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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 "VisibleEffect.h" // needed for the CAnimation members
#include "GUIInfoTypes.h" // needed for CGUIInfoColor to handle infolabel'ed colors
#include "GUIActionDescriptor.h"
class CGUIListItem; // forward
class CAction;
class CMouseEvent;
enum ORIENTATION { HORIZONTAL = 0, VERTICAL };
class CControlState
{
public:
CControlState(int id, int data)
{
m_id = id;
m_data = data;
}
int m_id;
int m_data;
};
/*!
\brief Results of OnMouseEvent()
Any value not equal to EVENT_RESULT_UNHANDLED indicates that the event was handled.
*/
enum EVENT_RESULT { EVENT_RESULT_UNHANDLED = 0,
EVENT_RESULT_HANDLED,
EVENT_RESULT_PAN_HORIZONTAL,
EVENT_RESULT_PAN_VERTICAL,
EVENT_RESULT_ROTATE,
EVENT_RESULT_ZOOM };
/*!
\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 React to a mouse event
Mouse events are sent from the window to all controls, and each control can react based on the event
and location of the event.
\param point the location in transformed skin coordinates from the upper left corner of the parent control.
\param event the mouse event to perform
\return EVENT_RESULT corresponding to whether the control handles this event
\sa HitTest, CanFocusFromPoint, CMouseEvent, EVENT_RESULT
*/
virtual EVENT_RESULT SendMouseEvent(const CPoint &point, const CMouseEvent &event);
/*! \brief Perform a mouse action
Mouse actions are sent from the window to all controls, and each control can react based on the event
and location of the actions.
\param point the location in transformed skin coordinates from the upper left corner of the parent control.
\param event the mouse event to perform
\return EVENT_RESULT corresponding to whether the control handles this event
\sa SendMouseEvent, HitTest, CanFocusFromPoint, CMouseEvent
*/
virtual EVENT_RESULT OnMouseEvent(const CPoint &point, const CMouseEvent &event) { return EVENT_RESULT_UNHANDLED; };
/*! \brief Unfocus the control if the given point on screen is not within it's boundary
\param point the location in transformed skin coordinates from the upper left corner of the parent control.
\sa CanFocusFromPoint
*/
virtual void UnfocusFromPoint(const CPoint &point);
/*! \brief Used to test whether the point is inside a control.
\param point location to test
\return true if the point is inside the bounds of this control.
\sa SetHitRect
*/
virtual bool HitTest(const CPoint &point) const;
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);
/*! \brief Set actions to perform on navigation
Navigations are set if replace is true or if there is no previously set action
\param up vector of CGUIActionDescriptors to execute on up
\param down vector of CGUIActionDescriptors to execute on down
\param left vector of CGUIActionDescriptors to execute on left
\param right vector of CGUIActionDescriptors to execute on right
\param replace Actions are set only if replace is true or there is no previously set action. Defaults to true
\sa SetNavigation, ExecuteActions
*/
virtual void SetNavigationActions(const std::vector<CGUIActionDescriptor> &up, const std::vector<CGUIActionDescriptor> &down,
const std::vector<CGUIActionDescriptor> &left, const std::vector<CGUIActionDescriptor> &right, bool replace = true);
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_RENDERADDON,
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:
/*! \brief Called when the mouse is over the control.
Default implementation selects the control.
\param point location of the mouse in transformed skin coordinates
\return true if handled, false otherwise.
*/
virtual bool OnMouseOver(const CPoint &point);
/*! \brief Test whether we can focus a control from a point on screen
\param point the location in vanilla skin coordinates from the upper left corner of the parent control.
\return true if the control can be focused from this location
\sa UnfocusFromPoint, HitRect
*/
virtual bool CanFocusFromPoint(const CPoint &point) const;
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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