epoc32/include/bmpancli.h
branchSymbian2
changeset 2 2fe1408b6811
parent 0 061f57f2323e
     1.1 --- a/epoc32/include/bmpancli.h	Tue Nov 24 13:55:44 2009 +0000
     1.2 +++ b/epoc32/include/bmpancli.h	Tue Mar 16 16:12:26 2010 +0000
     1.3 @@ -1,1 +1,179 @@
     1.4 -bmpancli.h
     1.5 +// Copyright (c) 1997-2009 Nokia Corporation and/or its subsidiary(-ies).
     1.6 +// All rights reserved.
     1.7 +// This component and the accompanying materials are made available
     1.8 +// 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
     1.9 +// which accompanies this distribution, and is available
    1.10 +// at the URL "http://www.symbianfoundation.org/legal/licencesv10.html".
    1.11 +//
    1.12 +// Initial Contributors:
    1.13 +// Nokia Corporation - initial contribution.
    1.14 +//
    1.15 +// Contributors:
    1.16 +//
    1.17 +// Description:
    1.18 +//
    1.19 +
    1.20 +
    1.21 +#if !defined(__BMPANCLI_H__)
    1.22 +#define __BMPANCLI_H__
    1.23 +
    1.24 +#include <e32base.h>
    1.25 +#include <w32std.h>
    1.26 +#include <fbs.h>
    1.27 +
    1.28 +//
    1.29 +// CFrameData
    1.30 +//
    1.31 +
    1.32 +
    1.33 +/** 
    1.34 +Encapsulates the information required for one frame of an animation. 
    1.35 +
    1.36 +Each animation frame includes a bitmap that is displayed in a specified position 
    1.37 +for a specified length of time. You can optionally include a mask that either 
    1.38 +hides part of the bitmap, or makes part of the bitmap transparent so that the 
    1.39 +background can be seen.
    1.40 +
    1.41 +You will probably need to define several frames for a complete animation. 
    1.42 +When you have defined the frames you require, use CBitmapAnimClientData to 
    1.43 +construct the animation itself. 
    1.44 +
    1.45 +@publishedAll
    1.46 +@released 
    1.47 +*/
    1.48 +class CBitmapFrameData : public CBase
    1.49 +	{
    1.50 +public:
    1.51 +	IMPORT_C ~CBitmapFrameData();
    1.52 +	IMPORT_C static CBitmapFrameData* NewL();
    1.53 +	IMPORT_C static CBitmapFrameData* NewL(CFbsBitmap* aBitmap, CFbsBitmap* aMask=NULL);
    1.54 +	IMPORT_C static CBitmapFrameData* NewL(CFbsBitmap* aBitmap, CFbsBitmap* aMask, TInt aIntervalInMilliSeconds, TPoint aPosition);
    1.55 +//
    1.56 +	IMPORT_C void SetBitmap(CFbsBitmap* aBitmap);
    1.57 +	IMPORT_C void SetMask(CFbsBitmap* aMask);
    1.58 +	IMPORT_C void SetPosition(TPoint aPosition);
    1.59 +	IMPORT_C void SetInterval(TInt aIntervalInMilliSeconds);
    1.60 +	IMPORT_C void SetBitmapsOwnedExternally(TBool aOwnedExternally);
    1.61 +//
    1.62 +	IMPORT_C CFbsBitmap* Bitmap() const;
    1.63 +	IMPORT_C CFbsBitmap* Mask() const;
    1.64 +	IMPORT_C TInt IntervalInMilliSeconds() const;
    1.65 +	IMPORT_C TPoint Position() const;
    1.66 +	IMPORT_C TBool BitmapsOwnedExternally() const;
    1.67 +private:
    1.68 +	CBitmapFrameData();
    1.69 +private:
    1.70 +	CFbsBitmap* iBitmap;
    1.71 +	CFbsBitmap* iMaskBitmap;
    1.72 +	TBool iBitmapsOwnedExternally;
    1.73 +	TInt iIntervalInMilliSeconds;
    1.74 +	TPoint iPosition;
    1.75 +	};
    1.76 +
    1.77 +
    1.78 +//
    1.79 +// CBitmapAnimClientData
    1.80 +//
    1.81 +
    1.82 +
    1.83 +/** 
    1.84 +Encapsulates one or more animation frames into an entire animation.
    1.85 +
    1.86 +In addition to specifying the frames you wish to include in your animation, 
    1.87 +you can also specify:
    1.88 +
    1.89 +- whether the animation will flash
    1.90 +
    1.91 +- whether the animation is played once, or continuously
    1.92 +
    1.93 +- the background frame that is drawn to clear each frame in the animation
    1.94 +
    1.95 +You can also specify a default frame interval that is used for all frames 
    1.96 +in an animation. If the interval is already set for any of the individual 
    1.97 +frames, that takes precedence.
    1.98 +
    1.99 +When you have defined your animation, use RBitmapAnim to play the animation. 
   1.100 +
   1.101 +@publishedAll 
   1.102 +@released 
   1.103 +*/
   1.104 +class CBitmapAnimClientData : public CBase
   1.105 +	{
   1.106 +public:
   1.107 +	/** Animation play mode flags. 
   1.108 +
   1.109 +	The animation can be played in any of the ways described below. */
   1.110 +	enum TPlayMode
   1.111 +		{
   1.112 +		/** Plays the animation once, from the first frame to the last one. */
   1.113 +		EPlay		= 0x00,
   1.114 +		/** Plays the animation from the first frame to the last one continuously. */
   1.115 +		ECycle		= 0x01,
   1.116 +		/** Plays the animation from the first frame to the last one then from the last 
   1.117 +		frame to the first continuously. */
   1.118 +		EBounce		= 0x02
   1.119 +		};
   1.120 +public:
   1.121 +	IMPORT_C static CBitmapAnimClientData* NewL();
   1.122 +	IMPORT_C ~CBitmapAnimClientData();
   1.123 +//
   1.124 +	IMPORT_C void AppendFrameL(CBitmapFrameData* aFrame);
   1.125 +	IMPORT_C void ResetFrameArray();
   1.126 +	IMPORT_C void SetBackgroundFrame(CBitmapFrameData* aBackgroundFrame);
   1.127 +	IMPORT_C void SetFlash(TBool aFlash);
   1.128 +	IMPORT_C void SetFrameInterval(TInt aFrameIntervalInMilliSeconds);
   1.129 +	IMPORT_C void SetPlayMode(TPlayMode aPlayMode);
   1.130 +//
   1.131 +	IMPORT_C CBitmapFrameData* BackgroundFrame() const;
   1.132 +	IMPORT_C TBool Flash() const;
   1.133 +	IMPORT_C const CArrayPtrFlat<CBitmapFrameData>& FrameArray() const;
   1.134 +	IMPORT_C TInt FrameIntervalInMilliSeconds() const;
   1.135 +	IMPORT_C TPlayMode PlayMode() const;
   1.136 +//
   1.137 +	IMPORT_C TInt DurationInMilliSeconds() const;
   1.138 +	IMPORT_C TSize Size() const;
   1.139 +private:
   1.140 +	CBitmapAnimClientData();
   1.141 +private:
   1.142 +	TBool iFlash;
   1.143 +	TPlayMode iPlayMode;
   1.144 +	TInt iFrameIntervalInMilliSeconds;
   1.145 +	CArrayPtrFlat<CBitmapFrameData> iFrameArray;
   1.146 +	CBitmapFrameData* iBackgroundFrame;
   1.147 +	};
   1.148 +
   1.149 +
   1.150 +
   1.151 +/** 
   1.152 +Enables a client to package animation data, and send it to the window server 
   1.153 +for display.
   1.154 +
   1.155 +Before using RBitmapAnim, a client must instantiate an RAnimDll. This provides 
   1.156 +a reference to the window server DLL that runs the animation specified through 
   1.157 +the RBitmapAnim() object. To complete construction, call ConstructL(). 
   1.158 +
   1.159 +@publishedAll 
   1.160 +@released 
   1.161 +*/
   1.162 +class RBitmapAnim : public RAnim
   1.163 +	{
   1.164 +public:
   1.165 +	IMPORT_C RBitmapAnim(RAnimDll& aAnimDll);
   1.166 +	IMPORT_C void ConstructL(const RWindowBase& aWindow);
   1.167 +	IMPORT_C void DisplayFrameL(TInt aIndex);
   1.168 +	IMPORT_C void SetBitmapAnimDataL(const CBitmapAnimClientData& aBitmapAnimData);
   1.169 +	IMPORT_C void SetFlashL(TBool aFlash);
   1.170 +	IMPORT_C void SetFrameIntervalL(TInt aFrameIntervalInMilliSeconds);
   1.171 +	IMPORT_C void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode);
   1.172 +	IMPORT_C void StartL();
   1.173 +	IMPORT_C void StopL();
   1.174 +	IMPORT_C void SetNumberOfCyclesL(TInt aNumberOfCycles);
   1.175 +	IMPORT_C void SetPositionL(TPoint aPosition);
   1.176 +private:
   1.177 +	void SetAttributesL(const CBitmapAnimClientData& aBitmapAnimData);
   1.178 +	void SetBackgroundFrameL(const CBitmapFrameData& aFrame);
   1.179 +	void SetFrameArrayL(const CArrayPtrFlat<CBitmapFrameData>& aFrameArray);
   1.180 +	void SetFrameL(const CBitmapFrameData& aFrame, TInt aOpCode);
   1.181 +	};
   1.182 +
   1.183 +#endif