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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 "GUIMultiSelectText.h"
#include "GUIWindowManager.h"
#include "Key.h"
#include "MouseStat.h"
#include "utils/log.h"
using namespace std;
CGUIMultiSelectTextControl::CSelectableString::CSelectableString(CGUIFont *font, const CStdString &text, bool selectable, const CStdString &clickAction)
: m_text(font, false)
{
m_selectable = selectable;
m_clickAction = clickAction;
m_clickAction.TrimLeft(" =");
m_clickAction.TrimRight(" ");
m_text.Update(text);
float height;
m_text.GetTextExtent(m_length, height);
}
CGUIMultiSelectTextControl::CGUIMultiSelectTextControl(int parentID, int controlID, float posX, float posY, float width, float height, const CTextureInfo& textureFocus, const CTextureInfo& textureNoFocus, const CLabelInfo& labelInfo, const CGUIInfoLabel &content)
: CGUIControl(parentID, controlID, posX, posY, width, height)
, m_button(parentID, controlID, posX, posY, width, height, textureFocus, textureNoFocus, labelInfo)
{
m_info = content;
m_label = labelInfo;
m_selectedItem = 0;
m_offset = 0;
m_totalWidth = 0;
m_scrollOffset = 0;
m_scrollSpeed = 0;
m_scrollLastTime = 0;
m_renderTime = 0;
m_label.align &= ~3; // we currently ignore all x alignment
}
CGUIMultiSelectTextControl::~CGUIMultiSelectTextControl(void)
{
}
void CGUIMultiSelectTextControl::DoRender(unsigned int currentTime)
{
m_renderTime = currentTime;
CGUIControl::DoRender(currentTime);
}
void CGUIMultiSelectTextControl::UpdateColors()
{
m_label.UpdateColors();
CGUIControl::UpdateColors();
}
void CGUIMultiSelectTextControl::Render()
{
// check our selected item is in range
unsigned int numSelectable = GetNumSelectable();
if (!numSelectable)
SetFocus(false);
else if (m_selectedItem >= numSelectable)
m_selectedItem = numSelectable - 1;
// and validate our offset
if (m_offset + m_width > m_totalWidth)
m_offset = m_totalWidth - m_width;
if (m_offset < 0) m_offset = 0;
// handle scrolling
m_scrollOffset += m_scrollSpeed * (m_renderTime - m_scrollLastTime);
if ((m_scrollSpeed < 0 && m_scrollOffset < m_offset) ||
(m_scrollSpeed > 0 && m_scrollOffset > m_offset))
{
m_scrollOffset = m_offset;
m_scrollSpeed = 0;
}
m_scrollLastTime = m_renderTime;
// clip and set our scrolling origin
bool clip(m_width < m_totalWidth);
if (clip)
{ // need to crop
if (!g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height))
return; // nothing to render??
}
g_graphicsContext.SetOrigin(-m_scrollOffset, 0);
// render the buttons
for (unsigned int i = 0; i < m_buttons.size(); i++)
{
m_buttons[i].SetFocus(HasFocus() && i == m_selectedItem);
m_buttons[i].DoRender(m_renderTime);
}
// position the text - we center vertically if applicable, and use the offsets.
// all x-alignment is ignored for now (see constructor)
float posX = m_posX;
float posY = m_posY + m_label.offsetY;
if (m_label.align & XBFONT_CENTER_Y)
posY = m_posY + m_height * 0.5f;
if (m_items.size() && m_items[0].m_selectable)
posX += m_label.offsetX;
// render the text
unsigned int num_selectable = 0;
for (unsigned int i = 0; i < m_items.size(); i++)
{
CSelectableString &string = m_items[i];
if (IsDisabled()) // all text is rendered with disabled color
string.m_text.Render(posX, posY, 0, m_label.disabledColor, m_label.shadowColor, m_label.align, 0, true);
else if (HasFocus() && string.m_selectable && num_selectable == m_selectedItem) // text is rendered with focusedcolor
string.m_text.Render(posX, posY, 0, m_label.focusedColor, m_label.shadowColor, m_label.align, 0);
else // text is rendered with textcolor
string.m_text.Render(posX, posY, 0, m_label.textColor, m_label.shadowColor, m_label.align, 0);
posX += string.m_length;
if (string.m_selectable)
num_selectable++;
}
g_graphicsContext.RestoreOrigin();
if (clip)
g_graphicsContext.RestoreClipRegion();
CGUIControl::Render();
}
void CGUIMultiSelectTextControl::UpdateInfo(const CGUIListItem *item)
{
if (m_info.IsEmpty())
return; // nothing to do
if (item)
UpdateText(m_info.GetItemLabel(item));
else
UpdateText(m_info.GetLabel(m_parentID));
}
bool CGUIMultiSelectTextControl::OnAction(const CAction &action)
{
if (action.id == ACTION_SELECT_ITEM)
{
// item is clicked - see if we have a clickaction
CStdString clickAction;
unsigned int selected = 0;
for (unsigned int i = 0; i < m_items.size(); i++)
{
if (m_items[i].m_selectable)
{
if (m_selectedItem == selected)
clickAction = m_items[i].m_clickAction;
selected++;
}
}
if (!clickAction.IsEmpty())
{ // have a click action -> perform it
CGUIMessage message(GUI_MSG_EXECUTE, m_controlID, m_parentID);
message.SetStringParam(clickAction);
g_windowManager.SendMessage(message);
}
else
{ // no click action, just send a message to the window
CGUIMessage msg(GUI_MSG_CLICKED, m_controlID, m_parentID, m_selectedItem);
SendWindowMessage(msg);
}
return true;
}
return CGUIControl::OnAction(action);
}
void CGUIMultiSelectTextControl::OnLeft()
{
if (MoveLeft())
return;
CGUIControl::OnLeft();
}
void CGUIMultiSelectTextControl::OnRight()
{
if (MoveRight())
return;
CGUIControl::OnRight();
}
// movement functions (callable from lists)
bool CGUIMultiSelectTextControl::MoveLeft()
{
if (m_selectedItem > 0)
ScrollToItem(m_selectedItem - 1);
else if (GetNumSelectable() && m_controlLeft && m_controlLeft == m_controlID)
ScrollToItem(GetNumSelectable() - 1);
else
return false;
return true;
}
bool CGUIMultiSelectTextControl::MoveRight()
{
if (GetNumSelectable() && m_selectedItem < GetNumSelectable() - 1)
ScrollToItem(m_selectedItem + 1);
else if (m_controlRight && m_controlRight == m_controlID)
ScrollToItem(0);
else
return false;
return true;
}
void CGUIMultiSelectTextControl::SelectItemFromPoint(const CPoint &point)
{
int item = GetItemFromPoint(point);
if (item != -1)
{
ScrollToItem(item);
SetFocus(true);
}
else
SetFocus(false);
}
bool CGUIMultiSelectTextControl::HitTest(const CPoint &point) const
{
return (GetItemFromPoint(point) != -1);
}
bool CGUIMultiSelectTextControl::OnMouseOver(const CPoint &point)
{
ScrollToItem(GetItemFromPoint(point));
return CGUIControl::OnMouseOver(point);
}
bool CGUIMultiSelectTextControl::OnMouseClick(int button, const CPoint &point)
{
if (button == MOUSE_LEFT_BUTTON)
{
m_selectedItem = GetItemFromPoint(point);
g_Mouse.SetState(MOUSE_STATE_CLICK);
CAction action;
action.id = ACTION_SELECT_ITEM;
OnAction(action);
return true;
}
return false;
}
int CGUIMultiSelectTextControl::GetItemFromPoint(const CPoint &point) const
{
if (!m_label.font) return -1;
float posX = m_posX;
unsigned int selectable = 0;
for (unsigned int i = 0; i < m_items.size(); i++)
{
const CSelectableString &string = m_items[i];
if (string.m_selectable)
{
CRect rect(posX, m_posY, posX + string.m_length, m_posY + m_height);
if (rect.PtInRect(point))
return selectable;
selectable++;
}
posX += string.m_length;
}
return -1;
}
void CGUIMultiSelectTextControl::UpdateText(const CStdString &text)
{
if (text == m_oldText)
return;
m_items.clear();
// parse our text into clickable blocks
// format is [ONCLICK <action>] [/ONCLICK]
size_t startClickable = text.Find("[ONCLICK");
size_t startUnclickable = 0;
// add the first unclickable block
if (startClickable != CStdString::npos)
AddString(text.Mid(startUnclickable, startClickable - startUnclickable), false);
else
AddString(text.Mid(startUnclickable), false);
while (startClickable != CStdString::npos)
{
// grep out the action and the end of the string
size_t endAction = text.Find(']', startClickable + 8);
size_t endClickable = text.Find("[/ONCLICK]", startClickable + 8);
if (endAction != CStdString::npos && endClickable != CStdString::npos)
{ // success - add the string, and move the start of our next unclickable portion along
AddString(text.Mid(endAction + 1, endClickable - endAction - 1), true, text.Mid(startClickable + 8, endAction - startClickable - 8));
startUnclickable = endClickable + 10;
}
else
{
CLog::Log(LOGERROR, "Invalid multiselect string %s", text.c_str());
break;
}
startClickable = text.Find("[ONCLICK", startUnclickable);
// add the unclickable portion
if (startClickable != CStdString::npos)
AddString(text.Mid(startUnclickable, startClickable - startUnclickable), false);
else
AddString(text.Mid(startUnclickable), false);
}
m_oldText = text;
// finally, position our buttons
PositionButtons();
}
void CGUIMultiSelectTextControl::AddString(const CStdString &text, bool selectable, const CStdString &clickAction)
{
if (!text.IsEmpty())
m_items.push_back(CSelectableString(m_label.font, text, selectable, clickAction));
}
void CGUIMultiSelectTextControl::PositionButtons()
{
m_buttons.clear();
// add new buttons
m_totalWidth = 0;
if (m_items.size() && m_items.front().m_selectable)
m_totalWidth += m_label.offsetX;
for (unsigned int i = 0; i < m_items.size(); i++)
{
const CSelectableString &text = m_items[i];
if (text.m_selectable)
{
CGUIButtonControl button(m_button);
button.SetPosition(m_posX + m_totalWidth - m_label.offsetX, m_posY);
button.SetWidth(text.m_length + 2 * m_label.offsetX);
m_buttons.push_back(button);
}
m_totalWidth += text.m_length;
}
if (m_items.size() && m_items.back().m_selectable)
m_totalWidth += m_label.offsetX;
}
CStdString CGUIMultiSelectTextControl::GetDescription() const
{
// We currently just return the entire string - should we bother returning the
// particular subitems of this?
CStdString strLabel(m_info.GetLabel(m_parentID));
return strLabel;
}
unsigned int CGUIMultiSelectTextControl::GetNumSelectable() const
{
unsigned int selectable = 0;
for (unsigned int i = 0; i < m_items.size(); i++)
if (m_items[i].m_selectable)
selectable++;
return selectable;
}
unsigned int CGUIMultiSelectTextControl::GetFocusedItem() const
{
if (GetNumSelectable())
return m_selectedItem + 1;
return 0;
}
void CGUIMultiSelectTextControl::SetFocusedItem(unsigned int item)
{
SetFocus(item > 0);
if (item > 0)
ScrollToItem(item - 1);
}
bool CGUIMultiSelectTextControl::CanFocus() const
{
if (!GetNumSelectable()) return false;
return CGUIControl::CanFocus();
}
void CGUIMultiSelectTextControl::SetFocus(bool focus)
{
for (unsigned int i = 0; i < m_buttons.size(); i++)
m_buttons[i].SetFocus(focus);
CGUIControl::SetFocus(focus);
}
// overrides to allow anims to translate down to the focus image
void CGUIMultiSelectTextControl::SetAnimations(const vector<CAnimation> &animations)
{
// send any focus animations down to the focus image only
m_animations.clear();
vector<CAnimation> focusAnims;
for (unsigned int i = 0; i < animations.size(); i++)
{
const CAnimation &anim = animations[i];
if (anim.GetType() == ANIM_TYPE_FOCUS)
focusAnims.push_back(anim);
else
m_animations.push_back(anim);
}
m_button.SetAnimations(focusAnims);
}
void CGUIMultiSelectTextControl::ScrollToItem(unsigned int item)
{
static const unsigned int time_to_scroll = 200;
if (item >= m_buttons.size()) return;
// grab our button
const CGUIButtonControl &button = m_buttons[item];
float left = button.GetXPosition();
float right = left + button.GetWidth();
// make sure that we scroll so that this item is on screen
m_scrollOffset = m_offset;
if (left < m_posX + m_offset)
m_offset = left - m_posX;
else if (right > m_posX + m_offset + m_width)
m_offset = right - m_width - m_posX;
m_scrollSpeed = (m_offset - m_scrollOffset) / time_to_scroll;
m_selectedItem = item;
}
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