1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
|
/*
* 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 "GUIListItemLayout.h"
#include "FileItem.h"
#include "GUIControlFactory.h"
#include "utils/GUIInfoManager.h"
#include "GUIListLabel.h"
#include "GUIImage.h"
#include "tinyXML/tinyxml.h"
using namespace std;
CGUIListItemLayout::CGUIListItemLayout()
: m_group(0, 0, 0, 0, 0, 0)
{
m_width = 0;
m_height = 0;
m_condition = 0;
m_focused = false;
m_invalidated = true;
m_isPlaying = false;
m_group.SetPushUpdates(true);
}
CGUIListItemLayout::CGUIListItemLayout(const CGUIListItemLayout &from)
: m_group(from.m_group)
{
m_width = from.m_width;
m_height = from.m_height;
m_focused = from.m_focused;
m_condition = from.m_condition;
m_invalidated = true;
m_isPlaying = false;
}
CGUIListItemLayout::~CGUIListItemLayout()
{
}
bool CGUIListItemLayout::IsAnimating(ANIMATION_TYPE animType)
{
return m_group.IsAnimating(animType);
}
void CGUIListItemLayout::ResetAnimation(ANIMATION_TYPE animType)
{
return m_group.ResetAnimation(animType);
}
float CGUIListItemLayout::Size(ORIENTATION orientation) const
{
return (orientation == HORIZONTAL) ? m_width : m_height;
}
void CGUIListItemLayout::Render(CGUIListItem *item, int parentID, unsigned int time)
{
if (m_invalidated)
{ // need to update our item
// could use a dynamic cast here if RTTI was enabled. As it's not,
// let's use a static cast with a virtual base function
CFileItem *fileItem = item->IsFileItem() ? (CFileItem *)item : new CFileItem(*item);
m_isPlaying = g_infoManager.GetBool(LISTITEM_ISPLAYING, parentID, item);
m_group.SetInvalid();
m_group.UpdateInfo(fileItem);
m_invalidated = false;
// delete our temporary fileitem
if (!item->IsFileItem())
delete fileItem;
}
// update visibility, and render
m_group.SetState(item->IsSelected() || m_isPlaying, m_focused);
m_group.UpdateVisibility(item);
m_group.DoRender(time);
}
void CGUIListItemLayout::SetFocusedItem(unsigned int focus)
{
m_group.SetFocusedItem(focus);
}
unsigned int CGUIListItemLayout::GetFocusedItem() const
{
return m_group.GetFocusedItem();
}
void CGUIListItemLayout::SelectItemFromPoint(const CPoint &point)
{
m_group.SelectItemFromPoint(point);
}
bool CGUIListItemLayout::MoveLeft()
{
return m_group.MoveLeft();
}
bool CGUIListItemLayout::MoveRight()
{
return m_group.MoveRight();
}
void CGUIListItemLayout::LoadControl(TiXmlElement *child, CGUIControlGroup *group)
{
if (!group) return;
CRect rect(group->GetXPosition(), group->GetYPosition(), group->GetXPosition() + group->GetWidth(), group->GetYPosition() + group->GetHeight());
CGUIControlFactory factory;
CGUIControl *control = factory.Create(0, rect, child, true); // true indicating we're inside a list for the
// different label control + defaults.
if (control)
{
group->AddControl(control);
if (control->IsGroup())
{
TiXmlElement *grandChild = child->FirstChildElement("control");
while (grandChild)
{
LoadControl(grandChild, (CGUIControlGroup *)control);
grandChild = grandChild->NextSiblingElement("control");
}
}
}
}
void CGUIListItemLayout::LoadLayout(TiXmlElement *layout, bool focused)
{
m_focused = focused;
layout->QueryFloatAttribute("width", &m_width);
layout->QueryFloatAttribute("height", &m_height);
const char *condition = layout->Attribute("condition");
if (condition)
m_condition = g_infoManager.TranslateString(condition);
TiXmlElement *child = layout->FirstChildElement("control");
m_group.SetWidth(m_width);
m_group.SetHeight(m_height);
while (child)
{
LoadControl(child, &m_group);
child = child->NextSiblingElement("control");
}
// ensure width and height are valid
m_width = std::max(1.0f, m_width);
m_height = std::max(1.0f, m_height);
}
//#ifdef PRE_SKIN_VERSION_9_10_COMPATIBILITY
void CGUIListItemLayout::CreateListControlLayouts(float width, float height, bool focused, const CLabelInfo &labelInfo, const CLabelInfo &labelInfo2, const CTextureInfo &texture, const CTextureInfo &textureFocus, float texHeight, float iconWidth, float iconHeight, int nofocusCondition, int focusCondition)
{
m_width = width;
m_height = height;
m_focused = focused;
CGUIImage *tex = new CGUIImage(0, 0, 0, 0, width, texHeight, texture);
tex->SetVisibleCondition(nofocusCondition, false);
m_group.AddControl(tex);
if (focused)
{
CGUIImage *tex = new CGUIImage(0, 0, 0, 0, width, texHeight, textureFocus);
tex->SetVisibleCondition(focusCondition, false);
m_group.AddControl(tex);
}
CGUIImage *image = new CGUIImage(0, 0, 8, 0, iconWidth, texHeight, CTextureInfo(""));
image->SetInfo(CGUIInfoLabel("$INFO[ListItem.Icon]"));
image->SetAspectRatio(CAspectRatio::AR_KEEP);
m_group.AddControl(image);
float x = iconWidth + labelInfo.offsetX + 10;
CGUIListLabel *label = new CGUIListLabel(0, 0, x, labelInfo.offsetY, width - x - 18, height, labelInfo, CGUIInfoLabel("$INFO[ListItem.Label]"), false);
m_group.AddControl(label);
x = labelInfo2.offsetX ? labelInfo2.offsetX : m_width - 16;
label = new CGUIListLabel(0, 0, x, labelInfo2.offsetY, x - iconWidth - 20, height, labelInfo2, CGUIInfoLabel("$INFO[ListItem.Label2]"), false);
m_group.AddControl(label);
}
//#endif
void CGUIListItemLayout::FreeResources(bool immediately)
{
m_group.FreeResources(immediately);
}
#ifdef _DEBUG
void CGUIListItemLayout::DumpTextureUse()
{
m_group.DumpTextureUse();
}
#endif
|