/*! \file GUIControlGroup.h \brief */ #pragma once /* * 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 "GUIControl.h" /*! \ingroup controls \brief group of controls, useful for remembering last control + animating/hiding together */ class CGUIControlGroup : public CGUIControl { public: CGUIControlGroup(); CGUIControlGroup(int parentID, int controlID, float posX, float posY, float width, float height); CGUIControlGroup(const CGUIControlGroup &from); virtual ~CGUIControlGroup(void); virtual CGUIControlGroup *Clone() const { return new CGUIControlGroup(*this); }; virtual void Render(); virtual bool OnAction(const CAction &action); virtual bool OnMessage(CGUIMessage& message); virtual bool SendControlMessage(CGUIMessage& message); virtual bool HasFocus() const; virtual void AllocResources(); virtual void FreeResources(); virtual void DynamicResourceAlloc(bool bOnOff); virtual bool CanFocus() const; virtual bool SendMouseEvent(const CPoint &point, const CMouseEvent &event); virtual void UnfocusFromPoint(const CPoint &point); virtual void SetInitialVisibility(); virtual void DoRender(unsigned int currentTime); virtual bool IsAnimating(ANIMATION_TYPE anim); virtual bool HasAnimation(ANIMATION_TYPE anim); virtual void QueueAnimation(ANIMATION_TYPE anim); virtual void ResetAnimation(ANIMATION_TYPE anim); virtual void ResetAnimations(); virtual bool HasID(int id) const; virtual bool HasVisibleID(int id) const; virtual void SetInvalid(); int GetFocusedControlID() const; CGUIControl *GetFocusedControl() const; const CGUIControl *GetControl(int id) const; virtual CGUIControl *GetFirstFocusableControl(int id); void GetContainers(std::vector &containers) const; virtual void AddControl(CGUIControl *control, int position = -1); bool InsertControl(CGUIControl *control, const CGUIControl *insertPoint); virtual bool RemoveControl(const CGUIControl *control); virtual void ClearAll(); void SetDefaultControl(int id, bool always) { m_defaultControl = id; m_defaultAlways = always; }; void SetRenderFocusedLast(bool renderLast) { m_renderFocusedLast = renderLast; }; virtual void SaveStates(std::vector &states); virtual bool IsGroup() const { return true; }; #ifdef _DEBUG virtual void DumpTextureUse(); #endif protected: /*! \brief Return the coordinates of the top left of the group, in the group's parent coordinates \return The top left coordinates of the group */ virtual CPoint GetPosition() const { return CPoint(m_posX, m_posY); }; /*! \brief Check whether a given control is valid Runs through controls and returns whether this control is valid. Only functional for controls with non-zero id. \param control to check \return true if the control is valid, false otherwise. */ bool IsValidControl(const CGUIControl *control) const; // sub controls std::vector m_children; typedef std::vector::iterator iControls; typedef std::vector::const_iterator ciControls; typedef std::vector::reverse_iterator rControls; typedef std::vector::const_reverse_iterator crControls; // fast lookup by id typedef std::multimap LookupMap; void AddLookup(CGUIControl *control); void RemoveLookup(CGUIControl *control); const LookupMap &GetLookup() { return m_lookup; }; LookupMap m_lookup; int m_defaultControl; bool m_defaultAlways; int m_focusedControl; bool m_renderFocusedLast; // render time unsigned int m_renderTime; };