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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 "GUIBaseContainer.h"
#include "GUIControlFactory.h"
#include "GUIWindowManager.h"
#include "utils/CharsetConverter.h"
#include "utils/GUIInfoManager.h"
#include "utils/TimeUtils.h"
#include "utils/log.h"
#include "XMLUtils.h"
#include "SkinInfo.h"
#include "StringUtils.h"
#include "GUIStaticItem.h"
#include "Key.h"
using namespace std;
#define HOLD_TIME_START 100
#define HOLD_TIME_END 3000
CGUIBaseContainer::CGUIBaseContainer(int parentID, int controlID, float posX, float posY, float width, float height, ORIENTATION orientation, int scrollTime, int preloadItems)
: CGUIControl(parentID, controlID, posX, posY, width, height)
{
m_cursor = 0;
m_offset = 0;
m_scrollOffset = 0;
m_scrollSpeed = 0;
m_scrollLastTime = 0;
m_scrollTime = scrollTime ? scrollTime : 1;
m_lastHoldTime = 0;
m_itemsPerPage = 10;
m_pageControl = 0;
m_renderTime = 0;
m_orientation = orientation;
m_analogScrollCount = 0;
m_lastItem = NULL;
m_staticContent = false;
m_staticUpdateTime = 0;
m_wasReset = false;
m_layout = NULL;
m_focusedLayout = NULL;
m_cacheItems = preloadItems;
}
CGUIBaseContainer::~CGUIBaseContainer(void)
{
}
void CGUIBaseContainer::Render()
{
ValidateOffset();
if (m_bInvalidated)
UpdateLayout();
if (!m_layout || !m_focusedLayout) return;
UpdateScrollOffset();
int offset = (int)floorf(m_scrollOffset / m_layout->Size(m_orientation));
int cacheBefore, cacheAfter;
GetCacheOffsets(cacheBefore, cacheAfter);
// Free memory not used on screen
if ((int)m_items.size() > m_itemsPerPage + cacheBefore + cacheAfter)
FreeMemory(CorrectOffset(offset - cacheBefore, 0), CorrectOffset(offset + m_itemsPerPage + 1 + cacheAfter, 0));
g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height);
CPoint origin = CPoint(m_posX, m_posY) + m_renderOffset;
float pos = (m_orientation == VERTICAL) ? origin.y : origin.x;
float end = (m_orientation == VERTICAL) ? m_posY + m_height : m_posX + m_width;
// we offset our draw position to take into account scrolling and whether or not our focused
// item is offscreen "above" the list.
float drawOffset = (offset - cacheBefore) * m_layout->Size(m_orientation) - m_scrollOffset;
if (m_offset + m_cursor < offset)
drawOffset += m_focusedLayout->Size(m_orientation) - m_layout->Size(m_orientation);
pos += drawOffset;
end += cacheAfter * m_layout->Size(m_orientation);
float focusedPos = 0;
CGUIListItemPtr focusedItem;
int current = offset - cacheBefore;
while (pos < end && m_items.size())
{
int itemNo = CorrectOffset(current, 0);
if (itemNo >= (int)m_items.size())
break;
bool focused = (current == m_offset + m_cursor);
if (itemNo >= 0)
{
CGUIListItemPtr item = m_items[itemNo];
// render our item
if (focused)
{
focusedPos = pos;
focusedItem = item;
}
else
{
if (m_orientation == VERTICAL)
RenderItem(origin.x, pos, item.get(), false);
else
RenderItem(pos, origin.y, item.get(), false);
}
}
// increment our position
pos += focused ? m_focusedLayout->Size(m_orientation) : m_layout->Size(m_orientation);
current++;
}
// render focused item last so it can overlap other items
if (focusedItem)
{
if (m_orientation == VERTICAL)
RenderItem(origin.x, focusedPos, focusedItem.get(), true);
else
RenderItem(focusedPos, origin.y, focusedItem.get(), true);
}
g_graphicsContext.RestoreClipRegion();
UpdatePageControl(offset);
CGUIControl::Render();
}
void CGUIBaseContainer::RenderItem(float posX, float posY, CGUIListItem *item, bool focused)
{
if (!m_focusedLayout || !m_layout) return;
// set the origin
g_graphicsContext.SetOrigin(posX, posY);
if (m_bInvalidated)
item->SetInvalid();
if (focused)
{
if (!item->GetFocusedLayout())
{
CGUIListItemLayout *layout = new CGUIListItemLayout(*m_focusedLayout);
item->SetFocusedLayout(layout);
}
if (item->GetFocusedLayout())
{
if (item != m_lastItem || !HasFocus())
{
item->GetFocusedLayout()->SetFocusedItem(0);
}
if (item != m_lastItem && HasFocus())
{
item->GetFocusedLayout()->ResetAnimation(ANIM_TYPE_UNFOCUS);
unsigned int subItem = 1;
if (m_lastItem && m_lastItem->GetFocusedLayout())
subItem = m_lastItem->GetFocusedLayout()->GetFocusedItem();
item->GetFocusedLayout()->SetFocusedItem(subItem ? subItem : 1);
}
item->GetFocusedLayout()->Render(item, m_parentID, m_renderTime);
}
m_lastItem = item;
}
else
{
if (item->GetFocusedLayout())
item->GetFocusedLayout()->SetFocusedItem(0); // focus is not set
if (!item->GetLayout())
{
CGUIListItemLayout *layout = new CGUIListItemLayout(*m_layout);
item->SetLayout(layout);
}
if (item->GetFocusedLayout() && item->GetFocusedLayout()->IsAnimating(ANIM_TYPE_UNFOCUS))
item->GetFocusedLayout()->Render(item, m_parentID, m_renderTime);
else if (item->GetLayout())
item->GetLayout()->Render(item, m_parentID, m_renderTime);
}
g_graphicsContext.RestoreOrigin();
}
bool CGUIBaseContainer::OnAction(const CAction &action)
{
if (action.GetID() >= KEY_ASCII)
{
OnJumpLetter((char)(action.GetID() & 0xff));
return true;
}
switch (action.GetID())
{
case ACTION_MOVE_LEFT:
case ACTION_MOVE_RIGHT:
case ACTION_MOVE_DOWN:
case ACTION_MOVE_UP:
{
if (!HasFocus()) return false;
if (action.GetHoldTime() > HOLD_TIME_START &&
((m_orientation == VERTICAL && (action.GetID() == ACTION_MOVE_UP || action.GetID() == ACTION_MOVE_DOWN)) ||
(m_orientation == HORIZONTAL && (action.GetID() == ACTION_MOVE_LEFT || action.GetID() == ACTION_MOVE_RIGHT))))
{ // action is held down - repeat a number of times
float speed = std::min(1.0f, (float)(action.GetHoldTime() - HOLD_TIME_START) / (HOLD_TIME_END - HOLD_TIME_START));
unsigned int itemsPerFrame = 1;
if (m_lastHoldTime) // number of rows/10 items/second max speed
itemsPerFrame = std::max((unsigned int)1, (unsigned int)(speed * 0.0001f * GetRows() * (CTimeUtils::GetFrameTime() - m_lastHoldTime)));
m_lastHoldTime = CTimeUtils::GetFrameTime();
if (action.GetID() == ACTION_MOVE_LEFT || action.GetID() == ACTION_MOVE_UP)
while (itemsPerFrame--) MoveUp(false);
else
while (itemsPerFrame--) MoveDown(false);
return true;
}
else
{
m_lastHoldTime = 0;
return CGUIControl::OnAction(action);
}
}
break;
case ACTION_FIRST_PAGE:
SelectItem(0);
return true;
case ACTION_LAST_PAGE:
if (m_items.size())
SelectItem(m_items.size() - 1);
return true;
case ACTION_NEXT_LETTER:
{
OnNextLetter();
return true;
}
break;
case ACTION_PREV_LETTER:
{
OnPrevLetter();
return true;
}
break;
case ACTION_JUMP_SMS2:
case ACTION_JUMP_SMS3:
case ACTION_JUMP_SMS4:
case ACTION_JUMP_SMS5:
case ACTION_JUMP_SMS6:
case ACTION_JUMP_SMS7:
case ACTION_JUMP_SMS8:
case ACTION_JUMP_SMS9:
{
OnJumpSMS(action.GetID() - ACTION_JUMP_SMS2 + 2);
return true;
}
break;
default:
if (action.GetID())
{
return OnClick(action.GetID());
}
}
return false;
}
bool CGUIBaseContainer::OnMessage(CGUIMessage& message)
{
if (message.GetControlId() == GetID() )
{
if (!m_staticContent)
{
if (message.GetMessage() == GUI_MSG_LABEL_BIND && message.GetPointer())
{ // bind our items
Reset();
CFileItemList *items = (CFileItemList *)message.GetPointer();
for (int i = 0; i < items->Size(); i++)
m_items.push_back(items->Get(i));
UpdateLayout(true); // true to refresh all items
UpdateScrollByLetter();
SelectItem(message.GetParam1());
return true;
}
else if (message.GetMessage() == GUI_MSG_LABEL_RESET)
{
Reset();
SetPageControlRange();
return true;
}
}
if (message.GetMessage() == GUI_MSG_ITEM_SELECTED)
{
message.SetParam1(GetSelectedItem());
return true;
}
else if (message.GetMessage() == GUI_MSG_PAGE_CHANGE)
{
if (message.GetSenderId() == m_pageControl && IsVisible())
{ // update our page if we're visible - not much point otherwise
if ((int)message.GetParam1() != m_offset)
m_pageChangeTimer.StartZero();
ScrollToOffset(message.GetParam1());
return true;
}
}
else if (message.GetMessage() == GUI_MSG_REFRESH_LIST)
{ // update our list contents
for (unsigned int i = 0; i < m_items.size(); ++i)
m_items[i]->SetInvalid();
}
else if (message.GetMessage() == GUI_MSG_MOVE_OFFSET)
{
int count = (int)message.GetParam1();
while (count < 0)
{
MoveUp(true);
count++;
}
while (count > 0)
{
MoveDown(true);
count--;
}
return true;
}
}
return CGUIControl::OnMessage(message);
}
void CGUIBaseContainer::OnUp()
{
bool wrapAround = m_controlUp == GetID() || !(m_controlUp || m_upActions.size());
if (m_orientation == VERTICAL && MoveUp(wrapAround))
return;
// with horizontal lists it doesn't make much sense to have multiselect labels
CGUIControl::OnUp();
}
void CGUIBaseContainer::OnDown()
{
bool wrapAround = m_controlDown == GetID() || !(m_controlDown || m_downActions.size());
if (m_orientation == VERTICAL && MoveDown(wrapAround))
return;
// with horizontal lists it doesn't make much sense to have multiselect labels
CGUIControl::OnDown();
}
void CGUIBaseContainer::OnLeft()
{
bool wrapAround = m_controlLeft == GetID() || !(m_controlLeft || m_leftActions.size());
if (m_orientation == HORIZONTAL && MoveUp(wrapAround))
return;
else if (m_orientation == VERTICAL)
{
CGUIListItemLayout *focusedLayout = GetFocusedLayout();
if (focusedLayout && focusedLayout->MoveLeft())
return;
}
CGUIControl::OnLeft();
}
void CGUIBaseContainer::OnRight()
{
bool wrapAround = m_controlRight == GetID() || !(m_controlRight || m_rightActions.size());
if (m_orientation == HORIZONTAL && MoveDown(wrapAround))
return;
else if (m_orientation == VERTICAL)
{
CGUIListItemLayout *focusedLayout = GetFocusedLayout();
if (focusedLayout && focusedLayout->MoveRight())
return;
}
CGUIControl::OnRight();
}
void CGUIBaseContainer::OnNextLetter()
{
int offset = CorrectOffset(m_offset, m_cursor);
for (unsigned int i = 0; i < m_letterOffsets.size(); i++)
{
if (m_letterOffsets[i].first > offset)
{
SelectItem(m_letterOffsets[i].first);
return;
}
}
}
void CGUIBaseContainer::OnPrevLetter()
{
int offset = CorrectOffset(m_offset, m_cursor);
if (!m_letterOffsets.size())
return;
for (int i = (int)m_letterOffsets.size() - 1; i >= 0; i--)
{
if (m_letterOffsets[i].first < offset)
{
SelectItem(m_letterOffsets[i].first);
return;
}
}
}
void CGUIBaseContainer::OnJumpLetter(char letter)
{
if (m_matchTimer.GetElapsedMilliseconds() < letter_match_timeout)
m_match.push_back(letter);
else
m_match.Format("%c", letter);
m_matchTimer.StartZero();
// we can't jump through letters if we have none
if (0 == m_letterOffsets.size())
return;
// find the current letter we're focused on
unsigned int offset = CorrectOffset(m_offset, m_cursor);
for (unsigned int i = (offset + 1) % m_items.size(); i != offset; i = (i+1) % m_items.size())
{
CGUIListItemPtr item = m_items[i];
if (0 == strnicmp(item->GetSortLabel().c_str(), m_match.c_str(), m_match.size()))
{
SelectItem(i);
return;
}
}
// no match found - repeat with a single letter
if (m_match.size() > 1)
{
m_match.clear();
OnJumpLetter(letter);
}
}
void CGUIBaseContainer::OnJumpSMS(int letter)
{
static const char letterMap[8][6] = { "ABC2", "DEF3", "GHI4", "JKL5", "MNO6", "PQRS7", "TUV8", "WXYZ9" };
// only 2..9 supported
if (letter < 2 || letter > 9 || !m_letterOffsets.size())
return;
const CStdString letters = letterMap[letter - 2];
// find where we currently are
int offset = CorrectOffset(m_offset, m_cursor);
unsigned int currentLetter = 0;
while (currentLetter + 1 < m_letterOffsets.size() && m_letterOffsets[currentLetter + 1].first <= offset)
currentLetter++;
// now switch to the next letter
CStdString current = m_letterOffsets[currentLetter].second;
int startPos = (letters.Find(current) + 1) % letters.size();
// now jump to letters[startPos], or another one in the same range if possible
int pos = startPos;
while (true)
{
// check if we can jump to this letter
for (unsigned int i = 0; i < m_letterOffsets.size(); i++)
{
if (m_letterOffsets[i].second == letters.Mid(pos, 1))
{
SelectItem(m_letterOffsets[i].first);
return;
}
}
pos = (pos + 1) % letters.size();
if (pos == startPos)
return;
}
}
bool CGUIBaseContainer::MoveUp(bool wrapAround)
{
return true;
}
bool CGUIBaseContainer::MoveDown(bool wrapAround)
{
return true;
}
// scrolls the said amount
void CGUIBaseContainer::Scroll(int amount)
{
ScrollToOffset(m_offset + amount);
}
int CGUIBaseContainer::GetSelectedItem() const
{
return CorrectOffset(m_offset, m_cursor);
}
CGUIListItemPtr CGUIBaseContainer::GetListItem(int offset, unsigned int flag) const
{
if (!m_items.size())
return CGUIListItemPtr();
int item = GetSelectedItem() + offset;
if (flag & INFOFLAG_LISTITEM_POSITION) // use offset from the first item displayed, taking into account scrolling
item = CorrectOffset((int)(m_scrollOffset / m_layout->Size(m_orientation)), offset);
if (flag & INFOFLAG_LISTITEM_WRAP)
{
item %= ((int)m_items.size());
if (item < 0) item += m_items.size();
return m_items[item];
}
else
{
if (item >= 0 && item < (int)m_items.size())
return m_items[item];
}
return CGUIListItemPtr();
}
CGUIListItemLayout *CGUIBaseContainer::GetFocusedLayout() const
{
CGUIListItemPtr item = GetListItem(0);
if (item.get()) return item->GetFocusedLayout();
return NULL;
}
bool CGUIBaseContainer::OnMouseOver(const CPoint &point)
{
// select the item under the pointer
SelectItemFromPoint(point - CPoint(m_posX, m_posY));
return CGUIControl::OnMouseOver(point);
}
bool CGUIBaseContainer::OnMouseEvent(const CPoint &point, const CMouseEvent &event)
{
if (event.m_id >= ACTION_MOUSE_LEFT_CLICK && event.m_id <= ACTION_MOUSE_DOUBLE_CLICK)
{
if (SelectItemFromPoint(point - CPoint(m_posX, m_posY)))
{
OnClick(event.m_id);
return true;
}
}
else if (event.m_id == ACTION_MOUSE_WHEEL)
{
Scroll(-event.m_wheel);
return true;
}
return false;
}
bool CGUIBaseContainer::OnClick(int actionID)
{
int subItem = 0;
if (actionID == ACTION_SELECT_ITEM || actionID == ACTION_MOUSE_LEFT_CLICK)
{
if (m_staticContent)
{ // "select" action
int selected = GetSelectedItem();
if (selected >= 0 && selected < (int)m_items.size())
{
CFileItemPtr item = boost::static_pointer_cast<CFileItem>(m_items[selected]);
// multiple action strings are concat'd together, separated with " , "
vector<CStdString> actions;
StringUtils::SplitString(item->m_strPath, " , ", actions);
for (unsigned int i = 0; i < actions.size(); i++)
{
CStdString action = actions[i];
action.Replace(",,", ",");
CGUIMessage message(GUI_MSG_EXECUTE, GetID(), GetParentID());
message.SetStringParam(action);
g_windowManager.SendMessage(message);
}
}
return true;
}
// grab the currently focused subitem (if applicable)
CGUIListItemLayout *focusedLayout = GetFocusedLayout();
if (focusedLayout)
subItem = focusedLayout->GetFocusedItem();
}
// Don't know what to do, so send to our parent window.
CGUIMessage msg(GUI_MSG_CLICKED, GetID(), GetParentID(), actionID, subItem);
return SendWindowMessage(msg);
}
CStdString CGUIBaseContainer::GetDescription() const
{
CStdString strLabel;
int item = GetSelectedItem();
if (item >= 0 && item < (int)m_items.size())
{
CGUIListItemPtr pItem = m_items[item];
if (pItem->m_bIsFolder)
strLabel.Format("[%s]", pItem->GetLabel().c_str());
else
strLabel = pItem->GetLabel();
}
return strLabel;
}
void CGUIBaseContainer::SetFocus(bool bOnOff)
{
if (bOnOff != HasFocus())
{
SetInvalid();
m_lastItem = NULL;
}
CGUIControl::SetFocus(bOnOff);
}
void CGUIBaseContainer::SaveStates(vector<CControlState> &states)
{
states.push_back(CControlState(GetID(), GetSelectedItem()));
}
void CGUIBaseContainer::SetPageControl(int id)
{
m_pageControl = id;
}
void CGUIBaseContainer::ValidateOffset()
{
}
void CGUIBaseContainer::DoRender(unsigned int currentTime)
{
m_renderTime = currentTime;
CGUIControl::DoRender(currentTime);
if (m_pageChangeTimer.GetElapsedMilliseconds() > 200)
m_pageChangeTimer.Stop();
m_wasReset = false;
}
void CGUIBaseContainer::AllocResources()
{
CalculateLayout();
}
void CGUIBaseContainer::FreeResources()
{
CGUIControl::FreeResources();
if (m_staticContent)
{ // free any static content
Reset();
}
m_scrollSpeed = 0;
}
void CGUIBaseContainer::UpdateLayout(bool updateAllItems)
{
if (updateAllItems)
{ // free memory of items
for (iItems it = m_items.begin(); it != m_items.end(); it++)
(*it)->FreeMemory();
}
// and recalculate the layout
CalculateLayout();
SetPageControlRange();
}
void CGUIBaseContainer::SetPageControlRange()
{
if (m_pageControl)
{
CGUIMessage msg(GUI_MSG_LABEL_RESET, GetID(), m_pageControl, m_itemsPerPage, GetRows());
SendWindowMessage(msg);
}
}
void CGUIBaseContainer::UpdatePageControl(int offset)
{
if (m_pageControl)
{ // tell our pagecontrol (scrollbar or whatever) to update (offset it by our cursor position)
CGUIMessage msg(GUI_MSG_ITEM_SELECT, GetID(), m_pageControl, offset);
SendWindowMessage(msg);
}
}
void CGUIBaseContainer::UpdateVisibility(const CGUIListItem *item)
{
CGUIControl::UpdateVisibility(item);
if (!IsVisible())
return; // no need to update the content if we're not visible
// check whether we need to update our layouts
if ((m_layout && m_layout->GetCondition() && !g_infoManager.GetBool(m_layout->GetCondition(), GetParentID())) ||
(m_focusedLayout && m_focusedLayout->GetCondition() && !g_infoManager.GetBool(m_focusedLayout->GetCondition(), GetParentID())))
{
// and do it
int item = GetSelectedItem();
UpdateLayout(true); // true to refresh all items
SelectItem(item);
}
if (m_staticContent)
{ // update our item list with our new content, but only add those items that should
// be visible. Save the previous item and keep it if we are adding that one.
CGUIListItem *lastItem = m_lastItem;
Reset();
bool updateItems = false;
if (!m_staticUpdateTime)
m_staticUpdateTime = CTimeUtils::GetFrameTime();
if (CTimeUtils::GetFrameTime() - m_staticUpdateTime > 1000)
{
m_staticUpdateTime = CTimeUtils::GetFrameTime();
updateItems = true;
}
for (unsigned int i = 0; i < m_staticItems.size(); ++i)
{
CGUIStaticItemPtr item = boost::static_pointer_cast<CGUIStaticItem>(m_staticItems[i]);
// m_idepth is used to store the visibility condition
if (!item->m_idepth || g_infoManager.GetBool(item->m_idepth, GetParentID()))
{
m_items.push_back(item);
if (item.get() == lastItem)
m_lastItem = lastItem;
}
// update any properties
if (updateItems)
item->UpdateProperties(GetParentID());
}
UpdateScrollByLetter();
}
}
void CGUIBaseContainer::CalculateLayout()
{
CGUIListItemLayout *oldFocusedLayout = m_focusedLayout;
CGUIListItemLayout *oldLayout = m_layout;
GetCurrentLayouts();
// calculate the number of items to display
if (!m_focusedLayout || !m_layout)
return;
if (oldLayout == m_layout && oldFocusedLayout == m_focusedLayout)
return; // nothing has changed, so don't update stuff
m_itemsPerPage = (int)((Size() - m_focusedLayout->Size(m_orientation)) / m_layout->Size(m_orientation)) + 1;
// ensure that the scroll offset is a multiple of our size
m_scrollOffset = m_offset * m_layout->Size(m_orientation);
}
void CGUIBaseContainer::UpdateScrollByLetter()
{
m_letterOffsets.clear();
// for scrolling by letter we have an offset table into our vector.
CStdString currentMatch;
for (unsigned int i = 0; i < m_items.size(); i++)
{
CGUIListItemPtr item = m_items[i];
// The letter offset jumping is only for ASCII characters at present, and
// our checks are all done in uppercase
CStdString nextLetter = item->GetSortLabel().Left(1);
nextLetter.ToUpper();
if (currentMatch != nextLetter)
{
currentMatch = nextLetter;
m_letterOffsets.push_back(make_pair((int)i, currentMatch));
}
}
}
unsigned int CGUIBaseContainer::GetRows() const
{
return m_items.size();
}
inline float CGUIBaseContainer::Size() const
{
return (m_orientation == HORIZONTAL) ? m_width : m_height;
}
#define MAX_SCROLL_AMOUNT 0.4f
void CGUIBaseContainer::ScrollToOffset(int offset)
{
float size = (m_layout) ? m_layout->Size(m_orientation) : 10.0f;
int range = m_itemsPerPage / 4;
if (range <= 0) range = 1;
if (offset * size < m_scrollOffset && m_scrollOffset - offset * size > size * range)
{ // scrolling up, and we're jumping more than 0.5 of a screen
m_scrollOffset = (offset + range) * size;
}
if (offset * size > m_scrollOffset && offset * size - m_scrollOffset > size * range)
{ // scrolling down, and we're jumping more than 0.5 of a screen
m_scrollOffset = (offset - range) * size;
}
m_scrollSpeed = (offset * size - m_scrollOffset) / m_scrollTime;
if (!m_wasReset)
{
SetContainerMoving(offset - m_offset);
if (m_scrollSpeed)
m_scrollTimer.Start();
else
m_scrollTimer.Stop();
}
m_offset = offset;
}
void CGUIBaseContainer::SetContainerMoving(int direction)
{
if (direction)
g_infoManager.SetContainerMoving(GetID(), direction > 0, m_scrollSpeed != 0);
}
void CGUIBaseContainer::UpdateScrollOffset()
{
m_scrollOffset += m_scrollSpeed * (m_renderTime - m_scrollLastTime);
if ((m_scrollSpeed < 0 && m_scrollOffset < m_offset * m_layout->Size(m_orientation)) ||
(m_scrollSpeed > 0 && m_scrollOffset > m_offset * m_layout->Size(m_orientation)))
{
m_scrollOffset = m_offset * m_layout->Size(m_orientation);
m_scrollSpeed = 0;
m_scrollTimer.Stop();
}
m_scrollLastTime = m_renderTime;
}
int CGUIBaseContainer::CorrectOffset(int offset, int cursor) const
{
return offset + cursor;
}
void CGUIBaseContainer::Reset()
{
m_wasReset = true;
m_items.clear();
m_lastItem = NULL;
}
void CGUIBaseContainer::LoadLayout(TiXmlElement *layout)
{
TiXmlElement *itemElement = layout->FirstChildElement("itemlayout");
while (itemElement)
{ // we have a new item layout
CGUIListItemLayout itemLayout;
itemLayout.LoadLayout(itemElement, false);
m_layouts.push_back(itemLayout);
itemElement = itemElement->NextSiblingElement("itemlayout");
}
itemElement = layout->FirstChildElement("focusedlayout");
while (itemElement)
{ // we have a new item layout
CGUIListItemLayout itemLayout;
itemLayout.LoadLayout(itemElement, true);
m_focusedLayouts.push_back(itemLayout);
itemElement = itemElement->NextSiblingElement("focusedlayout");
}
}
void CGUIBaseContainer::LoadContent(TiXmlElement *content)
{
TiXmlElement *root = content->FirstChildElement("content");
if (!root)
return;
g_SkinInfo.ResolveIncludes(root);
vector<CGUIListItemPtr> items;
TiXmlElement *item = root->FirstChildElement("item");
while (item)
{
g_SkinInfo.ResolveIncludes(item);
if (item->FirstChild())
{
CGUIStaticItemPtr newItem(new CGUIStaticItem(item, GetParentID()));
items.push_back(newItem);
}
item = item->NextSiblingElement("item");
}
SetStaticContent(items);
}
void CGUIBaseContainer::SetStaticContent(const vector<CGUIListItemPtr> &items)
{
m_staticContent = true;
m_staticUpdateTime = 0;
m_staticItems.clear();
m_staticItems.assign(items.begin(), items.end());
UpdateVisibility();
}
void CGUIBaseContainer::SetRenderOffset(const CPoint &offset)
{
m_renderOffset = offset;
}
void CGUIBaseContainer::SetType(VIEW_TYPE type, const CStdString &label)
{
m_type = type;
m_label = label;
}
void CGUIBaseContainer::FreeMemory(int keepStart, int keepEnd)
{
if (keepStart < keepEnd)
{ // remove before keepStart and after keepEnd
for (int i = 0; i < keepStart && i < (int)m_items.size(); ++i)
m_items[i]->FreeMemory();
for (int i = keepEnd + 1; i < (int)m_items.size(); ++i)
m_items[i]->FreeMemory();
}
else
{ // wrapping
for (int i = keepEnd + 1; i < keepStart && i < (int)m_items.size(); ++i)
m_items[i]->FreeMemory();
}
}
bool CGUIBaseContainer::InsideLayout(const CGUIListItemLayout *layout, const CPoint &point)
{
if (!layout) return false;
if ((m_orientation == VERTICAL && layout->Size(HORIZONTAL) && point.x > layout->Size(HORIZONTAL)) ||
(m_orientation == HORIZONTAL && layout->Size(VERTICAL) && point.y > layout->Size(VERTICAL)))
return false;
return true;
}
#ifdef _DEBUG
void CGUIBaseContainer::DumpTextureUse()
{
CLog::Log(LOGDEBUG, "%s for container %u", __FUNCTION__, GetID());
for (unsigned int i = 0; i < m_items.size(); ++i)
{
CGUIListItemPtr item = m_items[i];
if (item->GetFocusedLayout()) item->GetFocusedLayout()->DumpTextureUse();
if (item->GetLayout()) item->GetLayout()->DumpTextureUse();
}
}
#endif
bool CGUIBaseContainer::GetCondition(int condition, int data) const
{
switch (condition)
{
case CONTAINER_ROW:
return (m_orientation == VERTICAL) ? (m_cursor == data) : true;
case CONTAINER_COLUMN:
return (m_orientation == HORIZONTAL) ? (m_cursor == data) : true;
case CONTAINER_POSITION:
return (m_cursor == data);
case CONTAINER_HAS_NEXT:
return (HasNextPage());
case CONTAINER_HAS_PREVIOUS:
return (HasPreviousPage());
case CONTAINER_SUBITEM:
{
CGUIListItemLayout *layout = GetFocusedLayout();
return layout ? (layout->GetFocusedItem() == (unsigned int)data) : false;
}
case CONTAINER_SCROLLING:
return (m_scrollTimer.GetElapsedMilliseconds() > m_scrollTime || m_pageChangeTimer.IsRunning());
default:
return false;
}
}
void CGUIBaseContainer::GetCurrentLayouts()
{
m_layout = NULL;
for (unsigned int i = 0; i < m_layouts.size(); i++)
{
int condition = m_layouts[i].GetCondition();
if (!condition || g_infoManager.GetBool(condition, GetParentID()))
{
m_layout = &m_layouts[i];
break;
}
}
if (!m_layout && m_layouts.size())
m_layout = &m_layouts[0]; // failsafe
m_focusedLayout = NULL;
for (unsigned int i = 0; i < m_focusedLayouts.size(); i++)
{
int condition = m_focusedLayouts[i].GetCondition();
if (!condition || g_infoManager.GetBool(condition, GetParentID()))
{
m_focusedLayout = &m_focusedLayouts[i];
break;
}
}
if (!m_focusedLayout && m_focusedLayouts.size())
m_focusedLayout = &m_focusedLayouts[0]; // failsafe
}
bool CGUIBaseContainer::HasNextPage() const
{
return false;
}
bool CGUIBaseContainer::HasPreviousPage() const
{
return false;
}
CStdString CGUIBaseContainer::GetLabel(int info) const
{
CStdString label;
switch (info)
{
case CONTAINER_NUM_PAGES:
label.Format("%u", (GetRows() + m_itemsPerPage - 1) / m_itemsPerPage);
break;
case CONTAINER_CURRENT_PAGE:
label.Format("%u", GetCurrentPage());
break;
case CONTAINER_POSITION:
label.Format("%i", m_cursor);
break;
case CONTAINER_NUM_ITEMS:
{
unsigned int numItems = GetNumItems();
if (numItems && m_items[0]->IsFileItem() && (boost::static_pointer_cast<CFileItem>(m_items[0]))->IsParentFolder())
label.Format("%u", numItems-1);
else
label.Format("%u", numItems);
}
break;
default:
break;
}
return label;
}
int CGUIBaseContainer::GetCurrentPage() const
{
if (m_offset + m_itemsPerPage >= (int)GetRows()) // last page
return (GetRows() + m_itemsPerPage - 1) / m_itemsPerPage;
return m_offset / m_itemsPerPage + 1;
}
void CGUIBaseContainer::GetCacheOffsets(int &cacheBefore, int &cacheAfter)
{
if (m_scrollSpeed > 0)
{
cacheBefore = 0;
cacheAfter = m_cacheItems;
}
else if (m_scrollSpeed < 0)
{
cacheBefore = m_cacheItems;
cacheAfter = 0;
}
else
{
cacheBefore = m_cacheItems / 2;
cacheAfter = m_cacheItems / 2;
}
}
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