realtimenetprots/sipfw/SampleApp/gameengine/Src/SIPExStateLocal.cpp
changeset 0 307788aac0a8
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/realtimenetprots/sipfw/SampleApp/gameengine/Src/SIPExStateLocal.cpp	Tue Feb 02 01:03:15 2010 +0200
@@ -0,0 +1,166 @@
+
+// Copyright (c) 2004-2009 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:
+//
+
+
+
+// INCLUDES
+#include    "SIPExStateLocal.h"
+#include    "SIPExGameEngine.h"
+#include    "SIPExSIPEngine.h"
+#include    "SIPExGameConstants.h"
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::CursorPressed
+// Game state is updated.
+// Move is sent to the remote peer. If WIN the state is Registered.
+// otherwise turn is moved to remote.
+// -----------------------------------------------------------------------------
+// 
+void TSIPExStateLocal::CursorPressed( CSIPExEngine* aContext )
+    {
+    TInt y = aContext->CalculatePos();
+	if ( y != -1 ) 
+        {
+        aContext->SetBoard( aContext->Cursor(), y, 1 );
+		aContext->IncreaseMovesBy( 1 );
+		aContext->SendMessage( aContext->Cursor(), y );
+		TInt ret = aContext->IsWin( aContext->Cursor(),y ); 
+		
+        if (ret == 1) 
+            {
+            ChangeState( aContext, aContext->iStateRemote );
+            aContext->StatusInfoL( KYouWin() );
+            EndGameL( aContext );
+			}
+        else  if ( aContext->Moves() == KMaxMoves ) 
+            {
+            ChangeState( aContext, aContext->iStateRemote );
+			aContext->StatusInfoL( KGameTie() );
+            EndGameL( aContext );
+		    }         
+        else 
+            {
+            ChangeState( aContext, aContext->iStateRemote );
+            aContext->StatusInfoL( KWaitingRemote() );
+			}
+		}
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::CursorRight
+// Game state is updated.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::CursorRight( CSIPExEngine* aContext )
+    {
+    aContext->SetCursor( aContext->Cursor() + 1 );
+	if ( aContext->Cursor() > KBoxCountX - 1 )
+        {
+		aContext->SetCursor( 0 );
+        }
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::CursorLeft
+// Game state is updated.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::CursorLeft( CSIPExEngine* aContext )
+    {
+	aContext->SetCursor( aContext->Cursor() - 1 );
+	if ( aContext->Cursor() < 0 )
+        {
+		aContext->SetCursor( KBoxCountX - 1 );
+        }
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::DrawCursor
+// Returns always ETrue, because it is local player's turn we have to draw the
+// cursor.
+// -----------------------------------------------------------------------------
+//   
+TBool TSIPExStateLocal::DrawCursor()
+    {
+    return ETrue;
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::SendInstantMsgL
+// Calls base classes function to send the instant message.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::SendInstantMsgL( CSIPExEngine* aContext, 
+            const TDesC& aAddress, const TDesC& aMsg )
+    {
+    HBufC8* addr = HBufC8::NewLC( aAddress.Length() );
+    addr->Des().Copy( aAddress );
+
+    HBufC8* msg = HBufC8::NewLC( aMsg.Length() );
+    msg->Des().Copy( aMsg );
+
+    aContext->SIPEngine()->CreateIML( *msg, *addr );
+
+    CleanupStack::PopAndDestroy( msg );
+    CleanupStack::PopAndDestroy( addr );
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::InviteL
+// Notifies the UI.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::InviteL( 
+    CSIPExEngine* aContext, 
+    const TDesC& /*aAddress*/ )
+    {
+    aContext->InfoL( KGameAlreadyRunning() );
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::DisableProfile
+// Notifies the UI.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::DisableProfileL( CSIPExEngine* aContext )
+    {
+    aContext->InfoL( KGameAlreadyRunning() );
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::EndGameL
+// Notifies the UI and changes the active state to the Registered.
+// The socket engine will be deleted and the SIP session ended.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::EndGameL( CSIPExEngine* aContext )
+    {
+    aContext->SIPEngine()->EndSessionL();
+    }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateLocal::MoveCursorL
+// Moves cursor into the new position.
+// -----------------------------------------------------------------------------
+//   
+void TSIPExStateLocal::MoveCursorL( 
+    CSIPExEngine* aContext, 
+    const TInt aNewPosition )
+    {
+    aContext->SetCursor( aNewPosition );
+    }
+
+// End of file