williamr@2: // Copyright (c) 2004-2009 Nokia Corporation and/or its subsidiary(-ies). williamr@2: // All rights reserved. williamr@2: // This component and the accompanying materials are made available williamr@2: // 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 williamr@2: // which accompanies this distribution, and is available williamr@2: // at the URL "http://www.symbianfoundation.org/legal/licencesv10.html". williamr@2: // williamr@2: // Initial Contributors: williamr@2: // Nokia Corporation - initial contribution. williamr@2: // williamr@2: // Contributors: williamr@2: // williamr@2: // Description: williamr@2: // williamr@2: williamr@2: #ifndef __SPRITEANIMATION_H__ williamr@2: #define __SPRITEANIMATION_H__ williamr@2: williamr@2: #include williamr@2: williamr@2: #include williamr@2: #include williamr@2: williamr@2: #include williamr@2: #include williamr@2: williamr@2: class CAnimationDataProvider; williamr@2: class CCoeControl; williamr@2: class CSpriteAnimationExt; williamr@2: williamr@2: /** williamr@2: Implementation of CAnimation for sprite based animations. williamr@2: williamr@2: A sprite animation displays the image using a sprite, which is a server side williamr@2: graphic object. This is likely to be more efficient than a basic animation, williamr@2: and requires slightly less work in the client application. However, it also williamr@2: provides less control over the actual rendering of the image. williamr@2: williamr@2: A sprite animation must be associated with an RWindow. However, no redraw williamr@2: events will be generated for it by the animation, and the client application williamr@2: does not need to take any action once the animation has started. Holding the williamr@2: animation when the sprite is not visible is handled automatically on the server williamr@2: side. williamr@2: williamr@2: @see CAnimationDataProvider williamr@2: @publishedAll williamr@2: @released williamr@2: */ williamr@2: class CSpriteAnimation : public CAnimation, public MAnimationDataProviderObserver williamr@2: { williamr@2: public: williamr@2: IMPORT_C static CSpriteAnimation* NewL(CAnimationDataProvider* aDataProvider, const TPoint& aPoint, RWsSession& aWsSession, RWindow& aWindow, MAnimationObserver* aObserver = 0); williamr@2: IMPORT_C static CSpriteAnimation* NewL(CAnimationDataProvider* aDataProvider, const TPoint& aPoint, RWsSession& aWsSession, RWindow& aWindow, const TDesC8& aDataType, MAnimationObserver* aObserver = 0); williamr@2: IMPORT_C static CSpriteAnimation* NewL(CAnimationDataProvider* aDataProvider, const TPoint& aPoint, MAnimationObserver* aObserver = NULL, const CCoeControl* aHost = NULL); williamr@2: IMPORT_C static CSpriteAnimation* NewL(CAnimationDataProvider* aDataProvider, const TPoint& aPoint, const TDesC8& aDataType, MAnimationObserver* aObserver = NULL, const CCoeControl* aHost = NULL); williamr@2: IMPORT_C ~CSpriteAnimation(); williamr@2: IMPORT_C TSize Size() const; williamr@2: williamr@2: /** Provides an CSpriteAnimation DataProvider interface to the client application. williamr@2: @return iDataProvider A CAnimationDataProvider */ williamr@2: inline CAnimationDataProvider* DataProvider() { return iDataProvider; } williamr@2: // From CAnimationBase: williamr@2: virtual void Start(const TAnimationConfig& aConfig); williamr@2: virtual void Stop(); williamr@2: virtual void Pause(); williamr@2: virtual void Resume(); williamr@2: virtual void Hold(); williamr@2: virtual void Unhold(); williamr@2: virtual void SetPosition(const TPoint& aPoint); williamr@2: virtual void Freeze(); williamr@2: virtual void Unfreeze(); williamr@2: public: williamr@2: IMPORT_C virtual void SetHostL(const CCoeControl* aHost); williamr@2: williamr@2: protected: williamr@2: CSpriteAnimation(); williamr@2: CSpriteAnimation(CAnimationDataProvider* aDataProvider, RWsSession& aWsSession); williamr@2: CSpriteAnimation(CAnimationDataProvider* aDataProvider, MAnimationObserver* aObserver, const CCoeControl* aHost); williamr@2: void ConstructL(const TPoint& aPoint, RWindow& aWindow, const TDesC8& aDataType, MAnimationObserver* aObserver); williamr@2: virtual void CSpriteAnimation_Reserved2(); williamr@2: void ConstructL(const TPoint& aPoint, const TDesC8& aDataType); williamr@2: void ConstructL(); williamr@2: private: williamr@2: CSpriteAnimation(const CSpriteAnimation&); // no implementation williamr@2: CSpriteAnimation& operator=(const CSpriteAnimation&); // no implementation williamr@2: void InitializeL(); williamr@2: void Reset(); williamr@2: // from MAnimationDataProviderObserver williamr@2: virtual void DataProviderEventL(TInt aEvent, TAny* aData, TInt aDataSize); williamr@2: williamr@2: private: williamr@2: enum TFlags williamr@2: { williamr@2: EAnimationInitialized = 0x1 // Is the animation initialized? williamr@2: }; williamr@2: private: williamr@2: CSpriteAnimationExt* iSpriteAnimationExt; williamr@2: MAnimationObserver* iObserver; williamr@2: //note the following data member is accessed via an inline function! williamr@2: CAnimationDataProvider* iDataProvider; williamr@2: RWsSession* iWsSession; williamr@2: RWsSprite* iWsSprite; williamr@2: RAnimDll iAnimDll; williamr@2: RSpriteAnimationClient* iClient; williamr@2: const CCoeControl* iHost; williamr@2: TInt iFlags; williamr@2: }; williamr@2: williamr@2: #endif