📄 shoutcasteventdispatcher.h
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/*
* ==============================================================================
* Name : ShoutcastEventDispatcher.h
* Part of : Shoutcast Engine
* Interface :
* Description : Definition of the event dispatcher
* Version : 1
*
* Copyright (c) 2006, Nokia Corporation All rights reserved. Redistribution
* and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met: Redistributions
* of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer. Redistributions in binary form
* must reproduce the above copyright notice, this list of conditions and the
* following disclaimer in the documentation and/or other materials provided
* with the distribution. Neither the name of the Nokia Corporation nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. THIS
* SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
* ==============================================================================
*/
#ifndef __CSHOUTCASTEVENTDISPATCHER_H__
#define __CSHOUTCASTEVENTDISPATCHER_H__
#include <e32base.h>
#include <e32std.h>
#include "MShoutcastStreamObserver.h"
/**
* Active object utility class to allow the callback to be called asynchronously.
* This should help prevent re-entrant code in client.
*/
class CEventDispatcher : public CActive
{
public:
static CEventDispatcher* NewL(MShoutcastStreamObserver& aObserver);
virtual ~CEventDispatcher();
void SendEvent(TUid aEvent, TInt aError);
private:
CEventDispatcher(MShoutcastStreamObserver& aObserver);
void RunL();
void DoCancel();
private:
MShoutcastStreamObserver& iObserver;
TInt iError;
TUid iEvent;
};
#endif // __CSHOUTCASTEVENTDISPATCHER_H__
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