/***************************************************************************** * FUNCTION * mmi_fmsr_decrease_volume * DESCRIPTION * Decrease the playing volume * PARAMETERS * void * RETURNS * void *****************************************************************************/ void mmi_fmsr_decrease_volume(void) { /*----------------------------------------------------------------*/ /* Local Variables */ /*----------------------------------------------------------------*/ /*----------------------------------------------------------------*/ /* Code Body */ /*----------------------------------------------------------------*/ if (g_fmsr_cntx.rec.volume > 0) { mdi_audio_set_volume(AUD_VOLUME_FMR, --g_fmsr_cntx.rec.volume); } }
/***************************************************************************** * FUNCTION * mmi_fmsr_increase_volume * DESCRIPTION * Increase the playing volume * PARAMETERS * void * RETURNS * void *****************************************************************************/ void mmi_fmsr_increase_volume(void) { /*----------------------------------------------------------------*/ /* Local Variables */ /*----------------------------------------------------------------*/ /*----------------------------------------------------------------*/ /* Code Body */ /*----------------------------------------------------------------*/ if (g_fmsr_cntx.rec.volume < MAX_VOL_LEVEL - 1) { mdi_audio_set_volume(AUD_VOLUME_FMR, ++g_fmsr_cntx.rec.volume); } }
/***************************************************************************** * FUNCTION * mmi_fmsr_power_on * DESCRIPTION * Power on the FM radio and playing * PARAMETERS * void * RETURNS * void *****************************************************************************/ void mmi_fmsr_power_on(void) { /*----------------------------------------------------------------*/ /* Local Variables */ /*----------------------------------------------------------------*/ /*----------------------------------------------------------------*/ /* Code Body */ /*----------------------------------------------------------------*/ if (g_fmsr_cntx.rec.state != FMSR_STATE_IDLE) { /* Enter error screen */ return; } #ifdef __MMI_BACKGROUND_CALL__ if (srv_ucm_is_background_call()) { return; } #endif /* __MMI_BACKGROUND_CALL__ */ if (!mdi_check_device_ownership()) { /* Enter error screen */ return; } else { /* Stop all aduo and begin to record */ mdi_audio_stop_all(); mdi_audio_set_volume(AUD_VOLUME_FMR, g_fmsr_cntx.rec.volume); mdi_fmr_power_on_with_path( MDI_DEVICE_SPEAKER_BOTH /* MDI_DEVICE_SPEAKER2 */ , (mdi_ext_callback) mmi_fmsr_mdi_callback, NULL); mdi_fmr_set_freq(g_fmsr_cntx.rec.freqency); g_fmsr_cntx.rec.state = FMSR_STATE_READY; } }
void PlayIsSettingKeypadVolumeReq_fromIdle(U16 soundId, U8 style) //Added by jinzh:20070721 { aud_play_id_struct *myMsgPtr = (aud_play_id_struct*)OslConstructDataPtr(sizeof(aud_play_id_struct)); TRACE_AUD_FUNCTION(); ASSERT(NULL != myMsgPtr); memset(myMsgPtr, 0, sizeof(aud_play_id_struct)); myMsgPtr->volume = volume_level_UI; myMsgPtr->audio_id = (U8)soundId; myMsgPtr->output_path = MDI_DEVICE_SPEAKER2; myMsgPtr->play_style = style; #ifdef MMI_ON_HARDWARE_P mdi_result result; //mdi_audio_set_volume(MDI_VOLUME_KEY ,volume_level_UI); if(GetHandsetInPhone()==1) { mdi_audio_set_volume(MDI_VOLUME_KEY ,volume_level_UI); } else { DM_SetAudioVolume((volume_level_UI) ); } result=media_aud_play_id(MOD_MMI, myMsgPtr); #else { MYQUEUE Message; Message.oslSrcId = MOD_MMI; Message.oslDestId = MOD_L4C; Message.oslMsgId = MSG_ID_L4AUD_AUDIO_PLAY_REQ; Message.oslDataPtr = (oslParaType*)myMsgPtr; Message.oslPeerBuffPtr = NULL; OslMsgSendExtQueue(&Message); } #endif }
/***************************************************************************** * FUNCTION * mmi_sample_3dgame_entry_app_screen * DESCRIPTION * enter dev3dgame screen - init an MMI environment for 3D game * PARAMETERS * void * RETURNS * void *****************************************************************************/ void mmi_sample_3dgame_entry_app_screen(void) { /*----------------------------------------------------------------*/ /* Local Variables */ /*----------------------------------------------------------------*/ PU8 gui_buffer; /*----------------------------------------------------------------*/ /* Code Body */ /*----------------------------------------------------------------*/ EntryNewScreen(SCR_ID_3D_GAME, mmi_sample_3dgame_exit_app_screen, mmi_sample_3dgame_entry_app_screen, NULL); gui_buffer = GetCurrGuiBuffer(SCR_ID_3D_GAME); /* reset clip */ gdi_layer_reset_clip(); gdi_layer_reset_text_clip(); /* enable multilayer */ gdi_layer_multi_layer_enable(); /* entry full screen app - will force status bar update */ entry_full_screen(); /* force all playing keypad tone off */ mmi_frm_kbd_set_tone_state(MMI_KEY_TONE_DISABLED); /* set audio volumn */ mdi_audio_set_volume(MDI_VOLUME_MEDIA, 4); /* vol level : 0 - 6 */ /* suspend background play */ mdi_audio_suspend_background_play(); /* stop MMI sleep */ TurnOnBacklight(0); /* clear keys */ ClearInputEventHandler(MMI_DEVICE_ALL); clear_category_screen_key_handlers(); /* set RSK-up to exit */ SetKeyHandler(GoBackHistory, KEY_RSK, KEY_EVENT_UP); /* clear background as black */ gdi_layer_clear(GDI_COLOR_BLACK); gdi_layer_blt_previous(0, 0, UI_device_width - 1, UI_device_height - 1); #ifndef WIN32 /* enable faster key handling */ mmi_frm_set_key_handle_in_high_frequency(MMI_TRUE); #endif /* WIN32 */ #ifdef __MMI_SUBLCD__ /* draw game icon on sublcd */ ForceSubLCDScreen(mmi_sample_3dgame_entry_sublcd); #endif /* __MMI_SUBLCD__ */ /* disalbe align timer, this will let timer more accurate */ UI_disable_alignment_timers(); /* start game */ if (gui_buffer == NULL) { /* TODO: start new game here .. */ } else { /* back from interrupt */ /* TODO: resume a existing game here .. */ } }