/*
* 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.Append( 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.Append( 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