📄 progressnotetasao.cpp
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/**
*
* @brief Definition of CProgressNoteTASAO
*
* Copyright (c) EMCC Software Ltd 2003
* @version 1.0
*/
// System includes
#include <aknnotewrappers.h> //CAknInformationNote
#include <eikprogi.h> // CEikProgressInfo
#include <ASSISTANT.rsg>
#include <eikenv.h>
// Class include
#include "ProgressNoteTASAO.h"
// CONSTANTS
const TInt KNumberOfStepsToSaveGame(20);
const TInt KFinalValue(100);
const TInt KTimerInterval(250000);
const TInt KIncrement(5);
// ================= MEMBER FUNCTIONS =======================
/**
* Destructor.
* Cancels the active object and closes the timer.
*/
CProgressNoteTASAO::~CProgressNoteTASAO()
{
Cancel();
iTimeWaster.Close();
delete iProgressDialog;
}
/**
* Symbian OS 2nd phase constructor. Creates a timer and adds the active object to the scheduler.
*/
void CProgressNoteTASAO::ConstructL()
{
iTimeWaster.CreateLocal();
CActiveScheduler::Add(this);
}
/**
* Symbian OS 2 phase constructor.
* Constructs the CProgressNoteTASAO 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 CProgressNoteTASAO
*/
CProgressNoteTASAO* CProgressNoteTASAO::NewLC()
{
CProgressNoteTASAO* self = new (ELeave) CProgressNoteTASAO();
CleanupStack::PushL(self);
self->ConstructL();
return self;
}
/**
* Symbian OS 2 phase constructor.
* Constructs the CProgressNoteTASAO 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 CProgressNoteTASAO
*/
CProgressNoteTASAO* CProgressNoteTASAO::NewL()
{
CProgressNoteTASAO* self = CProgressNoteTASAO::NewLC();
CleanupStack::Pop(self);
return self;
}
/**
* Called whenever the active object is cancelled. Cancels the timer.
*/
void CProgressNoteTASAO::DoCancel()
{
iTimeWaster.Cancel();
}
/**
* Saves a game, by starting the active object and executing a progress dialog
*/
void CProgressNoteTASAO::SaveGameL()
{
iProgressDialog = new (ELeave) CAknProgressDialog (reinterpret_cast<CEikDialog**>(&iProgressDialog));
iProgressDialog->PrepareLC(R_PROGRESSNOTE_UPDATING_NOTE); //UPDATING
iProgressDialog->SetCallback (this); // calls DialogDismissL on completion
CEikProgressInfo* progressBar = iProgressDialog->GetProgressInfoL(); // not taking ownership
progressBar->SetFinalValue(KFinalValue); // Set final value of progress bar设置进度条表示的单元数
iProgressDialog->RunLD(); // this doesn't actually delete the dialog despite the 'D' suffix
SaveGamePartToFile(); // make a synchronous request
progressBar->IncrementAndDraw(KIncrement); // increment the progress bar
SetActive(); // set the active object to be active
}
void CProgressNoteTASAO::DownLoadL()
{
iProgressDialog = new (ELeave) CAknProgressDialog (reinterpret_cast<CEikDialog**>(&iProgressDialog));
iProgressDialog->PrepareLC(R_PROGRESSNOTE_LOADING_NOTE); //downloading
iProgressDialog->SetCallback (this); // calls DialogDismissL on completion
CEikProgressInfo* progressBar = iProgressDialog->GetProgressInfoL(); // not taking ownership
progressBar->SetFinalValue(KFinalValue); // Set final value of progress bar设置进度条表示的单元数
iProgressDialog->RunLD(); // this doesn't actually delete the dialog despite the 'D' suffix
SaveGamePartToFile(); // make a synchronous request
progressBar->IncrementAndDraw(KIncrement); // increment the progress bar
SetActive(); // set the active object to be active
}
/**
* Performs the work of the active object.
* If there is still processing to complete, saves one part of the game to file and makes the object active again.
*/
void CProgressNoteTASAO::RunL()
{
if (!IsProcessDone())
{
SaveGamePartToFile();
iProgressDialog->GetProgressInfoL()->IncrementAndDraw(KIncrement); //工作未完成的时候继续画出来
SetActive();
}
else
{
iProgressDialog->ProcessFinishedL(); //It stops the timer and deletes the dialog
}
}
/**
* Called by the progress note when it is dismissed.
* This is as a result of either the user cancelling the note,
* or the process finishing.
* 进度对话框关闭时调用,用于执行所有的清除工作
*/
void CProgressNoteTASAO::DialogDismissedL(TInt /*aButtonId*/)
{
if (!IsProcessDone())
{
CancelGameSave(); //未完成时手动关闭对话框
}
else
{
CompleteGameSave(); //完成时关闭对话框
}
iStepsCompleted = 0;
}
/**
* Called by RunL to check whether to continue processing.
* @return ETrue if processing is complete, EFalse otherwise
*/
TBool CProgressNoteTASAO::IsProcessDone() const
{
return (iStepsCompleted == KNumberOfStepsToSaveGame); //true /false
}
/**
* Dummy method which could be used to cancel a partially saved game, e.g.
* by resetting values and deleting the partially created file.
* In this example it stops the timer used to simulate a game save and cancels any outstanding requests
* for this active object
*/
void CProgressNoteTASAO::CancelGameSave()
{
Cancel();
}
/**
* Dummy method which could be used to save part of a game to a file
* In this example, it runs a timer for an arbitrary period of time
* to simulate saving part of the game.
* This is an asynchronous method
*/
void CProgressNoteTASAO::SaveGamePartToFile ()
{
// Use an arbitrary delay to simulate saving part of the game
TInt delay = KTimerInterval;
iTimeWaster.After(iStatus, delay);
// Note that we have completed a step
iStepsCompleted++;
}
/**
* Dummy method which could be used to complete the game saving process, e.g. by closing
* the saved game file.
* In this example it stops the timer used to simulate a game save and cancels any outstanding requests
* for this active object
*/
void CProgressNoteTASAO::CompleteGameSave()
{
Cancel();
}
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