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📄 playeradapter.cpp

📁 symbian 可以实现控制声音大小的源码 非常实用!
💻 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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