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/*!
\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<CGUIControl *> &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<CControlState> &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<CGUIControl *> m_children;
  typedef std::vector<CGUIControl *>::iterator iControls;
  typedef std::vector<CGUIControl *>::const_iterator ciControls;
  typedef std::vector<CGUIControl *>::reverse_iterator rControls;
  typedef std::vector<CGUIControl *>::const_reverse_iterator crControls;

  // fast lookup by id
  typedef std::multimap<int, CGUIControl *> 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;
};