epoc32/include/mmf/server/mmfdatapath2.h
author William Roberts <williamr@symbian.org>
Wed, 31 Mar 2010 12:33:34 +0100
branchSymbian3
changeset 4 837f303aceeb
permissions -rw-r--r--
Current Symbian^3 public API header files (from PDK 3.0.h)
This is the epoc32/include tree with the "platform" subtrees removed, and
all but a selected few mbg and rsg files removed.
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// Copyright (c) 2008-2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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/**
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 @file
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 @internalTechnology 
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*/
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#ifndef MMFDATAPATH2_H
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#define MMFDATAPATH2_H
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#include <mmf/common/mmfcontroller.h>
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#include <mmf/server/mmfdatasource.h>
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#include <mmf/server/mmfdatasink.h>
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#include <mmf/server/mmfcodec.h>
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#include <mmf/server/mmfbuffer.h>
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#include <mmf/common/mmfutilities.h>
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#include <mmf/server/mmfformat.h>
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#include <mmf/server/mmfsubthreadbase.h>
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#include <mmf/server/mmfdatapath.h>
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/**
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This class is an extended version of CMMFDataPath. CMMFDataPath is extended to implement the loop play 
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functionality in the controller. This class overrides some of the virual functions of CMMFDataPath in order to
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implement the loop play functionality. All the controller plugins that require loop play functionality should
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use CMMFDataPath2 in place of CMMFDataPath.
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@see CMMFDataPath
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*/
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class CMMFDataPath2 : public CMMFDataPath
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	{
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public:
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	//CMMFDataPath2 constructor if codec Uid is not already known by CMMFController
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	//and there is no data path ambiguity - ie only one data path is possible
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	IMPORT_C static CMMFDataPath2* NewL(MAsyncEventHandler& aEventHandler); 
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	//CMMFDataPath2 constructor if codec Uid is not already known by CMMFController
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	//and there is ambiguity ie more than one possible data path TMediaId used to select path 
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	IMPORT_C static CMMFDataPath2* NewL(TMediaId aMediaId, MAsyncEventHandler& aEventHandler); 
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	//CMMFDataPath2 constructor if codec Uid is already known by CMMFController
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	//and there is no data path ambiguity - ie only one data path is possible
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	IMPORT_C static CMMFDataPath2* NewL(TUid aCodecUid, MAsyncEventHandler& aEventHandler); 
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	//CMMFDataPath2 constructor if codec Uid is already known by CMMFController
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	//and there is ambiguity ie more than one possible data path TMediaId used to select path 
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	IMPORT_C static CMMFDataPath2* NewL(TUid aCodecUid, TMediaId aMediaId, MAsyncEventHandler& aEventHandler);
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	virtual ~CMMFDataPath2();
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	virtual void BufferFilledL(CMMFBuffer* aBuffer); //called by the CMMFDataPath's MDataSource when it has filled the buffer
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	virtual void PrimeL();
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	virtual void PlayL();
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	virtual void Pause();
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	virtual void Stop();
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	virtual void SetPositionL(const TTimeIntervalMicroSeconds& aPosition);
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	virtual TTimeIntervalMicroSeconds Position() const;
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	// Called when source and sink needs to be de-referenced
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	virtual void ResetL();
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	void RunL();
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	// Set Repeats.
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	IMPORT_C void SetRepeats(TInt aRepeatNumberOfTimes, const TTimeIntervalMicroSeconds& aTrailingSilence);
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	IMPORT_C void SetDrmProperties(MDataSource* iDrmSource, TBool *aDisableAutoIntent);
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	IMPORT_C void RetainRepeatInfo();
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	IMPORT_C void PreEmptionPause();
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protected:
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	CMMFDataPath2(TMediaId aMediaId, MAsyncEventHandler& aEventHandler);
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	void ConstructL(TUid aCodecUid = KNullUid);
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	void FillSourceBufferL();
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	void DoFillSourceBufferL();
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	TTimeIntervalMicroSeconds CalculateAudioOutputPosition() const;
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	//called when trailing silence playback is complete
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	static TInt RepeatTrailingSilenceTimerComplete(TAny* aDataPath);
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	TInt DoRepeatTrailingSilenceTimerCompleteL();
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	void PlaySilence();
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	void DoStopL();
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	void DoPauseL();
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	void DoCancel();
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	TTimeIntervalMicroSeconds OutputPosition() const;
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	void DoPreEmptionPauseL();
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protected:
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	/**
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    The number of times to repeat the audio sample. 
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    */
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    TInt iNumberOfTimesToRepeat;
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    /**
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    The number of times played. 
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    */
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    TInt iNumberOfTimesPlayed;
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	/**
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    The time interval of the trailing silence in microseconds.
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	*/
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	TTimeIntervalMicroSeconds iTrailingSilence;
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	/**
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    The time interval of the trailing silence left to play in microseconds.
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	*/
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	TTimeIntervalMicroSeconds iTrailingSilenceLeftToPlay;
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	/**
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    The time left for the play to be completed in a particular repeat
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	*/
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	TTimeIntervalMicroSeconds iTimeLeftToPlayComplete;
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	/**
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	Timer used for trailing silences when repeating
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	*/
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	CPeriodic* iRepeatTrailingSilenceTimer;
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	//This variable stores the devsound time played when the play is repositioned
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	TTimeIntervalMicroSeconds iDevSoundRepositionTime;
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	//states when the silence period between repeats needs to be verified
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	TBool iVerifyPlayComplete;
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	//For Drm implementation during repeats
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	MDataSource* iDrmSource;
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	TBool* iDisableAutoIntent;
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	TBool iRetainRepeatInfo;
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	TBool iGetTimePlayedSupported;
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	TBool iIsResumeSupported;
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	TBool iIsUsingResumeSupport;
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	}; 
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#endif