diff options
author | AlTheKiller <AlTheKiller@svn> | 2009-09-23 01:49:50 +0000 |
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committer | AlTheKiller <AlTheKiller@svn> | 2009-09-23 01:49:50 +0000 |
commit | 45285e8a9300cd754a760560640b75b09f98035e (patch) | |
tree | ad9f093885ad5c98e9dd4156674e7691c22ed0a2 /guilib/GUIImage.cpp |
step 3/4: Move linuxport to trunk. How'd I get roped into this?
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@23097 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'guilib/GUIImage.cpp')
-rw-r--r-- | guilib/GUIImage.cpp | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/guilib/GUIImage.cpp b/guilib/GUIImage.cpp new file mode 100644 index 0000000000..b2f444eea4 --- /dev/null +++ b/guilib/GUIImage.cpp @@ -0,0 +1,343 @@ +/* + * Copyright (C) 2005-2008 Team XBMC + * http://www.xbmc.org + * + * This Program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This Program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with XBMC; see the file COPYING. If not, write to + * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. + * http://www.gnu.org/copyleft/gpl.html + * + */ + +#include "GUIImage.h" +#include "TextureManager.h" +#include "utils/log.h" + +using namespace std; + +CGUIImage::CGUIImage(int parentID, int controlID, float posX, float posY, float width, float height, const CTextureInfo& texture) + : CGUIControl(parentID, controlID, posX, posY, width, height) + , m_texture(posX, posY, width, height, texture) +{ + m_crossFadeTime = 0; + m_currentFadeTime = 0; + m_lastRenderTime = 0; + ControlType = GUICONTROL_IMAGE; + m_bDynamicResourceAlloc=false; +} + +CGUIImage::CGUIImage(const CGUIImage &left) + : CGUIControl(left), m_texture(left.m_texture) +{ + m_info = left.m_info; + m_crossFadeTime = left.m_crossFadeTime; + // defaults + m_currentFadeTime = 0; + m_lastRenderTime = 0; + ControlType = GUICONTROL_IMAGE; + m_bDynamicResourceAlloc=false; +} + +CGUIImage::~CGUIImage(void) +{ + +} + +void CGUIImage::UpdateVisibility(const CGUIListItem *item) +{ + CGUIControl::UpdateVisibility(item); + + // now that we've checked for conditional info, we can + // check for allocation + AllocateOnDemand(); +} + +void CGUIImage::UpdateInfo(const CGUIListItem *item) +{ + if (m_info.IsConstant()) + return; // nothing to do + + // don't allow image to change while animating out + if (HasRendered() && IsAnimating(ANIM_TYPE_HIDDEN) && !IsVisibleFromSkin()) + return; + + if (item) + SetFileName(m_info.GetItemLabel(item, true)); + else + SetFileName(m_info.GetLabel(m_parentID, true)); +} + +void CGUIImage::AllocateOnDemand() +{ + // if we're hidden, we can free our resources and return + if (!IsVisible() && m_visible != DELAYED) + { + if (m_bDynamicResourceAlloc && m_texture.IsAllocated()) + FreeResourcesButNotAnims(); + return; + } + + // either visible or delayed - we need the resources allocated in either case + if (!m_texture.IsAllocated()) + AllocResources(); +} + +void CGUIImage::Render() +{ + if (!IsVisible()) return; + + // check whether our image failed to allocate, and if so drop back to the fallback image + if (m_texture.FailedToAlloc() && !m_texture.GetFileName().Equals(m_info.GetFallback())) + m_texture.SetFileName(m_info.GetFallback()); + + if (m_crossFadeTime) + { + // make sure our texture has started allocating + m_texture.AllocResources(); + + // compute the frame time + unsigned int frameTime = 0; + unsigned int currentTime = timeGetTime(); + if (m_lastRenderTime) + frameTime = currentTime - m_lastRenderTime; + m_lastRenderTime = currentTime; + + if (m_fadingTextures.size()) // have some fading images + { // anything other than the last old texture needs to be faded out as per usual + for (vector<CFadingTexture *>::iterator i = m_fadingTextures.begin(); i != m_fadingTextures.end() - 1;) + { + if (!RenderFading(*i, frameTime)) + i = m_fadingTextures.erase(i); + else + i++; + } + + if (m_texture.ReadyToRender() || m_texture.GetFileName().IsEmpty()) + { // fade out the last one as well + if (!RenderFading(m_fadingTextures[m_fadingTextures.size() - 1], frameTime)) + m_fadingTextures.erase(m_fadingTextures.end() - 1); + } + else + { // keep the last one fading in + CFadingTexture *texture = m_fadingTextures[m_fadingTextures.size() - 1]; + texture->m_fadeTime += frameTime; + if (texture->m_fadeTime > m_crossFadeTime) + texture->m_fadeTime = m_crossFadeTime; + texture->m_texture->SetAlpha(GetFadeLevel(texture->m_fadeTime)); + texture->m_texture->SetDiffuseColor(m_diffuseColor); + texture->m_texture->Render(); + } + } + + if (m_texture.ReadyToRender() || m_texture.GetFileName().IsEmpty()) + { // fade the new one in + m_currentFadeTime += frameTime; + if (m_currentFadeTime > m_crossFadeTime || frameTime == 0) // for if we allocate straight away on creation + m_currentFadeTime = m_crossFadeTime; + } + m_texture.SetAlpha(GetFadeLevel(m_currentFadeTime)); + } + + m_texture.SetDiffuseColor(m_diffuseColor); + m_texture.Render(); + + CGUIControl::Render(); +} + +bool CGUIImage::RenderFading(CGUIImage::CFadingTexture *texture, unsigned int frameTime) +{ + assert(texture); + if (texture->m_fadeTime <= frameTime) + { // time to kill off the texture + delete texture; + return false; + } + // render this texture + texture->m_fadeTime -= frameTime; + texture->m_texture->SetAlpha(GetFadeLevel(texture->m_fadeTime)); + texture->m_texture->SetDiffuseColor(m_diffuseColor); + texture->m_texture->Render(); + return true; +} + +bool CGUIImage::OnAction(const CAction &action) +{ + return false; +} + +bool CGUIImage::OnMessage(CGUIMessage& message) +{ + if (message.GetMessage() == GUI_MSG_REFRESH_THUMBS) + { + if (!m_info.IsConstant()) + FreeTextures(true); // true as we want to free the texture immediately + return true; + } + return CGUIControl::OnMessage(message); +} + +void CGUIImage::AllocResources() +{ + if (m_texture.GetFileName().IsEmpty()) + return; + + CGUIControl::AllocResources(); + m_texture.AllocResources(); +} + +void CGUIImage::FreeTextures(bool immediately /* = false */) +{ + m_texture.FreeResources(immediately); + for (unsigned int i = 0; i < m_fadingTextures.size(); i++) + delete m_fadingTextures[i]; + m_fadingTextures.clear(); +} + +void CGUIImage::FreeResources() +{ + FreeTextures(); + CGUIControl::FreeResources(); +} + +// WORKAROUND - we are currently resetting all animations when this is called, which shouldn't be the case +// see CGUIControl::FreeResources() - this needs remedying. +void CGUIImage::FreeResourcesButNotAnims() +{ + FreeTextures(); + m_bAllocated=false; + m_hasRendered = false; +} + +void CGUIImage::DynamicResourceAlloc(bool bOnOff) +{ + m_bDynamicResourceAlloc = bOnOff; + m_texture.DynamicResourceAlloc(bOnOff); + CGUIControl::DynamicResourceAlloc(bOnOff); +} + +bool CGUIImage::CanFocus() const +{ + return false; +} + +float CGUIImage::GetTextureWidth() const +{ + return m_texture.GetTextureWidth(); +} + +float CGUIImage::GetTextureHeight() const +{ + return m_texture.GetTextureHeight(); +} + +const CStdString &CGUIImage::GetFileName() const +{ + return m_texture.GetFileName(); +} + +void CGUIImage::SetAspectRatio(const CAspectRatio &aspect) +{ + m_texture.SetAspectRatio(aspect); +} + +void CGUIImage::SetCrossFade(unsigned int time) +{ + m_crossFadeTime = time; + if (!m_crossFadeTime && m_texture.IsLazyLoaded() && !m_info.GetFallback().IsEmpty()) + m_crossFadeTime = 1; +} + +void CGUIImage::SetFileName(const CStdString& strFileName, bool setConstant) +{ + if (setConstant) + m_info.SetLabel(strFileName, ""); + + if (m_crossFadeTime) + { + // set filename on the next texture + if (m_currentTexture.Equals(strFileName)) + return; // nothing to do - we already have this image + + if (m_texture.ReadyToRender() || m_texture.GetFileName().IsEmpty()) + { // save the current image + m_fadingTextures.push_back(new CFadingTexture(m_texture, m_currentFadeTime)); + } + m_currentFadeTime = 0; + } + if (!m_currentTexture.Equals(strFileName)) + { // texture is changing - attempt to load it, and save the name in m_currentTexture. + // we'll check whether it loaded or not in Render() + m_currentTexture = strFileName; + m_texture.SetFileName(m_currentTexture); + } +} + +#ifdef _DEBUG +void CGUIImage::DumpTextureUse() +{ + if (m_texture.IsAllocated()) + { + if (GetID()) + CLog::Log(LOGDEBUG, "Image control %u using texture %s", + GetID(), m_texture.GetFileName().c_str()); + else + CLog::Log(LOGDEBUG, "Using texture %s", m_texture.GetFileName().c_str()); + } +} +#endif + +void CGUIImage::SetWidth(float width) +{ + m_texture.SetWidth(width); + CGUIControl::SetWidth(m_texture.GetWidth()); +} + +void CGUIImage::SetHeight(float height) +{ + m_texture.SetHeight(height); + CGUIControl::SetHeight(m_texture.GetHeight()); +} + +void CGUIImage::SetPosition(float posX, float posY) +{ + m_texture.SetPosition(posX, posY); + CGUIControl::SetPosition(posX, posY); +} + +void CGUIImage::SetInfo(const CGUIInfoLabel &info) +{ + m_info = info; + // a constant image never needs updating + if (m_info.IsConstant()) + m_texture.SetFileName(m_info.GetLabel(0)); +} + +unsigned char CGUIImage::GetFadeLevel(unsigned int time) const +{ + float amount = (float)time / m_crossFadeTime; + // we want a semi-transparent image, so we need to use a more complicated + // fade technique. Assuming a black background (not generally true, but still...) + // we have + // b(t) = [a - b(1-t)*a] / a*(1-b(1-t)*a), + // where a = alpha, and b(t):[0,1] -> [0,1] is the blend function. + // solving, we get + // b(t) = [1 - (1-a)^t] / a + const float alpha = 0.7f; + return (unsigned char)(255.0f * (1 - pow(1-alpha, amount))/alpha); +} + +CStdString CGUIImage::GetDescription(void) const +{ + return GetFileName(); +} + |