📄 playeradapter.h
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// Copyright (c) 2003, Nokia Mobile Phones. All rights reserved.
#ifndef __CPLAYERADAPTER__
#define __CPLAYERADAPTER__
#include <MdaAudioSamplePlayer.h>
#include "audioadapter.h"
class CSoundAppUi;
/*!
@class CPlayerAdapter
@discussion An instance of class CPlayerAdapter is an adapter object for
the CMdaAudioPlayerUtility class.
*/
class CPlayerAdapter : public CBase, public MAudioAdapter, public MMdaAudioPlayerCallback
{
public:
/*!
@function NewL
@discussion Create a CPlayerAdapter object using two phase construction,
and return a pointer to the created object
@param aFileName the audio file
@param aAppUi the User Interface
@result pointer to new object
*/
static CPlayerAdapter* NewL(const TDesC& aFileName, CSoundAppUi& aAppUi);
/*!
@function NewLC
@discussion Create a CPlayerAdapter object using two phase construction,
and return a pointer to the created object
@param aFileName the audio file
@param aAppUi the User Interface
@result pointer to new object
*/
static CPlayerAdapter* NewLC(const TDesC& aFileName, CSoundAppUi& aAppUi);
/*!
@function ~CPlayerAdapter
@discussion Destroy the object
*/
~CPlayerAdapter();
public: // from MAudioAdapter
/*!
@function PlayL
@discussion Begin playback of the audio sample.
*/
void PlayL();
/*!
@function RecordL
@discussion Do nothing. Recording is not supported.
*/
void RecordL();
/*!
@function StopL
@discussion Stop playback of the audio sample.
Note that this implementation of the virtual function does not leave.
*/
void StopL();
/*!
@function UpdateMenuL
@discussion Update the menu aMenuPane to reflect the
current state of the audio player utility.
Note that this implementation of the virtual function does not leave.
@param aMenuPane the menu pane to update
*/
void UpdateMenuL(CEikMenuPane* aMenuPane);
/*!
@function Identify
@discussion Return an identifying string
@result An identification string
*/
const TDesC& Identify();
public: // from MMdaAudioPlayerCallback
/*!
@function MapcInitComplete
@discussion Handle the event when initialisation of the audio player utility is complete.
@param aError The status of the audio sample after initialisation
@param aDuration The duration of the sample
*/
void MapcInitComplete(TInt aError, const TTimeIntervalMicroSeconds& aDuration);
/*!
@function MapcPlayComplete
@discussion Handle the event when when the audio player utility completes asynchronous playing.
@param aError The status of playback
*/
void MapcPlayComplete(TInt aError);
private:
/*!
@function CPlayerAdapter
@discussion Perform the first phase of two phase construction
@param aAppUi the Ui to use
*/
CPlayerAdapter(CSoundAppUi& aAppUi);
/*!
@function ConstructL
@discussion Perform the second phase construction of a CPlayerAdapter object
@param aFileName the audio file
*/
void ConstructL(const TDesC& aFileName);
private:
/*! @enum TState
@discussion The application state
@value ENotReady Not ready to play
@value EReadyToPlay Ready to play
@value EPlaying Playing
*/
enum TState
{
ENotReady,
EReadyToPlay,
EPlaying
};
/*! @var iState The current state of the audio player utility. */
TState iState;
/*! @var iMdaAudioPlayerUtility The audio player utility object. */
CMdaAudioPlayerUtility* iMdaAudioPlayerUtility;
/*! @var iAppUi Reference to the application's UI object. */
CSoundAppUi& iAppUi;
};
#endif // __CPLAYERADAPTER__
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