?? playeradapter.cpp
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/* Copyright (c) 2004, Nokia. All rights reserved */
// INCLUDE FILES
#include <eikmenup.h>
#include <eikapp.h>
#include <sound.rsg>
#include "sound.pan"
#include "sound.hrh"
#include "playeradapter.h"
#include "soundappui.h"
// ========================= MEMBER FUNCTIONS ==================================
// -----------------------------------------------------------------------------
// CPlayerAdapter::CPlayerAdapter()
// C++ default constructor can NOT contain any code, that might leave.
// -----------------------------------------------------------------------------
CPlayerAdapter::CPlayerAdapter( CSoundAppUi& aAppUi )
: iState( ENotReady ), iAppUi( aAppUi )
{
// No implementation required
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::NewL()
// Two-phased constructor.
// -----------------------------------------------------------------------------
//
CPlayerAdapter* CPlayerAdapter::NewL( const TDesC& aFileName,
CSoundAppUi& aAppUi )
{
CPlayerAdapter* self = NewLC( aFileName, aAppUi );
CleanupStack::Pop( self );
return self;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::NewLC()
// Two-phased constructor.
// -----------------------------------------------------------------------------
//
CPlayerAdapter* CPlayerAdapter::NewLC( const TDesC& aFileName,
CSoundAppUi& aAppUi )
{
CPlayerAdapter* self = new ( ELeave ) CPlayerAdapter( aAppUi );
CleanupStack::PushL( self );
self->ConstructL( aFileName );
return self;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::ConstructL()
// Symbian 2nd phase constructor can leave.
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::ConstructL( const TDesC& aFileName )
{
// Load a string from the resource file.
// Identifying string for this audio utility.
itextResourceIdentifier = CCoeEnv::Static()->AllocReadResourceL(
R_SOUN_MODE_PLAYER );
#ifdef __WINS__
// on emulator, the sound files used by application are
// deployed onto c: drive
_LIT( tFullPath,"c:\\system\\apps\\sound\\" );
TParse parse;
#else
// on real phone, application can be installed to the memory
// card ( non-"C:" drive ),
// this part of code evaluates current application path:
// find the instance of EikonEnv
CEikonEnv& ee = *CEikonEnv::Static();
// derive the instance of EikonAppUi
CEikAppUi& ea = *( ee.EikAppUi() );
// fetch the application full filename
TFileName tAppFullName = ea.Application()->AppFullName();
TParse parse;
// form parse object containing full app name
parse.Set( tAppFullName, NULL, NULL );
// get application path with drive letter
TFileName tFullPath = parse.DriveAndPath();
#endif
// use tparse to get the full path to sound file
parse.Set( tFullPath, &aFileName, NULL );
TFileName tFullFileName = parse.FullName();
// Create an audio player utility instance for playing
// sample data from a file,
// causes MMdaAudioPlayerCallback::MapcInitComplete to be called
iMdaAudioPlayerUtility = CMdaAudioPlayerUtility::NewFilePlayerL( tFullFileName, *this );
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::~CPlayerAdapter()
// Destructor.
// -----------------------------------------------------------------------------
//
CPlayerAdapter::~CPlayerAdapter()
{
delete iMdaAudioPlayerUtility;
// Delete private HBuf member for indetify
delete itextResourceIdentifier;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::UpdateMenuL()
// Update Menu
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::UpdateMenuL( CEikMenuPane* aMenuPane )
{
aMenuPane->SetItemDimmed( ESoundCmdPlay, ETrue );
aMenuPane->SetItemDimmed( ESoundCmdRecord, ETrue );
aMenuPane->SetItemDimmed( ESoundCmdStop, ETrue );
aMenuPane->SetItemDimmed( ESoundCmdChange, ETrue );
switch ( iState )
{
case ENotReady:
aMenuPane->SetItemDimmed( ESoundCmdChange, EFalse );
break;
case EReadyToPlay:
aMenuPane->SetItemDimmed( ESoundCmdPlay, EFalse );
aMenuPane->SetItemDimmed( ESoundCmdChange, EFalse );
break;
case EPlaying:
aMenuPane->SetItemDimmed( ESoundCmdStop, EFalse );
break;
default:
User::Panic( KPlayerAdapter, KSoundPanicInvalidMdaState );
break;
}
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::PlayL()
// Play the wav
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::PlayL()
{
iMdaAudioPlayerUtility->Play();
iState = EPlaying;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::RecordL()
// Record the wav, not available in Player mode.
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::RecordL()
{
// No implementation required
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::StopL()
// Stop the play
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::StopL()
{
iMdaAudioPlayerUtility->Stop();
iState = EReadyToPlay;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::Identify()
// Identify mode
// -----------------------------------------------------------------------------
//
const TDesC& CPlayerAdapter::Identify()
{
return *itextResourceIdentifier;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::MapcInitComplete()
// Mapc Init Complete
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::MapcInitComplete( TInt aError,
const TTimeIntervalMicroSeconds& /*aDuration*/ )
{
iState = aError ? ENotReady : EReadyToPlay;
}
// -----------------------------------------------------------------------------
// CPlayerAdapter::MapcPlayComplete()
// Mapc Play Complete
// -----------------------------------------------------------------------------
//
void CPlayerAdapter::MapcPlayComplete( TInt aError )
{
iState = aError ? ENotReady : EReadyToPlay;
}
// End of File
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