popuplistcontainer.cpp

来自「最新官方例子,图形,描述副,基本控件,通讯协议,等等,」· C++ 代码 · 共 354 行

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/**
* 
* @brief Definition of CPopUpListContainer
*
* Copyright (c) EMCC Software Ltd 2003
* @version 1.0
*/

// INCLUDE FILES

// Class include
#include "PopUpListContainer.h"

// System includes
#include <akniconarray.h> // CAknIcon
#include <aknlists.h> // CAknSingleStyleGraphicListBox
#include <aknpopup.h> // CAknPopupList
#include <barsread.h> // TResource Reader
#include <e32def.h> // STATIC_CAST
#include <eikclbd.h> // CColumnListBoxData
#include <PopUpList.mbg> // icons
#include <PopUpList.rsg> // R_POPUPLIST_SAVED_GAMES_LISTBOX
#include <stringloader.h> // StringLoader

// CONSTANTS
const TInt KNumberOfIcons(2);

// N.B. #define'd as DLL cannot contain writeable static data
#define KListPosition TPoint(0,0) 



// ================= MEMBER FUNCTIONS =======================

/**
* Symbian OS 2nd phase constructor.  Creates a Window for the controls, which it contains.
* Constructs a label and adds it to the window, which it then activates.
* @param aRect The rectangle for this window
*/		
void CPopUpListContainer::ConstructL(const TRect& aRect)
	{
	CreateWindowL();
	
	// Create the list
	CreateListL();	
	
	// Set the icons in the list's drawer
	SetupListIconsL();
	
	// Set up scroll bars
	SetupScrollBarsL(*iSavedGamesListBox);
	
	// Set the list items
	SetupSavedGameListItemsL();
	
	// Observe the list
	iSavedGamesListBox->SetListBoxObserver(this);

	SetRect(aRect);
	ActivateL();
	}

/**
* Constructs the iSavedGamesList, setting its window.
*
*/
void CPopUpListContainer::CreateListL()
	{
	// First phase construction
	iSavedGamesListBox = new (ELeave) CAknSingleGraphicStyleListBox;
	iSavedGamesListBox->SetContainerWindowL(*this);
	
	// Second Phase Construction
	TResourceReader reader;
	CEikonEnv::Static()->CreateResourceReaderLC(reader, R_POPUPLIST_SAVED_GAMES_LISTBOX);
	iSavedGamesListBox->ConstructFromResourceL(reader);
	CleanupStack::PopAndDestroy(); // reader
	}

/**
* Creates vertical scrollbars for the list, which appear automatically when required.
*
*/
void CPopUpListContainer::SetupScrollBarsL(CEikListBox& aListBox)
	{
	aListBox.CreateScrollBarFrameL(ETrue);
	aListBox.ScrollBarFrame()->SetScrollBarVisibilityL(
		CEikScrollBarFrame::EOff, CEikScrollBarFrame::EAuto);
	}

/**
* Loads icons from a file and sets them in the drawer for iSavedGamesList
*
*/
void CPopUpListContainer::SetupListIconsL()
	{
	// Get the name of the file containing the icons	
	HBufC* iconFileName;
	iconFileName = StringLoader::LoadLC(R_ICON_FILE_NAME);	// Pushes iconFileName onto the Cleanup Stack.
	
	// Create an array of icons, reading them from the file
	CArrayPtr<CGulIcon>* icons = new(ELeave) CAknIconArray(KNumberOfIcons);
	CleanupStack::PushL(icons);
	icons->AppendL(iEikonEnv->CreateIconL(*iconFileName, EMbmPopuplistTick, EMbmPopuplistTick_mask));
	icons->AppendL(iEikonEnv->CreateIconL(*iconFileName, EMbmPopuplist1player, EMbmPopuplist1player_mask));
	icons->AppendL(iEikonEnv->CreateIconL(*iconFileName, EMbmPopuplist2player, EMbmPopuplist2player_mask));
	CleanupStack::Pop(icons);
	CleanupStack::PopAndDestroy(iconFileName);
	
	iSavedGamesListBox->ItemDrawer()->ColumnData()->SetIconArray(icons); // passing ownership of icons
	
	}



/**
* Symbian OS 2 phase constructor.
* Constructs the CPopUpListContainer using the NewLC method, popping
* the constructed object from the CleanupStack before returning it.
* 
* @param aRect The rectangle for this window
* @return The newly constructed CPopUpListContainer
*/
CPopUpListContainer* CPopUpListContainer::NewL(const TRect& aRect)
	{
	CPopUpListContainer* self = CPopUpListContainer::NewLC(aRect);
	CleanupStack::Pop(self);
	return self;
	}

/**
* Symbian OS 2 phase constructor.
* Constructs the CPopUpListContainer using the constructor and ConstructL 
* method, leaving the constructed object on the CleanupStack before returning it.
* 
* @param aRect The rectangle for this window
* @return The newly constructed CPopUpListContainer
*/
CPopUpListContainer* CPopUpListContainer::NewLC(const TRect& aRect)
	{
	CPopUpListContainer* self = new (ELeave) CPopUpListContainer;
	CleanupStack::PushL(self);
	self->ConstructL(aRect);
	return self;
	}

/** 
* Destructor.  Frees up memory for the iLabel.
*/
CPopUpListContainer::~CPopUpListContainer()
	{
	delete iSavedGamesListBox;
	}

/**
*	
* Called by framework when the view size is changed.  Resizes the
* iLabel accordingly.
*
*/
void CPopUpListContainer::SizeChanged()
	{
	iSavedGamesListBox->SetExtent (KListPosition, iSavedGamesListBox->MinimumSize());
	}

/**
* Called by the framework in compound controls	
* @return The number of controls in this CPopUpListContainer
*/
TInt CPopUpListContainer::CountComponentControls() const
	{
	return 1; // return number of controls inside this container
	}

/**
* Called by the framework in compound controls	
* @param The index of the control to return
* @return The control for aIndex
*/
CCoeControl* CPopUpListContainer::ComponentControl(TInt aIndex) const
	{
	switch (aIndex)
		{
		case 0:
			return iSavedGamesListBox;
		default:
			return NULL;
		}
	}

/**
* Called by the framework to draw this control.  Clears the area in 
* aRect.
* @param aRect in which to draw
*/
void CPopUpListContainer::Draw(const TRect& aRect) const
	{
	CWindowGc& gc = SystemGc();
	gc.Clear(aRect);
	}

/**
* Called by the framework whenever a key event occurs.	
* Passes the key event to the saved games list if it is not null, otherwise returns
* EKeyWasNotConsumed
* @param aKeyEvent the Key event which occured, e.g. select key pressed
* @param aType the type of Key event which occurred, e.g. key up, key down
* @return TKeyResponse EKeyWasNotConsumed if the key was not processed, EKeyWasConsumed if it was
*/
TKeyResponse CPopUpListContainer::OfferKeyEventL(const TKeyEvent& aKeyEvent,TEventCode aType)
	{
	if (iSavedGamesListBox)
		return iSavedGamesListBox->OfferKeyEventL (aKeyEvent, aType);
	else
		return EKeyWasNotConsumed;
	}

/**
* Plays aSavedGame at aLevel
* This is an empty implementation of this method
*/
void CPopUpListContainer::PlayGame(TDesC& /*aSavedGameName*/, TDesC& /*aLevel*/)
	{
	}


/**
* Populates the list model's item array with a list of saved games
*/
void CPopUpListContainer::SetupSavedGameListItemsL()
	{
	CTextListBoxModel* model = iSavedGamesListBox->Model();  // not taking ownership
	model->SetOwnershipType (ELbmOwnsItemArray);
	CDesCArray* savedGamesArray = STATIC_CAST(CDesCArray*, model->ItemTextArray());
	LoadSavedGamesL(*savedGamesArray);
	}



/**
* Loads the list of saved games into aSavedGamesArray.	
* This method merely creates some list items dynamically, and adds them
* to the array.  In a real-world example, it is likely that the 
* items would be read from a file  
* @param aSavedGamesArray The array where the saved game items will be stored
*/
void CPopUpListContainer::LoadSavedGamesL(CDesCArray& aSavedGamesArray)
	{
	// Strings will be of the format "2\tSaved Game i", where i is a number from 1 to 10
	_LIT (KStringHeader, "2\tSaved Game %d");
	TBuf <16> aString;
	for (TInt i = 1; i< 11; i++)
		{
		aString.Format(KStringHeader(), i);
		aSavedGamesArray.AppendL (aString);
		}
	}

/**
* Loads the levels for aSavedGameMenuListArray.	
* This method merely creates some list items dynamically, and adds them
* to the array.  In a real-world example, it is likely that the 
* items would be read from a file  
* @param aSavedGameMenuListArray The array where the saved game levels will be stored
*/
void CPopUpListContainer::LoadLevelsForSavedGameL(TDesC& /*aSavedGameName*/, CDesCArray& aSavedGameMenuListArray)
	{
	// Strings will be of the format "Level i", where i is a number from 1 to 10
	_LIT (KStringMenuItem, "Level %d");
	TBuf <16> aString;
	for (TInt i = 1; i< 4; i++)
		{
		aString.Format(KStringMenuItem(), i);
		aSavedGameMenuListArray.AppendL (aString);
		}
	}

/**
* Called by the framework whenever a list event occurs for which this container
* is an observer.
* @param aListBoxEvent The type of event which occured
*
*/
void CPopUpListContainer::HandleListBoxEventL(CEikListBox* /*aListBox*/, TListBoxEvent aListBoxEvent)
	{
	
	// if the Select Key has been pressed
	if ((aListBoxEvent == MEikListBoxObserver::EEventEnterKeyPressed) ||
		(aListBoxEvent == MEikListBoxObserver::EEventItemClicked))
		{
		CDesCArray* savedGameArray = STATIC_CAST(CDesCArray*, iSavedGamesListBox->Model()->ItemTextArray());
		TDesC savedGameName = (*savedGameArray)[iSavedGamesListBox->CurrentItemIndex()];
		OpenMenuListForSavedGameL(savedGameName);
		}
	}

/**
* Loads the levels for aSavedGameMenuListArray.	
* This method merely creates some list items dynamically, and adds them
* to the array.  In a real-world example, it is likely that the 
* items would be read from a file  
* @param aSavedGameMenuListArray The array where the saved game levels will be stored
*/
void CPopUpListContainer::OpenMenuListForSavedGameL(TDesC& aSavedGameName)
	{
	
	// First phase construction of menu list
	CAknSinglePopupMenuStyleListBox* savedGameMenuList =
		new (ELeave) CAknSinglePopupMenuStyleListBox;
	CleanupStack::PushL(savedGameMenuList);
	
	// Create a popuplist to show the menu list in
	CAknPopupList* popupList = CAknPopupList::NewL(
									savedGameMenuList, 
									R_AVKON_SOFTKEYS_OK_BACK);
	
	CleanupStack::PushL(popupList);

	// Second phase construction of menulist
	savedGameMenuList->ConstructL(popupList,EAknListBoxMenuList);
	// Set up scroll bars
	SetupScrollBarsL (*savedGameMenuList);

	// Set up menu items
	CTextListBoxModel* model = savedGameMenuList->Model();  // not taking ownership
	model->SetOwnershipType (ELbmOwnsItemArray);
	CDesCArray* savedGameMenuListArray = STATIC_CAST(CDesCArray*, model->ItemTextArray());
	LoadLevelsForSavedGameL(aSavedGameName, *savedGameMenuListArray);
	
	// Set title
	HBufC* title;
	title = StringLoader::LoadLC(R_SAVED_GAME_MENU_LIST_TITLE);	// Pushes title onto the Cleanup Stack.
	popupList->SetTitleL(*title);
	CleanupStack::PopAndDestroy(title);

	// Show the menu in the popup list
	TInt popupOk = popupList->ExecuteLD();

	CleanupStack::Pop(popupList);

	// if the user selected a level to play, play the game at that level
	if (popupOk)
		{
		TDesC level = (*savedGameMenuListArray)[savedGameMenuList->CurrentItemIndex()];
		CleanupStack::PopAndDestroy(savedGameMenuList);
		PlayGame (aSavedGameName, level);
		}
	// otherwise return to the saved game list
	else
		CleanupStack::PopAndDestroy(savedGameMenuList);	
	}

// End of File	

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