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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 "GUIControlGroupList.h"
#include "utils/GUIInfoManager.h"
#include "GUIControlProfiler.h"
#define TIME_TO_SCROLL 200;
CGUIControlGroupList::CGUIControlGroupList(int parentID, int controlID, float posX, float posY, float width, float height, float itemGap, int pageControl, ORIENTATION orientation, bool useControlPositions, uint32_t alignment)
: CGUIControlGroup(parentID, controlID, posX, posY, width, height)
{
m_itemGap = itemGap;
m_pageControl = pageControl;
m_offset = 0;
m_totalSize = 10;
m_orientation = orientation;
m_alignment = alignment;
m_scrollOffset = 0;
m_scrollSpeed = 0;
m_scrollTime = 0;
m_renderTime = 0;
m_useControlPositions = useControlPositions;
ControlType = GUICONTROL_GROUPLIST;
}
CGUIControlGroupList::~CGUIControlGroupList(void)
{
}
void CGUIControlGroupList::Render()
{
if (m_scrollSpeed != 0)
{
m_offset += m_scrollSpeed * (m_renderTime - m_scrollTime);
if ((m_scrollSpeed < 0 && m_offset < m_scrollOffset) ||
(m_scrollSpeed > 0 && m_offset > m_scrollOffset))
{
m_offset = m_scrollOffset;
m_scrollSpeed = 0;
}
}
m_scrollTime = m_renderTime;
// first we update visibility of all our items, to ensure our size and
// alignment computations are correct.
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
GUIPROFILER_VISIBILITY_BEGIN(control);
control->UpdateVisibility();
GUIPROFILER_VISIBILITY_END(control);
}
ValidateOffset();
if (m_pageControl)
{
CGUIMessage message(GUI_MSG_LABEL_RESET, GetParentID(), m_pageControl, (int)m_height, (int)m_totalSize);
SendWindowMessage(message);
CGUIMessage message2(GUI_MSG_ITEM_SELECT, GetParentID(), m_pageControl, (int)m_offset);
SendWindowMessage(message2);
}
// we run through the controls, rendering as we go
bool render(g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height));
float pos = GetAlignOffset();
float focusedPos = 0;
CGUIControl *focusedControl = NULL;
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
// note we render all controls, even if they're offscreen, as then they'll be updated
// with respect to animations
CGUIControl *control = *it;
if (m_renderFocusedLast && control->HasFocus())
{
focusedControl = control;
focusedPos = pos;
}
else
{
if (m_orientation == VERTICAL)
g_graphicsContext.SetOrigin(m_posX, m_posY + pos - m_offset);
else
g_graphicsContext.SetOrigin(m_posX + pos - m_offset, m_posY);
control->DoRender(m_renderTime);
}
if (control->IsVisible())
pos += Size(control) + m_itemGap;
g_graphicsContext.RestoreOrigin();
}
if (focusedControl)
{
if (m_orientation == VERTICAL)
g_graphicsContext.SetOrigin(m_posX, m_posY + focusedPos - m_offset);
else
g_graphicsContext.SetOrigin(m_posX + focusedPos - m_offset, m_posY);
focusedControl->DoRender(m_renderTime);
}
if (render) g_graphicsContext.RestoreClipRegion();
CGUIControl::Render();
}
bool CGUIControlGroupList::OnMessage(CGUIMessage& message)
{
switch (message.GetMessage() )
{
case GUI_MSG_FOCUSED:
{ // a control has been focused
// scroll if we need to and update our page control
ValidateOffset();
float offset = 0;
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
if (!control->IsVisible())
continue;
if (control->HasID(message.GetControlId()))
{
// find out whether this is the first or last control
if (IsFirstFocusableControl(control))
ScrollTo(0);
else if (IsLastFocusableControl(control))
ScrollTo(m_totalSize - Size());
else if (offset < m_offset)
ScrollTo(offset);
else if (offset + Size(control) > m_offset + Size())
ScrollTo(offset + Size(control) - Size());
break;
}
offset += Size(control) + m_itemGap;
}
}
break;
case GUI_MSG_SETFOCUS:
{
// we've been asked to focus. We focus the last control if it's on this page,
// else we'll focus the first focusable control from our offset (after verifying it)
ValidateOffset();
// now check the focusControl's offset
float offset = 0;
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
if (!control->IsVisible())
continue;
if (control->HasID(m_focusedControl))
{
if (offset >= m_offset && offset + Size(control) <= m_offset + Size())
return CGUIControlGroup::OnMessage(message);
break;
}
offset += Size(control) + m_itemGap;
}
// find the first control on this page
offset = 0;
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
if (!control->IsVisible())
continue;
if (control->CanFocus() && offset >= m_offset && offset + Size(control) <= m_offset + Size())
{
m_focusedControl = control->GetID();
break;
}
offset += Size(control) + m_itemGap;
}
}
break;
case GUI_MSG_PAGE_CHANGE:
{
if (message.GetSenderId() == m_pageControl)
{ // it's from our page control
ScrollTo((float)message.GetParam1());
return true;
}
}
break;
}
return CGUIControlGroup::OnMessage(message);
}
void CGUIControlGroupList::ValidateOffset()
{
// calculate how many items we have on this page
m_totalSize = 0;
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
if (!control->IsVisible()) continue;
m_totalSize += Size(control) + m_itemGap;
}
if (m_totalSize > 0) m_totalSize -= m_itemGap;
// check our m_offset range
if (m_offset > m_totalSize - Size())
m_offset = m_totalSize - Size();
if (m_offset < 0) m_offset = 0;
}
void CGUIControlGroupList::AddControl(CGUIControl *control, int position /*= -1*/)
{
// NOTE: We override control navigation here, but we don't override the <onleft> etc. builtins
// if specified.
if (position < 0 || position > (int)m_children.size()) // add at the end
position = (int)m_children.size();
if (control)
{ // set the navigation of items so that they form a list
int beforeID = (m_orientation == VERTICAL) ? GetControlIdUp() : GetControlIdLeft();
int afterID = (m_orientation == VERTICAL) ? GetControlIdDown() : GetControlIdRight();
if (m_children.size())
{
// we're inserting at the given position, so grab the items above and below and alter
// their navigation accordingly
CGUIControl *before = NULL;
CGUIControl *after = NULL;
if (position == 0)
{ // inserting at the beginning
after = m_children[0];
if (afterID == GetID()) // we're wrapping around bottom->top, so we have to update the last item
before = m_children[m_children.size() - 1];
if (beforeID == GetID()) // we're wrapping around top->bottom
beforeID = m_children[m_children.size() - 1]->GetID();
afterID = after->GetID();
}
else if (position == (int)m_children.size())
{ // inserting at the end
before = m_children[m_children.size() - 1];
if (beforeID == GetID()) // we're wrapping around top->bottom, so we have to update the first item
after = m_children[0];
if (afterID == GetID()) // we're wrapping around bottom->top
afterID = m_children[0]->GetID();
beforeID = before->GetID();
}
else
{ // inserting somewhere in the middle
before = m_children[position - 1];
after = m_children[position];
beforeID = before->GetID();
afterID = after->GetID();
}
if (m_orientation == VERTICAL)
{
if (before) // update the DOWN action to point to us
before->SetNavigation(before->GetControlIdUp(), control->GetID(), GetControlIdLeft(), GetControlIdRight());
if (after) // update the UP action to point to us
after->SetNavigation(control->GetID(), after->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight());
}
else
{
if (before) // update the RIGHT action to point to us
before->SetNavigation(GetControlIdUp(), GetControlIdDown(), before->GetControlIdLeft(), control->GetID());
if (after) // update the LEFT action to point to us
after->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), after->GetControlIdRight());
}
}
// now the control's nav
if (m_orientation == VERTICAL)
control->SetNavigation(beforeID, afterID, GetControlIdLeft(), GetControlIdRight());
else
control->SetNavigation(GetControlIdUp(), GetControlIdDown(), beforeID, afterID);
if (!m_useControlPositions)
control->SetPosition(0,0);
CGUIControlGroup::AddControl(control, position);
}
}
void CGUIControlGroupList::ClearAll()
{
CGUIControlGroup::ClearAll();
m_offset = 0;
}
inline float CGUIControlGroupList::Size(const CGUIControl *control) const
{
return (m_orientation == VERTICAL) ? control->GetYPosition() + control->GetHeight() : control->GetXPosition() + control->GetWidth();
}
inline float CGUIControlGroupList::Size() const
{
return (m_orientation == VERTICAL) ? m_height : m_width;
}
void CGUIControlGroupList::ScrollTo(float offset)
{
m_scrollOffset = offset;
m_scrollSpeed = (m_scrollOffset - m_offset) / TIME_TO_SCROLL;
}
bool CGUIControlGroupList::CanFocusFromPoint(const CPoint &point, CGUIControl **control, CPoint &controlPoint) const
{
if (!CGUIControl::CanFocus()) return false;
float pos = 0;
CPoint controlCoords(point);
m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y);
float alignOffset = GetAlignOffset();
for (ciControls it = m_children.begin(); it != m_children.end(); ++it)
{
const CGUIControl *child = *it;
if (child->IsVisible())
{
if (pos + Size(child) > m_offset && pos < m_offset + Size())
{ // we're on screen
float offsetX = m_orientation == VERTICAL ? m_posX : m_posX + alignOffset + pos - m_offset;
float offsetY = m_orientation == VERTICAL ? m_posY + alignOffset + pos - m_offset : m_posY;
if (child->CanFocusFromPoint(controlCoords - CPoint(offsetX, offsetY), control, controlPoint))
return true;
}
pos += Size(child) + m_itemGap;
}
}
*control = NULL;
return false;
}
void CGUIControlGroupList::UnfocusFromPoint(const CPoint &point)
{
float pos = 0;
CPoint controlCoords(point);
m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y);
float alignOffset = GetAlignOffset();
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *child = *it;
if (child->IsVisible())
{
if (pos + Size(child) > m_offset && pos < m_offset + Size())
{ // we're on screen
CPoint offset = (m_orientation == VERTICAL) ? CPoint(m_posX, m_posY + alignOffset + pos - m_offset) : CPoint(m_posX + alignOffset + pos - m_offset, m_posY);
child->UnfocusFromPoint(controlCoords - offset);
}
pos += Size(child) + m_itemGap;
}
}
CGUIControl::UnfocusFromPoint(point);
}
bool CGUIControlGroupList::GetCondition(int condition, int data) const
{
switch (condition)
{
case CONTAINER_HAS_NEXT:
return (m_totalSize >= Size() && m_offset < m_totalSize - Size());
case CONTAINER_HAS_PREVIOUS:
return (m_offset > 0);
default:
return false;
}
}
bool CGUIControlGroupList::IsFirstFocusableControl(const CGUIControl *control) const
{
for (ciControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *child = *it;
if (child->IsVisible() && child->CanFocus())
{ // found first focusable
return child == control;
}
}
return false;
}
bool CGUIControlGroupList::IsLastFocusableControl(const CGUIControl *control) const
{
for (crControls it = m_children.rbegin(); it != m_children.rend(); ++it)
{
CGUIControl *child = *it;
if (child->IsVisible() && child->CanFocus())
{ // found first focusable
return child == control;
}
}
return false;
}
float CGUIControlGroupList::GetAlignOffset() const
{
if (m_totalSize < Size())
{
if (m_alignment & XBFONT_RIGHT)
return Size() - m_totalSize;
if (m_alignment & XBFONT_CENTER_X)
return (Size() - m_totalSize)*0.5f;
}
return 0.0f;
}
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