/*! \file guiImage.h \brief */ #ifndef GUILIB_GUIIMAGECONTROL_H #define GUILIB_GUIIMAGECONTROL_H #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" #include "GUITexture.h" /*! \ingroup controls \brief */ class CGUIImage : public CGUIControl { public: class CFadingTexture { public: CFadingTexture(const CGUITexture &texture, unsigned int fadeTime) { // create a copy of our texture, and allocate resources m_texture = new CGUITexture(texture); m_texture->AllocResources(); m_fadeTime = fadeTime; m_fading = false; }; ~CFadingTexture() { m_texture->FreeResources(); delete m_texture; }; CGUITexture *m_texture; ///< texture to fade out unsigned int m_fadeTime; ///< time to fade out (ms) bool m_fading; ///< whether we're fading out }; CGUIImage(int parentID, int controlID, float posX, float posY, float width, float height, const CTextureInfo& texture); CGUIImage(const CGUIImage &left); virtual ~CGUIImage(void); virtual CGUIImage *Clone() const { return new CGUIImage(*this); }; virtual void Render(); virtual void UpdateVisibility(const CGUIListItem *item = NULL); virtual bool OnAction(const CAction &action) ; virtual bool OnMessage(CGUIMessage& message); virtual void AllocResources(); virtual void FreeResources(bool immediately = false); virtual void DynamicResourceAlloc(bool bOnOff); virtual bool IsDynamicallyAllocated() { return m_bDynamicResourceAlloc; }; virtual void SetInvalid(); virtual bool CanFocus() const; virtual void UpdateInfo(const CGUIListItem *item = NULL); virtual void SetInfo(const CGUIInfoLabel &info); virtual void SetFileName(const CStdString& strFileName, bool setConstant = false); virtual void SetAspectRatio(const CAspectRatio &aspect); virtual void SetWidth(float width); virtual void SetHeight(float height); virtual void SetPosition(float posX, float posY); virtual CStdString GetDescription() const; void SetCrossFade(unsigned int time); const CStdString& GetFileName() const; float GetTextureWidth() const; float GetTextureHeight() const; #ifdef _DEBUG virtual void DumpTextureUse(); #endif protected: virtual void AllocateOnDemand(); virtual void FreeTextures(bool immediately = false); void FreeResourcesButNotAnims(); unsigned char GetFadeLevel(unsigned int time) const; bool RenderFading(CFadingTexture *texture, unsigned int frameTime); bool m_bDynamicResourceAlloc; // border + conditional info CTextureInfo m_image; CGUIInfoLabel m_info; CGUITexture m_texture; std::vector m_fadingTextures; CStdString m_currentTexture; unsigned int m_crossFadeTime; unsigned int m_currentFadeTime; unsigned int m_lastRenderTime; }; #endif