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-rw-r--r--guilib/GUIMultiSelectText.cpp436
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diff --git a/guilib/GUIMultiSelectText.cpp b/guilib/GUIMultiSelectText.cpp
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-/*
- * 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 "GUIMultiSelectText.h"
-#include "GUIWindowManager.h"
-#include "Key.h"
-#include "utils/log.h"
-
-using namespace std;
-
-CGUIMultiSelectTextControl::CSelectableString::CSelectableString(CGUIFont *font, const CStdString &text, bool selectable, const CStdString &clickAction)
- : m_text(font, false)
-{
- m_selectable = selectable;
- m_clickAction = clickAction;
- m_clickAction.TrimLeft(" =");
- m_clickAction.TrimRight(" ");
- m_text.Update(text);
- float height;
- m_text.GetTextExtent(m_length, height);
-}
-
-CGUIMultiSelectTextControl::CGUIMultiSelectTextControl(int parentID, int controlID, float posX, float posY, float width, float height, const CTextureInfo& textureFocus, const CTextureInfo& textureNoFocus, const CLabelInfo& labelInfo, const CGUIInfoLabel &content)
- : CGUIControl(parentID, controlID, posX, posY, width, height)
- , m_button(parentID, controlID, posX, posY, width, height, textureFocus, textureNoFocus, labelInfo)
-{
- m_info = content;
- m_label = labelInfo;
- m_selectedItem = 0;
- m_offset = 0;
- m_totalWidth = 0;
- m_scrollOffset = 0;
- m_scrollSpeed = 0;
- m_scrollLastTime = 0;
- m_renderTime = 0;
- m_label.align &= ~3; // we currently ignore all x alignment
-}
-
-CGUIMultiSelectTextControl::~CGUIMultiSelectTextControl(void)
-{
-}
-
-void CGUIMultiSelectTextControl::DoRender(unsigned int currentTime)
-{
- m_renderTime = currentTime;
- CGUIControl::DoRender(currentTime);
-}
-
-void CGUIMultiSelectTextControl::UpdateColors()
-{
- m_label.UpdateColors();
- CGUIControl::UpdateColors();
-}
-
-void CGUIMultiSelectTextControl::Render()
-{
- // check our selected item is in range
- unsigned int numSelectable = GetNumSelectable();
- if (!numSelectable)
- SetFocus(false);
- else if (m_selectedItem >= numSelectable)
- m_selectedItem = numSelectable - 1;
-
- // and validate our offset
- if (m_offset + m_width > m_totalWidth)
- m_offset = m_totalWidth - m_width;
- if (m_offset < 0) m_offset = 0;
-
- // handle scrolling
- m_scrollOffset += m_scrollSpeed * (m_renderTime - m_scrollLastTime);
- if ((m_scrollSpeed < 0 && m_scrollOffset < m_offset) ||
- (m_scrollSpeed > 0 && m_scrollOffset > m_offset))
- {
- m_scrollOffset = m_offset;
- m_scrollSpeed = 0;
- }
- m_scrollLastTime = m_renderTime;
-
- // clip and set our scrolling origin
- bool clip(m_width < m_totalWidth);
- if (clip)
- { // need to crop
- if (!g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height))
- return; // nothing to render??
- }
- g_graphicsContext.SetOrigin(-m_scrollOffset, 0);
-
- // render the buttons
- for (unsigned int i = 0; i < m_buttons.size(); i++)
- {
- m_buttons[i].SetFocus(HasFocus() && i == m_selectedItem);
- m_buttons[i].DoRender(m_renderTime);
- }
-
- // position the text - we center vertically if applicable, and use the offsets.
- // all x-alignment is ignored for now (see constructor)
- float posX = m_posX;
- float posY = m_posY + m_label.offsetY;
- if (m_label.align & XBFONT_CENTER_Y)
- posY = m_posY + m_height * 0.5f;
-
- if (m_items.size() && m_items[0].m_selectable)
- posX += m_label.offsetX;
-
- // render the text
- unsigned int num_selectable = 0;
- for (unsigned int i = 0; i < m_items.size(); i++)
- {
- CSelectableString &string = m_items[i];
- if (IsDisabled()) // all text is rendered with disabled color
- string.m_text.Render(posX, posY, 0, m_label.disabledColor, m_label.shadowColor, m_label.align, 0, true);
- else if (HasFocus() && string.m_selectable && num_selectable == m_selectedItem) // text is rendered with focusedcolor
- string.m_text.Render(posX, posY, 0, m_label.focusedColor, m_label.shadowColor, m_label.align, 0);
- else // text is rendered with textcolor
- string.m_text.Render(posX, posY, 0, m_label.textColor, m_label.shadowColor, m_label.align, 0);
- posX += string.m_length;
- if (string.m_selectable)
- num_selectable++;
- }
-
- g_graphicsContext.RestoreOrigin();
- if (clip)
- g_graphicsContext.RestoreClipRegion();
-
- CGUIControl::Render();
-}
-
-void CGUIMultiSelectTextControl::UpdateInfo(const CGUIListItem *item)
-{
- if (m_info.IsEmpty())
- return; // nothing to do
-
- if (item)
- UpdateText(m_info.GetItemLabel(item));
- else
- UpdateText(m_info.GetLabel(m_parentID));
-}
-
-bool CGUIMultiSelectTextControl::OnAction(const CAction &action)
-{
- if (action.GetID() == ACTION_SELECT_ITEM)
- {
- // item is clicked - see if we have a clickaction
- CStdString clickAction;
- unsigned int selected = 0;
- for (unsigned int i = 0; i < m_items.size(); i++)
- {
- if (m_items[i].m_selectable)
- {
- if (m_selectedItem == selected)
- clickAction = m_items[i].m_clickAction;
- selected++;
- }
- }
- if (!clickAction.IsEmpty())
- { // have a click action -> perform it
- CGUIMessage message(GUI_MSG_EXECUTE, m_controlID, m_parentID);
- message.SetStringParam(clickAction);
- g_windowManager.SendMessage(message);
- }
- else
- { // no click action, just send a message to the window
- CGUIMessage msg(GUI_MSG_CLICKED, m_controlID, m_parentID, m_selectedItem);
- SendWindowMessage(msg);
- }
- return true;
- }
- return CGUIControl::OnAction(action);
-}
-
-void CGUIMultiSelectTextControl::OnLeft()
-{
- if (MoveLeft())
- return;
- CGUIControl::OnLeft();
-}
-
-void CGUIMultiSelectTextControl::OnRight()
-{
- if (MoveRight())
- return;
- CGUIControl::OnRight();
-}
-
-// movement functions (callable from lists)
-bool CGUIMultiSelectTextControl::MoveLeft()
-{
- if (m_selectedItem > 0)
- ScrollToItem(m_selectedItem - 1);
- else if (GetNumSelectable() && m_controlLeft && m_controlLeft == m_controlID)
- ScrollToItem(GetNumSelectable() - 1);
- else
- return false;
- return true;
-}
-
-bool CGUIMultiSelectTextControl::MoveRight()
-{
- if (GetNumSelectable() && m_selectedItem < GetNumSelectable() - 1)
- ScrollToItem(m_selectedItem + 1);
- else if (m_controlRight && m_controlRight == m_controlID)
- ScrollToItem(0);
- else
- return false;
- return true;
-}
-
-void CGUIMultiSelectTextControl::SelectItemFromPoint(const CPoint &point)
-{
- int item = GetItemFromPoint(point);
- if (item != -1)
- {
- ScrollToItem(item);
- SetFocus(true);
- }
- else
- SetFocus(false);
-}
-
-bool CGUIMultiSelectTextControl::HitTest(const CPoint &point) const
-{
- return (GetItemFromPoint(point) != -1);
-}
-
-bool CGUIMultiSelectTextControl::OnMouseOver(const CPoint &point)
-{
- ScrollToItem(GetItemFromPoint(point));
- return CGUIControl::OnMouseOver(point);
-}
-
-EVENT_RESULT CGUIMultiSelectTextControl::OnMouseEvent(const CPoint &point, const CMouseEvent &event)
-{
- if (event.m_id == ACTION_MOUSE_LEFT_CLICK)
- {
- m_selectedItem = GetItemFromPoint(point);
- OnAction(CAction(ACTION_SELECT_ITEM));
- return EVENT_RESULT_HANDLED;
- }
- return EVENT_RESULT_UNHANDLED;
-}
-
-int CGUIMultiSelectTextControl::GetItemFromPoint(const CPoint &point) const
-{
- if (!m_label.font) return -1;
- float posX = m_posX;
- unsigned int selectable = 0;
- for (unsigned int i = 0; i < m_items.size(); i++)
- {
- const CSelectableString &string = m_items[i];
- if (string.m_selectable)
- {
- CRect rect(posX, m_posY, posX + string.m_length, m_posY + m_height);
- if (rect.PtInRect(point))
- return selectable;
- selectable++;
- }
- posX += string.m_length;
- }
- return -1;
-}
-
-void CGUIMultiSelectTextControl::UpdateText(const CStdString &text)
-{
- if (text == m_oldText)
- return;
-
- m_items.clear();
-
- // parse our text into clickable blocks
- // format is [ONCLICK <action>] [/ONCLICK]
- size_t startClickable = text.Find("[ONCLICK");
- size_t startUnclickable = 0;
-
- // add the first unclickable block
- if (startClickable != CStdString::npos)
- AddString(text.Mid(startUnclickable, startClickable - startUnclickable), false);
- else
- AddString(text.Mid(startUnclickable), false);
- while (startClickable != CStdString::npos)
- {
- // grep out the action and the end of the string
- size_t endAction = text.Find(']', startClickable + 8);
- size_t endClickable = text.Find("[/ONCLICK]", startClickable + 8);
- if (endAction != CStdString::npos && endClickable != CStdString::npos)
- { // success - add the string, and move the start of our next unclickable portion along
- AddString(text.Mid(endAction + 1, endClickable - endAction - 1), true, text.Mid(startClickable + 8, endAction - startClickable - 8));
- startUnclickable = endClickable + 10;
- }
- else
- {
- CLog::Log(LOGERROR, "Invalid multiselect string %s", text.c_str());
- break;
- }
- startClickable = text.Find("[ONCLICK", startUnclickable);
- // add the unclickable portion
- if (startClickable != CStdString::npos)
- AddString(text.Mid(startUnclickable, startClickable - startUnclickable), false);
- else
- AddString(text.Mid(startUnclickable), false);
- }
-
- m_oldText = text;
-
- // finally, position our buttons
- PositionButtons();
-}
-
-void CGUIMultiSelectTextControl::AddString(const CStdString &text, bool selectable, const CStdString &clickAction)
-{
- if (!text.IsEmpty())
- m_items.push_back(CSelectableString(m_label.font, text, selectable, clickAction));
-}
-
-void CGUIMultiSelectTextControl::PositionButtons()
-{
- m_buttons.clear();
-
- // add new buttons
- m_totalWidth = 0;
- if (m_items.size() && m_items.front().m_selectable)
- m_totalWidth += m_label.offsetX;
-
- for (unsigned int i = 0; i < m_items.size(); i++)
- {
- const CSelectableString &text = m_items[i];
- if (text.m_selectable)
- {
- CGUIButtonControl button(m_button);
- button.SetPosition(m_posX + m_totalWidth - m_label.offsetX, m_posY);
- button.SetWidth(text.m_length + 2 * m_label.offsetX);
- m_buttons.push_back(button);
- }
- m_totalWidth += text.m_length;
- }
-
- if (m_items.size() && m_items.back().m_selectable)
- m_totalWidth += m_label.offsetX;
-}
-
-CStdString CGUIMultiSelectTextControl::GetDescription() const
-{
- // We currently just return the entire string - should we bother returning the
- // particular subitems of this?
- CStdString strLabel(m_info.GetLabel(m_parentID));
- return strLabel;
-}
-
-unsigned int CGUIMultiSelectTextControl::GetNumSelectable() const
-{
- unsigned int selectable = 0;
- for (unsigned int i = 0; i < m_items.size(); i++)
- if (m_items[i].m_selectable)
- selectable++;
- return selectable;
-}
-
-unsigned int CGUIMultiSelectTextControl::GetFocusedItem() const
-{
- if (GetNumSelectable())
- return m_selectedItem + 1;
- return 0;
-}
-
-void CGUIMultiSelectTextControl::SetFocusedItem(unsigned int item)
-{
- SetFocus(item > 0);
- if (item > 0)
- ScrollToItem(item - 1);
-}
-
-bool CGUIMultiSelectTextControl::CanFocus() const
-{
- if (!GetNumSelectable()) return false;
- return CGUIControl::CanFocus();
-}
-
-void CGUIMultiSelectTextControl::SetFocus(bool focus)
-{
- for (unsigned int i = 0; i < m_buttons.size(); i++)
- m_buttons[i].SetFocus(focus);
- CGUIControl::SetFocus(focus);
-}
-
-// overrides to allow anims to translate down to the focus image
-void CGUIMultiSelectTextControl::SetAnimations(const vector<CAnimation> &animations)
-{
- // send any focus animations down to the focus image only
- m_animations.clear();
- vector<CAnimation> focusAnims;
- for (unsigned int i = 0; i < animations.size(); i++)
- {
- const CAnimation &anim = animations[i];
- if (anim.GetType() == ANIM_TYPE_FOCUS)
- focusAnims.push_back(anim);
- else
- m_animations.push_back(anim);
- }
- m_button.SetAnimations(focusAnims);
-}
-
-void CGUIMultiSelectTextControl::ScrollToItem(unsigned int item)
-{
- static const unsigned int time_to_scroll = 200;
- if (item >= m_buttons.size()) return;
- // grab our button
- const CGUIButtonControl &button = m_buttons[item];
- float left = button.GetXPosition();
- float right = left + button.GetWidth();
- // make sure that we scroll so that this item is on screen
- m_scrollOffset = m_offset;
- if (left < m_posX + m_offset)
- m_offset = left - m_posX;
- else if (right > m_posX + m_offset + m_width)
- m_offset = right - m_width - m_posX;
- m_scrollSpeed = (m_offset - m_scrollOffset) / time_to_scroll;
- m_selectedItem = item;
-}
-