sipexgameengine.cpp
来自「an example for sip for symbian」· C++ 代码 · 共 703 行 · 第 1/2 页
CPP
703 行
EXPORT_C void CSIPExEngine::InviteL( const TDesC& aAddress )
{
iActiveState->InviteL( this, aAddress );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::EnableProfile
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::EnableProfileL()
{
iActiveState->EnableProfileL( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DisableProfile
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::DisableProfileL()
{
iActiveState->DisableProfileL( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SendInstantMsgL
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::SendInstantMsgL(
const TDesC& aAddress,
const TDesC& aMsg )
{
iActiveState->SendInstantMsgL( this, aAddress, aMsg );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::EndGameL
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::EndGameL()
{
iActiveState->EndGameL( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DrawCursor
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C TBool CSIPExEngine::DrawCursor()
{
return iActiveState->DrawCursor();
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DrawBoard
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C TBool CSIPExEngine::DrawBoard()
{
return iActiveState->DrawBoard();
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CursorLeft
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::CursorLeft()
{
iActiveState->CursorLeft( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CursorRight
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::CursorRight()
{
iActiveState->CursorRight( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CursorPressed
// Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::CursorPressed()
{
iActiveState->CursorPressed( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::MoveCursorL
// Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::MoveCursorL( const TInt aNewValue )
{
iActiveState->MoveCursorL( this, aNewValue );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CalculatePos
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
TInt CSIPExEngine::CalculatePos()
{
return iActiveState->CalculatePos( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::IsWin
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
TInt CSIPExEngine::IsWin( const TInt aX, const TInt aY )
{
return iActiveState->IsWin( this, aX, aY );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::Moves
// Getter function for the iMoves.
// -----------------------------------------------------------------------------
//
TInt CSIPExEngine::Moves()
{
return iMoves;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::Peer
// Getter function for the iPeer.
// -----------------------------------------------------------------------------
//
CSIPExEngine::TPeer CSIPExEngine::Peer()
{
return iPeer;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SetPeer
// Sets a new value to the iPeer.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SetPeer( TPeer aPeer )
{
iPeer = aPeer;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::AcceptInvitationL
// Asks from game observer whether user accept the invitation or not.
// -----------------------------------------------------------------------------
//
TBool CSIPExEngine::AcceptInvitationL( const TDesC8& aFrom )
{
HBufC* from = HBufC::NewLC( aFrom.Length() );
from->Des().Copy( aFrom );
TBool retVal = iGameObserver.AcceptInvitationL( *from );
CleanupStack::PopAndDestroy( from );
return retVal;
}
// ----------------------------------------------------------------------------
// From Socket Observer
// ----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// CSIPExEngine::SocketState
// From MSIPExSocketEngineObserver. Redirects the call to the active state object.
// Called when the socket engine's state changes.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SocketState( TInt aNewState )
{
iActiveState->SocketState( this, aNewState );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SocketData
// From MSIPExSocketEngineObserver. Redirects the call to the active state object.
// Called when data has arrived from the socket.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SocketData( TDesC8& aData )
{
iActiveState->SocketData( this, aData );
}
// ----------------------------------------------------------------------------
// From SIP Observer
// ----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteReceived
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteReceived( const TDesC8& aFrom, const TUint32 aIapId )
{
iActiveState->InviteReceived( this, aFrom, aIapId );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteAcceptedByRemote
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteAcceptedByRemote(
const TInetAddr& aIPAddress,
const TUint32 aIapId )
{
iActiveState->InviteAcceptedByRemote( this, aIPAddress, aIapId );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteAcceptedByUs
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteAcceptedByUs()
{
iActiveState->InviteAcceptedByUs( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteDeclinedByRemote
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteDeclinedByRemote( const TInt aResponse )
{
iActiveState->InviteDeclinedByRemote( this, aResponse );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteReceivedByRemote
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteReceivedByRemote( const TInt aResponse )
{
iActiveState->InviteReceivedByRemote( this, aResponse );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::EngineError
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::EngineError( TInt aError )
{
iActiveState->EngineError( this, aError );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InvitationCancelled
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InvitationCancelled()
{
iActiveState->InvitationCancelled( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CancelFailed
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::CancelFailed()
{
iActiveState->CancelFailed( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SessionEnded
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SessionEnded()
{
iActiveState->SessionEnded( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ConnectionLost
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ConnectionLost()
{
iActiveState->ConnectionLost( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ProfileEnabled
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ProfileEnabled( TUint32 aSIPProfileId )
{
iActiveState->ProfileEnabled( this, aSIPProfileId );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ProfileError
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ProfileError( TInt aError )
{
iActiveState->ProfileError( this, aError );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::IMReceived
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::IMReceived( const TDesC8& aFrom,
const TDesC8& aMessage )
{
iActiveState->IMReceived( this, aFrom, aMessage );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::WriteLog
// From MSIPExSIPEngineObserver. Logs SIP engine events
// -----------------------------------------------------------------------------
//
void CSIPExEngine::WriteLog( const TDesC8& aLog )
{
if( iNotifier )
{
TRAPD( ignore, iNotifier->ShowInfoL( aLog ) );
}
}
// End of file
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