examples/sfexamples/RockPaperScissorsGameSourceCode_S60/RPS/src/rpsGameEngine.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 
00030 #include "rpsgameengine.h"
00031 #include "common.hrh"
00032 
00033 const TInt KPeriod = KOneSecondInMicroSeconds/30; 
00034 const TTimeIntervalSeconds KInactivityTimeout = 30; // 30 seconds user inactivity timeout
00035 
00036 class CInactivityTimer : public CTimer
00037         {
00038 public:
00039         static CInactivityTimer* NewL(CRpsGameEngine& aGameEngine);
00040         void StartInactivityMonitor(TTimeIntervalSeconds aSeconds);
00041 protected:
00042         CInactivityTimer(CRpsGameEngine& aRpsGameEngine);
00043         virtual void RunL();
00044 private:
00045         CRpsGameEngine& iGameEngine;
00046         TTimeIntervalSeconds iTimeout;
00047         };
00048         
00049 CInactivityTimer::CInactivityTimer(CRpsGameEngine& aRpsGameEngine)
00050 : CTimer(EPriorityLow), iGameEngine(aRpsGameEngine)
00051         {
00052         CActiveScheduler::Add(this);
00053         }
00054 
00055 CInactivityTimer* CInactivityTimer::NewL(CRpsGameEngine& aRpsGameEngine)
00056         {
00057         CInactivityTimer* me = new (ELeave) CInactivityTimer(aRpsGameEngine);
00058         CleanupStack::PushL(me);
00059         me->ConstructL();
00060         CleanupStack::Pop(me);
00061         return (me);
00062         }
00063 
00064 void CInactivityTimer::StartInactivityMonitor(TTimeIntervalSeconds aSeconds)
00065         {
00066         if (!IsActive())
00067                 {
00068                 iTimeout = aSeconds;
00069                 Inactivity(iTimeout);
00070                 }
00071         }
00072 
00073 void CInactivityTimer::RunL()
00074         {// Game has been inactive - no user input for iTimeout seconds
00075         iGameEngine.StopHeartbeat(ETrue); // Stops the game loop
00076         }
00077 
00078 
00079 // ============================================================================
00080 // CRpsGameEngine
00081 // ============================================================================
00082 CRpsGameEngine* CRpsGameEngine::NewL(MEngineObserver& aObs)
00083         {
00084         CRpsGameEngine* me = new (ELeave) CRpsGameEngine(aObs);
00085         CleanupStack::PushL(me);
00086         me->ConstructL();
00087         CleanupStack::Pop(me);
00088         return (me);
00089         }
00090 
00091 /*
00092 ============================================================================
00093 CRpsGameEngine's second phase constructor 
00094 ============================================================================
00095 */
00096 void CRpsGameEngine::ConstructL()
00097         {
00098         // Game screen manager
00099         iGameScreenMgr = CGameScreenManager::NewL(*this);       
00100         // Create timer for game loop.
00101         iPeriodicTimer = CPeriodic::NewL(CActive::EPriorityStandard);
00102         // Create the inactivity timer
00103         iInactivity = CInactivityTimer::NewL(*this);
00104         }
00105 
00106 /*
00107 ============================================================================
00108 CRpsGameEngine's constructor 
00109 ============================================================================
00110 */
00111 CRpsGameEngine::CRpsGameEngine(MEngineObserver& aObs)
00112 :       iObs(aObs)
00113         {}
00114 
00115 /*
00116 ============================================================================
00117 CRpsGameEngine's destructor
00118 ============================================================================
00119 */
00120 CRpsGameEngine::~CRpsGameEngine()
00121         {
00122         StopHeartbeat();
00123         delete iPeriodicTimer;
00124         
00125         if (iInactivity)
00126                 {
00127                 iInactivity->Cancel();
00128                 delete iInactivity;
00129                 }
00130         
00131         delete iGameScreenMgr;
00132         }
00133 
00134 /*
00135 ============================================================================
00136 Redraw the view every KPeriod and start monitoring the player inactivity.
00137 ============================================================================
00138 */
00139 void CRpsGameEngine::StartHeartbeat()
00140         {
00141         if (!iPeriodicTimer->IsActive())
00142                 iPeriodicTimer->Start(KPeriod, KPeriod, TCallBack(CRpsGameEngine::Tick, this));         
00143                 
00144         iInactivity->StartInactivityMonitor(KInactivityTimeout); // Notify if inactive for KInactivityTimeout   
00145         }
00146 
00147 /*
00148 ============================================================================
00149 Called when the game loses focus, closes or inactivity timeout occurs
00150 Called by the CRpsDestructor, so iPeriodicTimer pointer must be verified before use
00151 ============================================================================
00152 */
00153 void CRpsGameEngine::StopHeartbeat(TBool aTimedOut /*=EFalse*/)
00154         {
00155         if (aTimedOut)  // Only pause the game if a timeout 
00156                 {       
00157                 PauseGame(); // Pause the game
00158                 }
00159         
00160         if (iPeriodicTimer)
00161                 {
00162                 if (iPeriodicTimer->IsActive())
00163                         {
00164                         iPeriodicTimer->Cancel();
00165                         }
00166                 }
00167         }
00168 
00169 /*
00170 ============================================================================
00171 Called by framework when application focus changes
00172 ============================================================================
00173 */
00174 void CRpsGameEngine::FocusChanged(TBool aFocus)
00175         {
00176         if (aFocus)
00177                 {// Focus gained
00178                 StartHeartbeat();
00179                 }
00180         else
00181                 {// Focus lost
00182                 StopHeartbeat();
00183                 }
00184         }
00185 
00186 /*
00187 ============================================================================
00188 Handles key events
00189 ============================================================================
00190 */
00191 void CRpsGameEngine::KeyEvent(TUint& aKeyState)
00192         {
00193         CGameScreen* gameScreen = iGameScreenMgr->GameScreen();
00194         ASSERT(gameScreen);
00195         gameScreen->ProcessInput(aKeyState);            
00196         }
00197 
00198 /*
00199 ============================================================================
00200 Kick off the drawing of the current screen
00201 ============================================================================
00202 */
00203 void CRpsGameEngine::DrawGameScreen()
00204         {
00205         CGameScreen* gameScreen = iGameScreenMgr->GameScreen(); 
00206         ASSERT(gameScreen);
00207         gameScreen->DrawGameScreen();
00208         }
00209         
00210 /*
00211 ============================================================================
00212 Pause the game. The pause screen is displayed
00213 ============================================================================
00214 */
00215 void CRpsGameEngine::PauseGame()
00216         {
00217         iGameScreenMgr->SetGameState(CGameScreenManager::EPausedScreen); // Switch on the pause screen
00218         iGameScreenMgr->GameData().iRpsError = KErrTimedOut;
00219         iObs.UpdateScreen();            
00220         }
00221 
00222 /*
00223 ============================================================================
00224 Restart the game after a pause
00225 ============================================================================
00226 */
00227 void CRpsGameEngine::UnpauseGame()
00228         {// Start the game ticking again
00229         StartHeartbeat();
00230         }
00231 
00232 // --------------------------------------------------------------------------
00233 // Tick(TAny *aPtr)
00234 // --------------------------------------------------------------------------
00235 TInt CRpsGameEngine::Tick(TAny* aCallback)
00236         {
00237         ASSERT(aCallback);
00238         static_cast<CRpsGameEngine*>(aCallback)->GameLoop();
00239 
00240         // Returning a value of ETrue indicates the callback should be done again.
00241         return ETrue;
00242         }
00243 
00244 // --------------------------------------------------------------------------
00245 // GameLoop()
00246 // --------------------------------------------------------------------------
00247 void CRpsGameEngine::GameLoop()
00248         {
00249         iObs.UpdateScreen();
00250         }

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