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/*!
\file GUIControl.h
\brief
*/
#ifndef GUILIB_GUICONTROL_H
#define GUILIB_GUICONTROL_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 "GraphicContext.h" // needed by any rendering operation (all controls)
#include "GUIMessage.h" // needed by practically all controls
#include "GUIFont.h" // needed for the CAngle member (CLabelInfo) among other stuff
#include "VisibleEffect.h" // needed for the CAnimation members
#include "GUIInfoColor.h" // needed for CGuiInfoColor to handle infolabel'ed colors
#include "GUIActionDescriptor.h"
class CGUIListItem; // forward
class CAction;
enum ORIENTATION { HORIZONTAL = 0, VERTICAL };
class CLabelInfo
{
public:
CLabelInfo()
{
font = NULL;
align = XBFONT_LEFT;
offsetX = offsetY = 0;
width = 0;
angle = 0;
};
void UpdateColors()
{
textColor.Update();
shadowColor.Update();
selectedColor.Update();
disabledColor.Update();
focusedColor.Update();
};
CGUIInfoColor textColor;
CGUIInfoColor shadowColor;
CGUIInfoColor selectedColor;
CGUIInfoColor disabledColor;
CGUIInfoColor focusedColor;
uint32_t align;
float offsetX;
float offsetY;
float width;
float angle;
CGUIFont *font;
};
class CControlState
{
public:
CControlState(int id, int data)
{
m_id = id;
m_data = data;
}
int m_id;
int m_data;
};
/*!
\ingroup controls
\brief Base class for controls
*/
class CGUIControl
{
public:
CGUIControl();
CGUIControl(int parentID, int controlID, float posX, float posY, float width, float height);
virtual ~CGUIControl(void);
virtual CGUIControl *Clone() const=0;
virtual void DoRender(unsigned int currentTime);
virtual void Render();
bool HasRendered() const { return m_hasRendered; };
// OnAction() is called by our window when we are the focused control.
// We should process any control-specific actions in the derived classes,
// and return true if we have taken care of the action. Returning false
// indicates that the message may be handed down to the window or application
// levels. This base class implementation handles basic movement, and should
// be called from the derived classes when the action has not been handled.
// Return true to indicate that the action has been dealt with.
virtual bool OnAction(const CAction &action);
// Common actions to make the code easier to read (no ugly switch statements in derived controls)
virtual void OnUp();
virtual void OnDown();
virtual void OnLeft();
virtual void OnRight();
virtual void OnNextControl();
virtual void OnPrevControl();
virtual void OnFocus() {};
virtual void OnUnFocus() {};
/// \brief Called when the mouse is over the control. Default implementation selects the control.
virtual bool OnMouseOver(const CPoint &point);
/// \brief Called when the mouse is dragging over the control. Default implementation does nothing.
virtual bool OnMouseDrag(const CPoint &offset, const CPoint &point) { return false; };
/// \brief Called when the left mouse button is pressed on the control. Default implementation does nothing.
virtual bool OnMouseClick(int button, const CPoint &point) { return false; };
/// \brief Called when the left mouse button is pressed on the control. Default implementation does nothing.
virtual bool OnMouseDoubleClick(int button, const CPoint &point) { return false; };
/// \brief Called when the mouse wheel has moved whilst over the control. Default implementation does nothing
virtual bool OnMouseWheel(char wheel, const CPoint &point) { return false; };
/// \brief Used to test whether the pointer location (fPosX, fPosY) is inside the control. For mouse events.
virtual bool HitTest(const CPoint &point) const;
/// \brief Focus a control from a screen location. Returns the coordinates of the screen location relative to the control and a pointer to the control.
virtual bool CanFocusFromPoint(const CPoint &point, CGUIControl **control, CPoint &controlPoint) const;
/// \brief Unfocus a control if it's not in a screen location.
virtual void UnfocusFromPoint(const CPoint &point);
virtual bool OnMessage(CGUIMessage& message);
virtual int GetID(void) const;
void SetID(int id) { m_controlID = id; };
virtual bool HasID(int id) const;
virtual bool HasVisibleID(int id) const;
int GetParentID() const;
virtual bool HasFocus() const;
virtual void AllocResources();
virtual void FreeResources();
virtual void DynamicResourceAlloc(bool bOnOff);
virtual bool IsDynamicallyAllocated() { return false; };
virtual bool CanFocus() const;
virtual bool IsVisible() const;
bool IsVisibleFromSkin() const { return m_visibleFromSkinCondition; };
virtual bool IsDisabled() const;
virtual void SetPosition(float posX, float posY);
virtual void SetHitRect(const CRect &rect);
virtual void SetCamera(const CPoint &camera);
void SetColorDiffuse(const CGUIInfoColor &color);
CPoint GetRenderPosition() const;
virtual float GetXPosition() const;
virtual float GetYPosition() const;
virtual float GetWidth() const;
virtual float GetHeight() const;
virtual void SetNavigation(int up, int down, int left, int right);
virtual void SetTabNavigation(int next, int prev);
virtual void SetNavigationActions(const std::vector<CGUIActionDescriptor> &up, const std::vector<CGUIActionDescriptor> &down,
const std::vector<CGUIActionDescriptor> &left, const std::vector<CGUIActionDescriptor> &right);
void ExecuteActions(const std::vector<CGUIActionDescriptor> &actions);
int GetControlIdUp() const { return m_controlUp;};
int GetControlIdDown() const { return m_controlDown;};
int GetControlIdLeft() const { return m_controlLeft;};
int GetControlIdRight() const { return m_controlRight;};
virtual int GetNextControl(int direction) const;
virtual void SetFocus(bool focus);
virtual void SetWidth(float width);
virtual void SetHeight(float height);
virtual void SetVisible(bool bVisible);
void SetVisibleCondition(int visible, const CGUIInfoBool &allowHiddenFocus);
int GetVisibleCondition() const { return m_visibleCondition; };
void SetEnableCondition(int condition);
virtual void UpdateVisibility(const CGUIListItem *item = NULL);
virtual void SetInitialVisibility();
virtual void SetEnabled(bool bEnable);
virtual void SetInvalid() { m_bInvalidated = true; };
virtual void SetPulseOnSelect(bool pulse) { m_pulseOnSelect = pulse; };
virtual CStdString GetDescription() const { return ""; };
void SetAnimations(const std::vector<CAnimation> &animations);
const std::vector<CAnimation> &GetAnimations() const { return m_animations; };
virtual void QueueAnimation(ANIMATION_TYPE anim);
virtual bool IsAnimating(ANIMATION_TYPE anim);
virtual bool HasAnimation(ANIMATION_TYPE anim);
CAnimation *GetAnimation(ANIMATION_TYPE type, bool checkConditions = true);
virtual void ResetAnimation(ANIMATION_TYPE type);
virtual void ResetAnimations();
// push information updates
virtual void UpdateInfo(const CGUIListItem *item = NULL) {};
virtual void SetPushUpdates(bool pushUpdates) { m_pushedUpdates = pushUpdates; };
virtual bool IsGroup() const { return false; };
virtual bool IsContainer() const { return false; };
virtual bool GetCondition(int condition, int data) const { return false; };
void SetParentControl(CGUIControl *control) { m_parentControl = control; };
CGUIControl *GetParentControl(void) const { return m_parentControl; };
virtual void SaveStates(std::vector<CControlState> &states);
enum GUICONTROLTYPES {
GUICONTROL_UNKNOWN,
GUICONTROL_BUTTON,
GUICONTROL_CHECKMARK,
GUICONTROL_FADELABEL,
GUICONTROL_IMAGE,
GUICONTROL_BORDEREDIMAGE,
GUICONTROL_LARGE_IMAGE,
GUICONTROL_LABEL,
GUICONTROL_LIST,
GUICONTROL_LISTGROUP,
GUICONTROL_LISTEX,
GUICONTROL_PROGRESS,
GUICONTROL_RADIO,
GUICONTROL_RSS,
GUICONTROL_SELECTBUTTON,
GUICONTROL_SLIDER,
GUICONTROL_SETTINGS_SLIDER,
GUICONTROL_SPINBUTTON,
GUICONTROL_SPIN,
GUICONTROL_SPINEX,
GUICONTROL_TEXTBOX,
GUICONTROL_THUMBNAIL,
GUICONTROL_TOGGLEBUTTON,
GUICONTROL_VIDEO,
GUICONTROL_MOVER,
GUICONTROL_RESIZE,
GUICONTROL_BUTTONBAR,
GUICONTROL_CONSOLE,
GUICONTROL_EDIT,
GUICONTROL_VISUALISATION,
GUICONTROL_MULTI_IMAGE,
GUICONTROL_GROUP,
GUICONTROL_GROUPLIST,
GUICONTROL_SCROLLBAR,
GUICONTROL_LISTLABEL,
GUICONTROL_MULTISELECT,
GUICONTAINER_LIST,
GUICONTAINER_WRAPLIST,
GUICONTAINER_FIXEDLIST,
GUICONTAINER_PANEL
};
GUICONTROLTYPES GetControlType() const { return ControlType; }
enum GUIVISIBLE { HIDDEN = 0, DELAYED, VISIBLE };
#ifdef _DEBUG
virtual void DumpTextureUse() {};
#endif
protected:
virtual void UpdateColors();
virtual void Animate(unsigned int currentTime);
virtual bool CheckAnimation(ANIMATION_TYPE animType);
void UpdateStates(ANIMATION_TYPE type, ANIMATION_PROCESS currentProcess, ANIMATION_STATE currentState);
bool SendWindowMessage(CGUIMessage &message);
// navigation
int m_controlLeft;
int m_controlRight;
int m_controlUp;
int m_controlDown;
int m_controlNext;
int m_controlPrev;
std::vector<CGUIActionDescriptor> m_leftActions;
std::vector<CGUIActionDescriptor> m_rightActions;
std::vector<CGUIActionDescriptor> m_upActions;
std::vector<CGUIActionDescriptor> m_downActions;
std::vector<CGUIActionDescriptor> m_nextActions;
std::vector<CGUIActionDescriptor> m_prevActions;
float m_posX;
float m_posY;
float m_height;
float m_width;
CRect m_hitRect;
CGUIInfoColor m_diffuseColor;
int m_controlID;
int m_parentID;
bool m_bHasFocus;
bool m_bInvalidated;
bool m_bAllocated;
bool m_pulseOnSelect;
GUICONTROLTYPES ControlType;
CGUIControl *m_parentControl; // our parent control if we're part of a group
// visibility condition/state
int m_visibleCondition;
GUIVISIBLE m_visible;
bool m_visibleFromSkinCondition;
bool m_forceHidden; // set from the code when a hidden operation is given - overrides m_visible
CGUIInfoBool m_allowHiddenFocus;
bool m_hasRendered;
// enable/disable state
int m_enableCondition;
bool m_enabled;
bool m_pushedUpdates;
// animation effects
std::vector<CAnimation> m_animations;
CPoint m_camera;
bool m_hasCamera;
TransformMatrix m_transform;
};
#endif
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