examples/SFExamples/Graphics_Images/src/Animation_Control.cpp

00001 /*
00002 Copyright (c) 2002-2011 Nokia Corporation and/or its subsidiary(-ies). All rights reserved.
00003 
00004 Redistribution and use in source and binary forms, with or without
00005 modification, are permitted provided that the following conditions are met:
00006 
00007 * Redistributions of source code must retain the above copyright notice, this
00008   list of conditions and the following disclaimer.
00009 * Redistributions in binary form must reproduce the above copyright notice,
00010   this list of conditions and the following disclaimer in the documentation
00011   and/or other materials provided with the distribution.
00012 * Neither the name of Nokia Corporation nor the names of its contributors
00013   may be used to endorse or promote products derived from this software
00014   without specific prior written permission.
00015 
00016 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
00017 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
00018 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
00019 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
00020 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
00021 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
00022 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
00023 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
00024 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
00025 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00026 
00027 Description:  
00028 */ 
00029 #include <eiklabel.h>
00030 #include <eikenv.h>
00031 
00032 #include "Animation_Control.h"
00033 
00034 
00035 #include <aknutils.h> 
00036 
00037 
00038 const TInt KFrameReadInterval = 200000;
00039 
00040 /*
00041 -----------------------------------------------------------------------------
00042 -----------------------------------------------------------------------------
00043 */ 
00044 CAnimationControl* CAnimationControl::NewL(CCoeControl& aContainer,const TRect& aRect, const TDesC& aFileName)
00045         {
00046         CAnimationControl* self = CAnimationControl::NewLC(aContainer,aRect,aFileName);
00047         CleanupStack::Pop( self );
00048         return self;
00049         }
00050 /*
00051 -----------------------------------------------------------------------------
00052 -----------------------------------------------------------------------------
00053 */ 
00054 CAnimationControl* CAnimationControl::NewLC(CCoeControl& aContainer,const TRect& aRect, const TDesC& aFileName)
00055         {
00056         CAnimationControl* self = new ( ELeave ) CAnimationControl;
00057         CleanupStack::PushL( self );
00058         self->ConstructL(aContainer,aRect,aFileName);
00059         return self;
00060         }
00061 /*
00062 -----------------------------------------------------------------------------
00063 -----------------------------------------------------------------------------
00064 */ 
00065 CAnimationControl::~CAnimationControl()
00066         {
00067     if (iFrameReadTimer)
00068         {
00069         iFrameReadTimer->Cancel();
00070         }
00071         
00072     delete iFrameReadTimer;
00073     
00074         delete iAniFrame_Reader;
00075         delete iBitmap; 
00076         delete iBitmapDevice;
00077         delete iGraphicsContext;
00078         }
00079 /*
00080 -----------------------------------------------------------------------------
00081 -----------------------------------------------------------------------------
00082 */      
00083 void CAnimationControl::ConstructL(CCoeControl& aContainer,const TRect& aRect, const TDesC& aFileName)
00084         {
00085         SetContainerWindowL(aContainer);
00086         
00087         SetRect( aRect );
00088                 
00089         // construct the animation frame reader
00090         iAniFrame_Reader = CAniFrame_Reader::NewL(*this,aFileName);
00091         
00092         // get the actual size of the animation frame
00093         TSize imgSiz = iAniFrame_Reader->AniFrameSizeL();
00094         
00095         // if we got the size, then there are frames, and we can start
00096         if(imgSiz.iWidth > 0
00097         && imgSiz.iHeight> 0)
00098                 {
00099                 // construct the bitmap for drawing the animation frames
00100                 // use the actual size of the animation frames
00101                 iBitmap = new(ELeave)CFbsBitmap();
00102                 iBitmap->Create(imgSiz,EColor16M);
00103         
00104                 // constrct the graphics device & context for drawing
00105                 iBitmapDevice = CFbsBitmapDevice::NewL(iBitmap);
00106                 User::LeaveIfError(iBitmapDevice->CreateContext(iGraphicsContext));
00107                 
00108                 // read the first animation frame
00109                 iAniFrame_Reader->NextImageL();
00110                 }
00111         
00112         ActivateL();
00113         }
00114 /*
00115 -------------------------------------------------------------------------------
00116 iFrameReadTimer calls this function periodically to tell us to show the next frame
00117 -------------------------------------------------------------------------------
00118 */      
00119 TInt CAnimationControl::DoReadNextFrameL(TAny* aPtr)
00120         {
00121         CAnimationControl* self = static_cast<CAnimationControl*>(aPtr);
00122 
00123         if(self->iAniFrame_Reader)// check that the reader has been constructed
00124                 {       // and read the next frame
00125                 self->iAniFrame_Reader->NextImageL();
00126                 }
00127     
00128         return KErrNone;
00129         }
00130 /*
00131 -----------------------------------------------------------------------------
00132 iAniFrame_Reader, uses this function to give use the frame we asked it to read
00133 so we can draw it to teh bitmap for showing into the screen
00134 -----------------------------------------------------------------------------
00135 */      
00136 void CAnimationControl::AppendFrameL(CFbsBitmap& aImage,CFbsBitmap& aMask,TRect aArea, TBool aReDraw)
00137         {
00138         if(iGraphicsContext)// make sure we have the context constructed
00139                 {
00140                 // check the size of the image for drawing
00141                 TSize imgSiz(aImage.SizeInPixels());
00142                 
00143                 if(aReDraw)
00144                         {// if its complete re-draw, we do not need to use the mask
00145                         iGraphicsContext->DrawBitmap(TRect(0,0,imgSiz.iWidth,imgSiz.iHeight),&aImage);
00146                         }
00147                 else
00148                         {       // othervise we need to check the position 
00149                         // and use the mask to draw the frame on top of the old bitmap image
00150                         iGraphicsContext->DrawBitmapMasked(aArea,&aImage,TRect(0,0,imgSiz.iWidth,imgSiz.iHeight),&aMask,EFalse);
00151                         }
00152                 }
00153         
00154         if(!iFrameReadTimer)
00155                 {       // if it is first time we did this, we'll start the periodic timer
00156                 iFrameReadTimer = CPeriodic::NewL(CActive::EPriorityHigh);
00157                 iFrameReadTimer->Start(KFrameReadInterval, KFrameReadInterval, TCallBack(DoReadNextFrameL, this));
00158                 }
00159         
00160         DrawNow();
00161         }
00162 /*
00163 -----------------------------------------------------------------------------
00164 normal Draw funtion for CCoeControl, which is used to draw to the screen
00165 -----------------------------------------------------------------------------
00166 */ 
00167 void CAnimationControl::Draw( const TRect& /*aRect*/ ) const
00168         {
00169         CWindowGc& gc = SystemGc();
00170     
00171     if(iBitmap)// Check that we have the bitmap constructed
00172                 {
00173                 if(iBitmap->Handle())// and it has valid bitmap
00174                         {
00175                         // just draw it to fill the whole container screen
00176                         // so not caring about the scaling issues in here.
00177                         gc.DrawBitmap(Rect(),iBitmap);  
00178                         }
00179                 }
00180         }
00181 
00182 // End of File

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