|
||
class RBitmapAnim : public RAnim;
Enables a client to package animation data, and send it to the window server for display.
Before using RBitmapAnim, a client must instantiate an RAnimDll
. This provides a reference to the window server DLL that runs the animation specified through the RBitmapAnim::RBitmapAnim(RAnimDll &)
object. To complete construction, call RBitmapAnim::ConstructL(const RWindowBase &)
.
RAnim
- Client-side handle to a server-side animation class.
RBitmapAnim
- Enables a client to package animation data, and send it to the window server for...
Defined in RBitmapAnim
:
ConstructL(const RWindowBase &)
Completes construction of an animation object.DisplayFrameL(TInt)
Sets the animation frame to display.RBitmapAnim(RAnimDll &)
Constructor.SetBitmapAnimDataL(const CBitmapAnimClientData &)
Specifies the animation object to play and sends it to the animation server.SetFlashL(TBool)
Sets or unsets the animation to be drawn flashing.SetFrameIntervalL(TInt)
Specifies the number of milliseconds for which each frame in the animation is di...SetNumberOfCyclesL(TInt)
Sets how many times the animation is played.SetPositionL(TPoint)
Sets the animation's position relative to the animation window.StartL()
Starts the animation.StopL()
Stops the animation. Inherited from RAnim
:
AsyncCommandReply(TRequestStatus &,TInt,const TIpcArgs &)
Sends a command and its arguments to the server-side CAnim instance asynchronous...Close()
Sends the close command.Command(TInt)
Sends a command to the server-side CAnim instance, and returns immediately.Command(TInt,const TPtrC8 &)
Sends a command and its arguments to the server-side CAnim instance, and returns...CommandReply(TInt)
Sends a command to the server-side CAnim instance, and waits for a response.CommandReply(TInt,const TDesC8 &,const TIpcArgs &)
Sends a command and its arguments to the server-side CAnim instance, and waits f...CommandReply(TInt,const TPtrC8 &)
Sends a command and its arguments to the server-side CAnim instance, and waits f...Construct(const RWindowBase &,TInt,const TDesC8 &)
Completes construction of the object based on a window device, and creates the s...Construct(const RWindowBase &,TInt,const TDesC8 &,const TIpcArgs &)
Completes construction of the object based on a window device, and creates the s...Construct(const RWsSprite &,TInt,const TDesC8 &)
Completes construction of the Anim DLL based on a sprite.Construct(const RWsSprite &,TInt,const TDesC8 &,const TIpcArgs &)
Completes construction of the Anim DLL based on a sprite.Destroy()
Closes and deletes the server-side animation object.RAnim(RAnimDll &)
Protected C++ constructor.IMPORT_C RBitmapAnim(RAnimDll &aAnimDll);
Constructor.
|
IMPORT_C void ConstructL(const RWindowBase &aWindow);
Completes construction of an animation object.
This must be done after calling RBitmapAnim::RBitmapAnim(RAnimDll &)
, and before an application attempts any other communication with the server.
|
IMPORT_C void DisplayFrameL(TInt aIndex);
Sets the animation frame to display.
How it appears depends on whether the animation is already running. If the animation is running, the animation jumps to the specified frame, then continues playing. If the animation is not running, the animation is played, starting with the specified frame
|
IMPORT_C void SetBitmapAnimDataL(const CBitmapAnimClientData &aBitmapAnimData);
Specifies the animation object to play and sends it to the animation server.
To start the animation, you must subsequently call RBitmapAnim::StartL()
. Calling this method while an animation is running will stop the animation.
|
IMPORT_C void SetFlashL(TBool aFlash);
Sets or unsets the animation to be drawn flashing.
|
IMPORT_C void SetFrameIntervalL(TInt aFrameIntervalInMilliSeconds);
Specifies the number of milliseconds for which each frame in the animation is displayed.
This is not used for any frames in the animation that specify their own interval.
|
IMPORT_C void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode);
Sets the current animation's play mode.
|
IMPORT_C void StartL();
Starts the animation.
You must first specify an animation with RBitmapAnim::SetBitmapAnimDataL(const CBitmapAnimClientData &)
.
If you have specified CBitmapAnimClientData::ECycle
or CBitmapAnimClientData::EBounce
as the animation's play mode, but have not specified the number of cycles using RBitmapAnim::SetNumberOfCyclesL(TInt)
, you must call RBitmapAnim::StopL()
to stop the animation.
IMPORT_C void SetNumberOfCyclesL(TInt aNumberOfCycles);
Sets how many times the animation is played.
If the play mode is CBitmapAnimClientData::EBounce
, the number of cycles must be at least two to ensure a complete animation routine is played.
|
IMPORT_C void SetPositionL(TPoint aPosition);
Sets the animation's position relative to the animation window.
|