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// Copyright (c) 1997-2009 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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@internalComponent
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*/
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#if !defined(__BMPANSRV_H__)
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#define __BMPANSRV_H__
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#include <e32std.h>
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#include <w32adll.h>
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#include "bmpanconsts.h"
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#include "bmpancli.h"
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#include <e32math.h>
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enum TBitmapAnimServerPanic
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{
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EAnimationServerPanicIndexOutOfRange,
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EAnimationServerPanicFrameIntervalNegative
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};
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// For packaging the new animation position offset
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struct SBitmapAnimNewPosition
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{
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TPoint iPosition;
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};
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// For packaging the new animation index
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struct SBitmapAnimIndexFrame
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{
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TInt iIndex;
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};
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// For packaging the number of cycles
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struct SBitmapAnimNumberOfCycles
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{
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TInt iCycles;
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};
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/**
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TFrameData
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This class is used for packaging the data of one frame.
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*/
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class TFrameData
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{
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public:
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TInt iBitmapHandle;
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TInt iMaskBitmapHandle;
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TPoint iPosition;
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TInt iIntervalInMilliSeconds; // the time is expressed in ms
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};
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/**
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TBmpAnimAttributes
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This class is used for packaging the attriutes of the animation.
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*/
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class TBmpAnimAttributes
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{
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public:
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TBool iFlash;
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TInt iFrameIntervalInMilliSeconds;
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CBitmapAnimClientData::TPlayMode iPlayMode;
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};
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/**
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class MBitmapAnimTimerObserver
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*/
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class MBitmapAnimTimerObserver
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{
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public:
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virtual void DisplayNextFrameL()=0;
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};
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/**
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class CBitmapAnimTimer
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This class is used to determine when to swap the current frame with the next one.
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*/
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class CBitmapAnimTimer : public CTimer
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{
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public:
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~CBitmapAnimTimer();
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static CBitmapAnimTimer* NewL(MBitmapAnimTimerObserver* aObserver);
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void RunL();
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private:
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CBitmapAnimTimer(MBitmapAnimTimerObserver* aObserver);
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void ConstructL();
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private:
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MBitmapAnimTimerObserver* iAnimate;
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};
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/**
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class MBitmapAnimFlashTimerObserver
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*/
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class MBitmapAnimFlashTimerObserver
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{
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public:
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virtual void FlashFrame(TBool aFlash)=0;
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};
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/**
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class CBitmapAnimFlashTimer
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*/
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class CBitmapAnimFlashTimer : public CTimer
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{
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public:
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~CBitmapAnimFlashTimer();
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static CBitmapAnimFlashTimer* NewL(MBitmapAnimFlashTimerObserver* aObserver);
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void DoCancel();
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void RunL();
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private:
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CBitmapAnimFlashTimer(MBitmapAnimFlashTimerObserver* aObserver);
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void ConstructL();
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private:
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MBitmapAnimFlashTimerObserver* iAnimate;
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TBool iFlash;
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};
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/**
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class CBitmapAnimFrameData
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This class encapsulates the information of one frame.
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*/
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class CBitmapAnimFrameData : public CBase
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{
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public:
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static CBitmapAnimFrameData* NewL();
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static CBitmapAnimFrameData* NewLC();
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~CBitmapAnimFrameData();
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void FillFrameDataL(const TFrameData& aFrameDataArg);
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void CheckAndCreateBitmapsL();
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private:
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CBitmapAnimFrameData();
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void InitialiseMembers();
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public:
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CFbsBitmap* iBitmap;
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CFbsBitmap* iMaskBitmap;
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TPoint iPosition;
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TTimeIntervalMicroSeconds32 iInterval;
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};
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/**
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class CBitmapAnim
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This class encapsulates the enire animation: attributes and frames.
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*/
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class CBitmapAnim : public CFreeTimerWindowAnim, MBitmapAnimTimerObserver//, MBitmapAnimFlashTimerObserver
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{
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public:
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~CBitmapAnim();
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static CBitmapAnim* NewL();
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private:
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CBitmapAnim();
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private:
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enum TAnimateFlags
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{
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// State
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ERunning = 0x0001,
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EFlashing = 0x0002,
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EFrozen = 0x0004,
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// Play mode
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EPlayModeCycle = 0x0010,
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EPlayModeBounce = 0x0020,
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EPlayForwards = 0x0040,
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EPlayBackwards = 0x0080,
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// General
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EFlash = 0x0100,
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ENoBitmapWindowRestoring = 0x0800,
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EDisplayLastFrameWhenFinished = 0x4000,
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};
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private: //Pure Virtual function from CAnim
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virtual void ConstructL(TAny *aArgs, TBool aHasFocus);
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virtual void Command(TInt aOpcode, TAny* aArgs);
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virtual TInt CommandReplyL(TInt aOpcode, TAny *aArgs);
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virtual void Animate(TDateTime* aDateTime);
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virtual void Redraw();
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virtual void FocusChanged(TBool aState);
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private: //Pure Virtual function from MEventHandler
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virtual TBool OfferRawEvent(const TRawEvent &aRawEvent);
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private: //Pure Virtual function from MBitmapAnimTimerObserver
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virtual void DisplayNextFrameL();
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private: //Pure Virtual function from MBitmapAnimFlashTimerObserver
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virtual void FlashFrame(TBool aFlash);
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private:
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void AppendFrameL(const TFrameData& aFrameData);
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inline TInt Count() const;
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void DisplayFrame(TInt aPreviousIndex=-1);
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void DrawBitmap(TInt aPreviousIndex=-1, TBool aRedraw=EFalse);
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inline TBool IsFrameDisplayable() const;
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inline TBool IsRunning() const;
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inline TBool IsFrozen() const;
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void ResetAnimation();
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void ClearFrameNow(TInt aIndex);
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void RenderFrameBackground(TInt aIndex);
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TRect CalcFrameRect(TInt aIndex);
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void SetBackgroundFrameL(TFrameData aFrameDataArg);
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void SetFlash(TBmpAnimAttributes aFlash);
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void SetFrameInterval(TBmpAnimAttributes aFrameInterval);
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TInt SetIndexFrame(SBitmapAnimIndexFrame aIndexFrame);
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void SetNumberOfCycles(SBitmapAnimNumberOfCycles aNumberOfCycles);
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void SetPlayMode(TBmpAnimAttributes aPlayMode);
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void SetPosition(SBitmapAnimNewPosition aNewPosition);
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void StartAnimationL();
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void StopAnimation();
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void UpdateCurrentIndex();
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inline TRect WindowRect() const;
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static TBool FrameNeedsRedrawing(const TRegion* aRedrawRegion, TRect aFrameScreenRect);
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void ResetFrameArray();
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void ClearFrameData();
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private:
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RPointerArray<CBitmapAnimFrameData> iBitmapAnimFrameDataArray;
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CBitmapAnimTimer* iAnimTimer;
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CBitmapAnimFlashTimer* iFlashTimer;
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CBitmapAnimFrameData* iBackgroundFrame;
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//
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TInt iDummy;
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TInt iFlags;
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TInt iIndex;
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TInt iNumberOfCycles;
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TPoint iPosition;
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TInt iWindowConfig;
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TTimeIntervalMicroSeconds32 iFrameInterval;
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};
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// Returns the number of frames store in the frame array.
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inline TInt CBitmapAnim::Count() const
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{ return iBitmapAnimFrameDataArray.Count(); }
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// Returns ETrue every time the index frame is valid, otherwise it returns EFalse.
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inline TBool CBitmapAnim::IsFrameDisplayable() const
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{ return ( (iIndex >= 0) && iBitmapAnimFrameDataArray[iIndex]->iBitmap ); }
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// Returns ETrue if the animation is running, otherwise it returns EFalse.
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inline TBool CBitmapAnim::IsRunning() const
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{ return iFlags&ERunning; }
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//Returns ETrue if the animation is frozen (app is not in the foreground)
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inline TBool CBitmapAnim::IsFrozen() const
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{ return iFlags&EFrozen; }
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// Returns the available window rect.
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inline TRect CBitmapAnim::WindowRect() const
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{ return TRect(TPoint(0, 0), iWindowFunctions->WindowSize()); }
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/**
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CBitmapAnimDll class
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*/
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class CBitmapAnimDll : public CAnimDll
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{
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public:
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CBitmapAnimDll();
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virtual CAnim* CreateInstanceL(TInt aType);
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};
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/**
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global functions
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*/
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GLREF_C void Panic(TBitmapAnimServerPanic aReason);
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#endif
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