Location:
w32std.h
Link against: ws32.lib
RAnim
Supported from 5.0
Client-side handle to a server-side animation class.
This class should be sub-classed to provide a client side interface
to the server side animation DLL. The server side animation DLL is derived from
CAnim
.
Defined in RAnim
:
Close()
, Command()
, CommandReply()
, Construct()
, Destroy()
, RAnim()
, ~RAnim()
protected: RAnim();
Default constructor. Developers should use the other constructor overload.
protected: RAnim(RAnimDll& aAnimDll);
Protected C++ constructor.
This constructor should be used to construct an animation
object from a given animation DLL. The DLL must be loaded first, see the
discussion of RAnimDll
.
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protected: TInt Construct(const RWindowBase& aDevice, TInt aType, const TDesC8& aParams);
Completes construction of the object based on a window device, and creates the server-side animation system.
Construction information is passed to the server side via
aType
and aParams
. The server then passes the
information to the function CreateInstanceL()
inside the Anim
DLL.
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protected: TInt Construct(const RWsSprite& aDevice, TInt aType, const TDesC8 &aParams);
Supported from 5.1
Completes construction of the Anim DLL based on a sprite.
Construction information is passed to the server side via
aType
and aParams
. The server then passes the
information to the function CreateInstanceL()
inside the Anim
DLL.
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virtual void Close();
Sends the close command.
This frees resources belonging to an animation object. It would be called to release resources when the RAnim is owned in-line by another object (so that destruction is automatic).
protected: void Command(TInt aOpcode, const TPtrC8& aArgs);
Sends a command and its arguments to the server-side
CAnim
instance, and returns immediately.
Commands issued by this function may be buffered before being passed to the server.
Server-side errors cannot be detected, so
Command()
should not be used for operations which could fail or
which may leave. Use CommandReply()
for those. Although the window
server will not fail due to errors not being returned to the client side,
client side behaviour will almost certainly not be correct if errors have been
generated but not received.
Use of this function results in a server-side call to the
equivalent CAnim::Command()
.
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protected: void Command(TInt aOpcode);
Sends a command to the server-side CAnim
instance,
and returns immediately.
Commands issued by this function may be buffered before being passed to the server.
Server-side errors cannot be detected, so
Command()
should not be used for operations which could fail or
which may leave. Use CommandReply()
for those. Although the window
server will not fail due to errors not being returned to the client side,
client side behaviour will almost certainly not be correct if errors have been
generated but not received.
Use of this function results in a server-side call to the
equivalent CAnim::Command()
.
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protected: TInt CommandReply(TInt aOpcode);
Sends a command to the server-side CAnim
instance,
and waits for a response.
This function executes synchronously and returns the code
returned by the server-side method CAnim::CommandReplyL()
. The
request is not buffered.
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protected: TInt CommandReply(TInt aOpcode, const TPtrC8 &aArgs);
Sends a command and its arguments to the server-side
CAnim
instance, and waits for a response.
The packaged command arguments are passed to the matching
server side function, where the behaviour should be implemented. The request is
not buffered. The function executes synchronously and returns the code returned
by the server-side method CAnim::CommandReplyL()
.
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void Destroy();
Closes and deletes the server-side animation object.
This should be called on heap allocated objects.