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-rw-r--r--guilib/GUIDialog.cpp284
1 files changed, 0 insertions, 284 deletions
diff --git a/guilib/GUIDialog.cpp b/guilib/GUIDialog.cpp
deleted file mode 100644
index 4af7c91c5b..0000000000
--- a/guilib/GUIDialog.cpp
+++ /dev/null
@@ -1,284 +0,0 @@
-/*
- * 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 "GUIDialog.h"
-#include "GUIWindowManager.h"
-#include "GUILabelControl.h"
-#include "GUIAudioManager.h"
-#include "utils/SingleLock.h"
-#include "utils/TimeUtils.h"
-#include "Application.h"
-
-CGUIDialog::CGUIDialog(int id, const CStdString &xmlFile)
- : CGUIWindow(id, xmlFile)
-{
- m_bModal = true;
- m_bRunning = false;
- m_dialogClosing = false;
- m_renderOrder = 1;
- m_autoClosing = false;
- m_enableSound = true;
-}
-
-CGUIDialog::~CGUIDialog(void)
-{}
-
-void CGUIDialog::OnWindowLoaded()
-{
- CGUIWindow::OnWindowLoaded();
-
- // Clip labels to extents
- if (m_children.size())
- {
- CGUIControl* pBase = m_children[0];
-
- for (iControls p = m_children.begin() + 1; p != m_children.end(); ++p)
- {
- if ((*p)->GetControlType() == CGUIControl::GUICONTROL_LABEL)
- {
- CGUILabelControl* pLabel = (CGUILabelControl*)(*p);
-
- if (!pLabel->GetWidth())
- {
- float spacing = (pLabel->GetXPosition() - pBase->GetXPosition()) * 2;
- pLabel->SetWidth(pBase->GetWidth() - spacing);
- }
- }
- }
- }
-}
-
-bool CGUIDialog::OnAction(const CAction &action)
-{
- // keyboard or controller movement should prevent autoclosing
- if (!action.IsMouse() && m_autoClosing)
- SetAutoClose(m_showDuration);
-
- if (action.GetID() == ACTION_CLOSE_DIALOG || action.GetID() == ACTION_PREVIOUS_MENU)
- {
- Close();
- return true;
- }
- return CGUIWindow::OnAction(action);
-}
-
-bool CGUIDialog::OnMessage(CGUIMessage& message)
-{
- switch ( message.GetMessage() )
- {
- case GUI_MSG_WINDOW_DEINIT:
- {
- CGUIWindow *pWindow = g_windowManager.GetWindow(g_windowManager.GetActiveWindow());
- if (pWindow)
- g_windowManager.ShowOverlay(pWindow->GetOverlayState());
-
- CGUIWindow::OnMessage(message);
- // if we were running, make sure we remove ourselves from the window manager
- if (m_bRunning)
- {
- g_windowManager.RemoveDialog(GetID());
- m_bRunning = false;
- m_dialogClosing = false;
- m_autoClosing = false;
- }
- return true;
- }
- case GUI_MSG_WINDOW_INIT:
- {
- CGUIWindow::OnMessage(message);
- m_showStartTime = CTimeUtils::GetFrameTime();
- return true;
- }
- }
-
- return CGUIWindow::OnMessage(message);
-}
-
-void CGUIDialog::Close_Internal(bool forceClose /*= false*/)
-{
- //Lock graphic context here as it is sometimes called from non rendering threads
- //maybe we should have a critical section per window instead??
- CSingleLock lock(g_graphicsContext);
-
- if (!m_bRunning) return;
-
- // Play the window specific deinit sound
- if(!m_dialogClosing && m_enableSound)
- g_audioManager.PlayWindowSound(GetID(), SOUND_DEINIT);
-
- // don't close if we should be animating
- if (!forceClose && HasAnimation(ANIM_TYPE_WINDOW_CLOSE))
- {
- if (!m_dialogClosing && !IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
- {
- QueueAnimation(ANIM_TYPE_WINDOW_CLOSE);
- m_dialogClosing = true;
- }
- return;
- }
-
- CGUIMessage msg(GUI_MSG_WINDOW_DEINIT, 0, 0);
- OnMessage(msg);
-}
-
-void CGUIDialog::DoModal_Internal(int iWindowID /*= WINDOW_INVALID */, const CStdString &param /* = "" */)
-{
- //Lock graphic context here as it is sometimes called from non rendering threads
- //maybe we should have a critical section per window instead??
- CSingleLock lock(g_graphicsContext);
-
- if (!g_windowManager.Initialized())
- return; // don't do anything
-
- m_dialogClosing = false;
- m_bModal = true;
- // set running before it's added to the window manager, else the auto-show code
- // could show it as well if we are in a different thread from
- // the main rendering thread (this should really be handled via
- // a thread message though IMO)
- m_bRunning = true;
- g_windowManager.RouteToWindow(this);
-
- // Play the window specific init sound
- if (m_enableSound)
- g_audioManager.PlayWindowSound(GetID(), SOUND_INIT);
-
- // active this window...
- CGUIMessage msg(GUI_MSG_WINDOW_INIT, 0, 0, WINDOW_INVALID, iWindowID);
- msg.SetStringParam(param);
- OnMessage(msg);
-
-// m_bRunning = true;
-
- if (!m_windowLoaded)
- Close(true);
-
- lock.Leave();
-
- while (m_bRunning && !g_application.m_bStop)
- {
- g_windowManager.Process();
- }
-}
-
-void CGUIDialog::Show_Internal()
-{
- //Lock graphic context here as it is sometimes called from non rendering threads
- //maybe we should have a critical section per window instead??
- CSingleLock lock(g_graphicsContext);
-
- if (m_bRunning && !m_dialogClosing && !IsAnimating(ANIM_TYPE_WINDOW_CLOSE)) return;
-
- if (!g_windowManager.Initialized())
- return; // don't do anything
-
- m_bModal = false;
-
- // set running before it's added to the window manager, else the auto-show code
- // could show it as well if we are in a different thread from
- // the main rendering thread (this should really be handled via
- // a thread message though IMO)
- m_bRunning = true;
- m_dialogClosing = false;
- g_windowManager.AddModeless(this);
-
- // Play the window specific init sound
- if (m_enableSound)
- g_audioManager.PlayWindowSound(GetID(), SOUND_INIT);
-
- // active this window...
- CGUIMessage msg(GUI_MSG_WINDOW_INIT, 0, 0);
- OnMessage(msg);
-
-// m_bRunning = true;
-}
-
-void CGUIDialog::Close(bool forceClose /* = false */)
-{
- if (!g_application.IsCurrentThread())
- {
- // make sure graphics lock is not held
- int nCount = ExitCriticalSection(g_graphicsContext);
- g_application.getApplicationMessenger().Close(this, forceClose);
- RestoreCriticalSection(g_graphicsContext, nCount);
- }
- else
- g_application.getApplicationMessenger().Close(this, forceClose);
-}
-
-void CGUIDialog::DoModal(int iWindowID /*= WINDOW_INVALID */, const CStdString &param)
-{
- g_application.getApplicationMessenger().DoModal(this, iWindowID, param);
-}
-
-void CGUIDialog::Show()
-{
- g_application.getApplicationMessenger().Show(this);
-}
-
-bool CGUIDialog::RenderAnimation(unsigned int time)
-{
- CGUIWindow::RenderAnimation(time);
- return m_bRunning;
-}
-
-void CGUIDialog::FrameMove()
-{
- if (m_autoClosing && m_showStartTime + m_showDuration < CTimeUtils::GetFrameTime() && !m_dialogClosing)
- Close();
- CGUIWindow::FrameMove();
-}
-
-void CGUIDialog::Render()
-{
- CGUIWindow::Render();
- // Check to see if we should close at this point
- // We check after the controls have finished rendering, as we may have to close due to
- // the controls rendering after the window has finished it's animation
- // we call the base class instead of this class so that we can find the change
- if (m_dialogClosing && !CGUIWindow::IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
- {
- Close(true);
- }
-}
-
-bool CGUIDialog::IsAnimating(ANIMATION_TYPE animType)
-{
- if (animType == ANIM_TYPE_WINDOW_CLOSE)
- return m_dialogClosing;
- return CGUIWindow::IsAnimating(animType);
-}
-
-void CGUIDialog::SetDefaults()
-{
- CGUIWindow::SetDefaults();
- m_renderOrder = 1;
-}
-
-void CGUIDialog::SetAutoClose(unsigned int timeoutMs)
-{
- m_autoClosing = true;
- m_showDuration = timeoutMs;
- if (m_bRunning)
- m_showStartTime = CTimeUtils::GetFrameTime();
-}
-
-