profilesservices/RingingTone3DPlugin/src/C3DAudioPattern.cpp
branchRCL_3
changeset 24 8ee96d21d9bf
parent 23 8bda91a87a00
child 25 7e0eff37aedb
--- a/profilesservices/RingingTone3DPlugin/src/C3DAudioPattern.cpp	Thu Aug 19 10:12:30 2010 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,321 +0,0 @@
-/*
-* 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:  Handles accessing 3D motion pattern data.
-*
-*/
-
-
-
-// INCLUDE FILES
-#include "C3DAudioPattern.h"		// C3DAudioPattern
-#include <s32std.h>				// RReadStream, RWriteStream
-
-// CONSTANTS
-// Granularity for array holding updates.
-const TInt KPatternArrayGranularity = 84;
-
-// Maximum length for name of the pattern.
-const TUint KMaxPatternNameLength = 100;
-
-// ============================ MEMBER FUNCTIONS ===============================
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::NewL
-// Two-phased constructor. 
-// -----------------------------------------------------------------------------
-//
-C3DAudioPattern* C3DAudioPattern::NewL()
-    {
-    C3DAudioPattern * self = C3DAudioPattern::NewLC();
-    CleanupStack::Pop( self );
-    return self;
-    }
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::NewLC
-// Two-phased constructor. Leaves pointer on cleanup stack.
-// -----------------------------------------------------------------------------
-//
-C3DAudioPattern* C3DAudioPattern::NewLC()
-    {
-    C3DAudioPattern * self = new ( ELeave ) C3DAudioPattern();
-    CleanupStack::PushL( self );
-    return self;
-    }
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::NewL
-// Two-phased constructor. 
-// -----------------------------------------------------------------------------
-//
-
-C3DAudioPattern* C3DAudioPattern::NewL( RReadStream& aStream )
-	{
-	C3DAudioPattern* self = C3DAudioPattern::NewLC( aStream );
-	CleanupStack::Pop( self );
-	return self;
-	}
-
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::NewLC
-// Two-phased constructor. Leaves pointer on cleanup stack.
-// -----------------------------------------------------------------------------
-//
-C3DAudioPattern* C3DAudioPattern::NewLC( RReadStream& aStream )
-	{
-	C3DAudioPattern* self = new ( ELeave ) C3DAudioPattern();
-	CleanupStack::PushL( self );
-	self->InternalizeL( aStream );
-	return self;
-	}
-
-
-// Destructor
-C3DAudioPattern::~C3DAudioPattern()
-    {
-    iScript.Close();
-    iLoops.Close();
-    iOpenLoops.Close();
-    delete iName;
-    }
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::ExternalizeL
-// Externalizes pattern to writestream.
-// -----------------------------------------------------------------------------
-//
-void C3DAudioPattern::ExternalizeL(	RWriteStream& aStream ) const
-	{
-	// Name of the pattern
-	aStream << *iName;
-	
-	// Initial doppler and reverb.
-	aStream.WriteInt8L( iInitialDoppler );
-	aStream.WriteUint8L( iInitialReverb );
-
-	// Number of loops
-	aStream.WriteUint8L( iLoops.Count() );
-	// Each loop
-	for ( TInt i = 0; i < iLoops.Count(); ++i )
-		{
-		aStream.WriteUint8L( iLoops[i].iLoopStart );
-		aStream.WriteUint8L( iLoops[i].iLoopEnd );
-		aStream.WriteUint8L( iLoops[i].iCount );
-		}
-
-	// Number of updates in the script		
-	aStream.WriteUint8L( iScript.Count() );
-	// Each update
-	for ( TInt i = 0; i < iScript.Count(); ++i )
-		{
-		// Position of the update
-		aStream.WriteInt16L( iScript[i].iPosition.iX );
-		aStream.WriteInt16L( iScript[i].iPosition.iY );
-		aStream.WriteInt16L( iScript[i].iPosition.iZ );
-		
-		// Velocity of the update
-		aStream.WriteInt8L( iScript[i].iVelocity.iScalar );
-		aStream.WriteUint16L( iScript[i].iVelocity.iScalarVelocity );
-		aStream.WriteInt16L( iScript[i].iVelocity.iXVector );
-		aStream.WriteInt16L( iScript[i].iVelocity.iYVector );
-		aStream.WriteInt16L( iScript[i].iVelocity.iZVector );
-		
-		// Time reserved for the update.
-		aStream.WriteUint16L( iScript[i].iDTime );
-		}
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::InternalizeL
-// Internalizes pattern from readstream
-// -----------------------------------------------------------------------------
-//
-void C3DAudioPattern::InternalizeL(	RReadStream& aStream )
-	{
-	// Internalize the name from stream.
-	delete iName;
-	iName = NULL;
-	iName = HBufC8::NewL( aStream, KMaxPatternNameLength );
-	
-	// Initial doppler and reverberation
-	iInitialDoppler = aStream.ReadInt8L();
-	iInitialReverb = aStream.ReadUint8L();
-
-	// Reset the array of loops.
-	iLoops.Reset();
-	TInt loopCount = aStream.ReadUint8L();
-	// Read each loop.
-	for (TInt i = 0; i < loopCount; ++i)
-		{
-		T3DLoop tempLoop;
-		tempLoop.iLoopStart = aStream.ReadUint8L();
-		tempLoop.iLoopEnd = aStream.ReadUint8L();
-		tempLoop.iCount = aStream.ReadUint8L();
-		iLoops.AppendL( tempLoop );
-		}
-	
-	// Reset the array of loops.
-	iScript.Reset();
-	TInt scriptCount = aStream.ReadUint8L();
-	// Read each update.
-	for (TInt i = 0; i < scriptCount; ++i)
-		{
-		T3DPosition tempPosition;
-		tempPosition.iX = aStream.ReadInt16L();
-		tempPosition.iY = aStream.ReadInt16L();
-		tempPosition.iZ = aStream.ReadInt16L();
-		
-		T3DVelocity tempVelocity;
-		tempVelocity.iScalar = aStream.ReadInt8L();
-		tempVelocity.iScalarVelocity = aStream.ReadUint16L();
-		tempVelocity.iXVector = aStream.ReadInt16L();
-		tempVelocity.iYVector = aStream.ReadInt16L();
-		tempVelocity.iZVector = aStream.ReadInt16L();
-		
-		T3DScriptUpdate tempScript;
-		tempScript.iDTime = aStream.ReadUint16L();
-		tempScript.iPosition = tempPosition;
-		tempScript.iVelocity = tempVelocity;
-		iScript.AppendL( tempScript );
-		}
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::SetName
-// Set the name of the pattern. Memory will be allocated.
-// -----------------------------------------------------------------------------
-//
-void C3DAudioPattern::SetNameL( const TDesC8& aName )
-	{
-	delete iName;
-	iName = NULL;
-	iName = aName.AllocL();
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::SetReverb
-// Set the value of reverberation.
-// -----------------------------------------------------------------------------
-//	
-void C3DAudioPattern::SetReverb( const TUint aReverb )
-	{
-	iInitialReverb = aReverb;
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::SetDoppler
-// Set the status of doppler.
-// -----------------------------------------------------------------------------
-//		
-void C3DAudioPattern::SetDoppler( const TBool aDoppler )
-	{
-	iInitialDoppler = aDoppler;
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::AddUpdate
-// Adds a update to script.
-// -----------------------------------------------------------------------------
-//
-void C3DAudioPattern::AddUpdateL( T3DScriptUpdate& aUpdate )
-	{
-	User::LeaveIfError( iScript.Append( aUpdate ) );
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::StartLoop
-// Start loop at current place in the script.
-// -----------------------------------------------------------------------------
-//
-void C3DAudioPattern::StartLoopL( TUint& aCount )
-	{
-	// Create T3DLoop and append it to array.
-	T3DLoop loop = { iScript.Count(), 0, aCount };
-	User::LeaveIfError( iLoops.Append( loop ) );
-	
-	// 	Update open loops array, to be able to determine which loop to end.
-	User::LeaveIfError( iOpenLoops.Append( iLoops.Count() - 1 ) );
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::EndLoop
-// End the lastly started loop.
-// -----------------------------------------------------------------------------
-//	
-void C3DAudioPattern::EndLoop()
-	{
-	// There is at least one open loop.
-	if ( iOpenLoops.Count() != 0 )
-		{
-		// Get the index of the loop.
-		TInt aIndex = iOpenLoops[ iOpenLoops.Count() - 1 ];
-		// Set the index of loop end and remove loop from array of open loops.
-		iLoops[ aIndex ].iLoopEnd = iScript.Count() - 1;
-		iOpenLoops.Remove( iOpenLoops.Count() - 1 );
-		}
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::Name
-// Get the name of the pattern.
-// -----------------------------------------------------------------------------
-//	
-const TDesC8& C3DAudioPattern::Name()
-    {
-    return *iName;
-    }
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::Script
-// Get the script of pattern.
-// -----------------------------------------------------------------------------
-//	
-RArray< T3DScriptUpdate > C3DAudioPattern::Script()
-	{
-	return iScript;
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::DopplerAvailable
-// Is doppler available in the pattern.
-// -----------------------------------------------------------------------------
-//		
-TBool C3DAudioPattern::DopplerAvailable() const
-	{
-	return iInitialDoppler;
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::Reverb
-// Get initial reverb of pattern.
-// -----------------------------------------------------------------------------
-//			
-TInt C3DAudioPattern::Reverb() const
-	{
-	return iInitialReverb;
-	}
-
-// -----------------------------------------------------------------------------
-// C3DAudioPattern::C3DAudioPattern
-// C++ default constructor can NOT contain any code, that
-// might leave.
-// -----------------------------------------------------------------------------
-//
-C3DAudioPattern::C3DAudioPattern(): 
-	iScript( KPatternArrayGranularity )
-    {
-    }
-
-// End of File