epoc32/include/mw/bmpancli.h
author William Roberts <williamr@symbian.org>
Wed, 31 Mar 2010 12:27:01 +0100
branchSymbian2
changeset 3 e1b950c65cb4
parent 2 epoc32/include/bmpancli.h@2fe1408b6811
child 4 837f303aceeb
permissions -rw-r--r--
Attempt to represent the S^2->S^3 header reorganisation as a series of "hg rename" operations
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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 the License "Symbian Foundation License v1.0" to Symbian Foundation members and "Symbian Foundation End User License Agreement v1.0" to non-members
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// which accompanies this distribution, and is available
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// at the URL "http://www.symbianfoundation.org/legal/licencesv10.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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#if !defined(__BMPANCLI_H__)
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#define __BMPANCLI_H__
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#include <e32base.h>
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#include <w32std.h>
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#include <fbs.h>
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//
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// CFrameData
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//
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/** 
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Encapsulates the information required for one frame of an animation. 
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Each animation frame includes a bitmap that is displayed in a specified position 
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for a specified length of time. You can optionally include a mask that either 
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hides part of the bitmap, or makes part of the bitmap transparent so that the 
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background can be seen.
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You will probably need to define several frames for a complete animation. 
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When you have defined the frames you require, use CBitmapAnimClientData to 
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construct the animation itself. 
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@publishedAll
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@released 
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*/
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class CBitmapFrameData : public CBase
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	{
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public:
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	IMPORT_C ~CBitmapFrameData();
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	IMPORT_C static CBitmapFrameData* NewL();
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	IMPORT_C static CBitmapFrameData* NewL(CFbsBitmap* aBitmap, CFbsBitmap* aMask=NULL);
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	IMPORT_C static CBitmapFrameData* NewL(CFbsBitmap* aBitmap, CFbsBitmap* aMask, TInt aIntervalInMilliSeconds, TPoint aPosition);
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//
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	IMPORT_C void SetBitmap(CFbsBitmap* aBitmap);
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	IMPORT_C void SetMask(CFbsBitmap* aMask);
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	IMPORT_C void SetPosition(TPoint aPosition);
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	IMPORT_C void SetInterval(TInt aIntervalInMilliSeconds);
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	IMPORT_C void SetBitmapsOwnedExternally(TBool aOwnedExternally);
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//
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	IMPORT_C CFbsBitmap* Bitmap() const;
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	IMPORT_C CFbsBitmap* Mask() const;
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	IMPORT_C TInt IntervalInMilliSeconds() const;
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	IMPORT_C TPoint Position() const;
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	IMPORT_C TBool BitmapsOwnedExternally() const;
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private:
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	CBitmapFrameData();
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private:
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	CFbsBitmap* iBitmap;
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	CFbsBitmap* iMaskBitmap;
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	TBool iBitmapsOwnedExternally;
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	TInt iIntervalInMilliSeconds;
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	TPoint iPosition;
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	};
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//
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// CBitmapAnimClientData
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//
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/** 
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Encapsulates one or more animation frames into an entire animation.
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In addition to specifying the frames you wish to include in your animation, 
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you can also specify:
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- whether the animation will flash
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- whether the animation is played once, or continuously
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- the background frame that is drawn to clear each frame in the animation
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You can also specify a default frame interval that is used for all frames 
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in an animation. If the interval is already set for any of the individual 
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frames, that takes precedence.
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When you have defined your animation, use RBitmapAnim to play the animation. 
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@publishedAll 
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@released 
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*/
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class CBitmapAnimClientData : public CBase
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	{
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public:
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	/** Animation play mode flags. 
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	The animation can be played in any of the ways described below. */
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	enum TPlayMode
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		{
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		/** Plays the animation once, from the first frame to the last one. */
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		EPlay		= 0x00,
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		/** Plays the animation from the first frame to the last one continuously. */
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		ECycle		= 0x01,
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		/** Plays the animation from the first frame to the last one then from the last 
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		frame to the first continuously. */
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		EBounce		= 0x02
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		};
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public:
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	IMPORT_C static CBitmapAnimClientData* NewL();
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	IMPORT_C ~CBitmapAnimClientData();
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//
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	IMPORT_C void AppendFrameL(CBitmapFrameData* aFrame);
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	IMPORT_C void ResetFrameArray();
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	IMPORT_C void SetBackgroundFrame(CBitmapFrameData* aBackgroundFrame);
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	IMPORT_C void SetFlash(TBool aFlash);
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	IMPORT_C void SetFrameInterval(TInt aFrameIntervalInMilliSeconds);
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	IMPORT_C void SetPlayMode(TPlayMode aPlayMode);
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//
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	IMPORT_C CBitmapFrameData* BackgroundFrame() const;
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	IMPORT_C TBool Flash() const;
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	IMPORT_C const CArrayPtrFlat<CBitmapFrameData>& FrameArray() const;
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	IMPORT_C TInt FrameIntervalInMilliSeconds() const;
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	IMPORT_C TPlayMode PlayMode() const;
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//
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	IMPORT_C TInt DurationInMilliSeconds() const;
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	IMPORT_C TSize Size() const;
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private:
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	CBitmapAnimClientData();
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private:
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	TBool iFlash;
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	TPlayMode iPlayMode;
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	TInt iFrameIntervalInMilliSeconds;
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	CArrayPtrFlat<CBitmapFrameData> iFrameArray;
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	CBitmapFrameData* iBackgroundFrame;
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	};
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/** 
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Enables a client to package animation data, and send it to the window server 
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for display.
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Before using RBitmapAnim, a client must instantiate an RAnimDll. This provides 
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a reference to the window server DLL that runs the animation specified through 
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the RBitmapAnim() object. To complete construction, call ConstructL(). 
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@publishedAll 
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@released 
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*/
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class RBitmapAnim : public RAnim
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	{
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public:
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	IMPORT_C RBitmapAnim(RAnimDll& aAnimDll);
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	IMPORT_C void ConstructL(const RWindowBase& aWindow);
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	IMPORT_C void DisplayFrameL(TInt aIndex);
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	IMPORT_C void SetBitmapAnimDataL(const CBitmapAnimClientData& aBitmapAnimData);
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	IMPORT_C void SetFlashL(TBool aFlash);
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	IMPORT_C void SetFrameIntervalL(TInt aFrameIntervalInMilliSeconds);
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	IMPORT_C void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode);
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	IMPORT_C void StartL();
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	IMPORT_C void StopL();
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	IMPORT_C void SetNumberOfCyclesL(TInt aNumberOfCycles);
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	IMPORT_C void SetPositionL(TPoint aPosition);
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private:
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	void SetAttributesL(const CBitmapAnimClientData& aBitmapAnimData);
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	void SetBackgroundFrameL(const CBitmapFrameData& aFrame);
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	void SetFrameArrayL(const CArrayPtrFlat<CBitmapFrameData>& aFrameArray);
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	void SetFrameL(const CBitmapFrameData& aFrame, TInt aOpCode);
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	};
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#endif