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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 "GUIListItemLayout.h"
#include "FileItem.h"
#include "GUIControlFactory.h"
#include "addons/Skin.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;
g_SkinInfo->ResolveIncludes(layout);
g_SkinInfo->ResolveConstant(layout->Attribute("width"), m_width);
g_SkinInfo->ResolveConstant(layout->Attribute("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
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