScalarVelocity ); |
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131 aStream.WriteInt16L( iScript[i].iVelocity.iXVector ); |
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132 aStream.WriteInt16L( iScript[i].iVelocity.iYVector ); |
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133 aStream.WriteInt16L( iScript[i].iVelocity.iZVector ); |
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134 |
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135 // Time reserved for the update. |
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136 aStream.WriteUint16L( iScript[i].iDTime ); |
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137 } |
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138 } |
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139 |
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140 // ----------------------------------------------------------------------------- |
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141 // C3DAudioPattern::InternalizeL |
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142 // Internalizes pattern from readstream |
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143 // ----------------------------------------------------------------------------- |
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144 // |
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145 void C3DAudioPattern::InternalizeL( RReadStream& aStream ) |
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146 { |
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147 // Internalize the name from stream. |
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148 delete iName; |
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149 iName = NULL; |
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150 iName = HBufC8::NewL( aStream, KMaxPatternNameLength ); |
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151 |
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152 // Initial doppler and reverberation |
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153 iInitialDoppler = aStream.ReadInt8L(); |
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154 iInitialReverb = aStream.ReadUint8L(); |
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155 |
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156 // Reset the array of loops. |
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157 iLoops.Reset(); |
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158 TInt loopCount = aStream.ReadUint8L(); |
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159 // Read each loop. |
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160 for (TInt i = 0; i < loopCount; ++i) |
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161 { |
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162 T3DLoop tempLoop; |
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163 tempLoop.iLoopStart = aStream.ReadUint8L(); |
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164 tempLoop.iLoopEnd = aStream.ReadUint8L(); |
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165 tempLoop.iCount = aStream.ReadUint8L(); |
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166 iLoops.AppendL( tempLoop ); |
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167 } |
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168 |
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169 // Reset the array of loops. |
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170 iScript.Reset(); |
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171 TInt scriptCount = aStream.ReadUint8L(); |
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172 // Read each update. |
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173 for (TInt i = 0; i < scriptCount; ++i) |
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174 { |
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175 T3DPosition tempPosition; |
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176 tempPosition.iX = aStream.ReadInt16L(); |
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177 tempPosition.iY = aStream.ReadInt16L(); |
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178 tempPosition.iZ = aStream.ReadInt16L(); |
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179 |
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180 T3DVelocity tempVelocity; |
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181 tempVelocity.iScalar = aStream.ReadInt8L(); |
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182 tempVelocity.iScalarVelocity = aStream.ReadUint16L(); |
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183 tempVelocity.iXVector = aStream.ReadInt16L(); |
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184 tempVelocity.iYVector = aStream.ReadInt16L(); |
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185 tempVelocity.iZVector = aStream.ReadInt16L(); |
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186 |
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187 T3DScriptUpdate tempScript; |
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188 tempScript.iDTime = aStream.ReadUint16L(); |
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189 tempScript.iPosition = tempPosition; |
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190 tempScript.iVelocity = tempVelocity; |
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191 iScript.AppendL( tempScript ); |
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192 } |
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193 } |
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194 |
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195 // ----------------------------------------------------------------------------- |
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196 // C3DAudioPattern::SetName |
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197 // Set the name of the pattern. Memory will be allocated. |
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198 // ----------------------------------------------------------------------------- |
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199 // |
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200 void C3DAudioPattern::SetNameL( const TDesC8& aName ) |
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201 { |
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202 delete iName; |
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203 iName = NULL; |
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204 iName = aName.AllocL(); |
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205 } |
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206 |
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207 // ----------------------------------------------------------------------------- |
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208 // C3DAudioPattern::SetReverb |
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209 // Set the value of reverberation. |
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210 // ----------------------------------------------------------------------------- |
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211 // |
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212 void C3DAudioPattern::SetReverb( const TUint aReverb ) |
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213 { |
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214 iInitialReverb = aReverb; |
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215 } |
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216 |
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217 // ----------------------------------------------------------------------------- |
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218 // C3DAudioPattern::SetDoppler |
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219 // Set the status of doppler. |
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220 // ----------------------------------------------------------------------------- |
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221 // |
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222 void C3DAudioPattern::SetDoppler( const TBool aDoppler ) |
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223 { |
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224 iInitialDoppler = aDoppler; |
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225 } |
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226 |
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227 // ----------------------------------------------------------------------------- |
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228 // C3DAudioPattern::AddUpdate |
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229 // Adds a update to script. |
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230 // ----------------------------------------------------------------------------- |
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231 // |
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232 void C3DAudioPattern::AddUpdateL( T3DScriptUpdate& aUpdate ) |
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233 { |
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234 User::LeaveIfError( iScript.Append( aUpdate ) ); |
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235 } |
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236 |
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237 // ----------------------------------------------------------------------------- |
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238 // C3DAudioPattern::StartLoop |
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239 // Start loop at current place in the script. |
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240 // ----------------------------------------------------------------------------- |
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241 // |
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242 void C3DAudioPattern::StartLoopL( TUint& aCount ) |
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243 { |
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244 // Create T3DLoop and append it to array. |
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245 T3DLoop loop = { iScript.Count(), 0, aCount }; |
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246 User::LeaveIfError( iLoops.Append( loop ) ); |
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247 |
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248 // Update open loops array, to be able to determine which loop to end. |
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249 User::LeaveIfError( iOpenLoops.Append( iLoops.Count() - 1 ) ); |
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250 } |
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251 |
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252 // ----------------------------------------------------------------------------- |
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253 // C3DAudioPattern::EndLoop |
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254 // End the lastly started loop. |
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255 // ----------------------------------------------------------------------------- |
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256 // |
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257 void C3DAudioPattern::EndLoop() |
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258 { |
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259 // There is at least one open loop. |
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260 if ( iOpenLoops.Count() != 0 ) |
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261 { |
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262 // Get the index of the loop. |
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263 TInt aIndex = iOpenLoops[ iOpenLoops.Count() - 1 ]; |
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264 // Set the index of loop end and remove loop from array of open loops. |
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265 iLoops[ aIndex ].iLoopEnd = iScript.Count() - 1; |
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266 iOpenLoops.Remove( iOpenLoops.Count() - 1 ); |
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267 } |
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268 } |
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269 |
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270 // ----------------------------------------------------------------------------- |
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271 // C3DAudioPattern::Name |
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272 // Get the name of the pattern. |
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273 // ----------------------------------------------------------------------------- |
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274 // |
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275 const TDesC8& C3DAudioPattern::Name() |
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276 { |
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277 return *iName; |
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278 } |
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279 |
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280 // ----------------------------------------------------------------------------- |
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281 // C3DAudioPattern::Script |
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282 // Get the script of pattern. |
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283 // ----------------------------------------------------------------------------- |
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284 // |
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285 RArray< T3DScriptUpdate > C3DAudioPattern::Script() |
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286 { |
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287 return iScript; |
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288 } |
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289 |
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290 // ----------------------------------------------------------------------------- |
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291 // C3DAudioPattern::DopplerAvailable |
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292 // Is doppler available in the pattern. |
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293 // ----------------------------------------------------------------------------- |
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294 // |
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295 TBool C3DAudioPattern::DopplerAvailable() const |
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296 { |
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297 return iInitialDoppler; |
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298 } |
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299 |
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300 // ----------------------------------------------------------------------------- |
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301 // C3DAudioPattern::Reverb |
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302 // Get initial reverb of pattern. |
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303 // ----------------------------------------------------------------------------- |
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304 // |
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305 TInt C3DAudioPattern::Reverb() const |
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306 { |
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307 return iInitialReverb; |
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308 } |
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309 |
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310 // ----------------------------------------------------------------------------- |
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311 // C3DAudioPattern::C3DAudioPattern |
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312 // C++ default constructor can NOT contain any code, that |
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313 // might leave. |
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314 // ----------------------------------------------------------------------------- |
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315 // |
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316 C3DAudioPattern::C3DAudioPattern(): |
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317 iScript( KPatternArrayGranularity ) |
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318 { |
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319 } |
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320 |
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321 // End of File |