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
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
|
/*
* 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 "system.h"
#include "GUIWindow.h"
#include "GUIWindowManager.h"
#include "Key.h"
#include "LocalizeStrings.h"
#include "Settings.h"
#include "GUIControlFactory.h"
#include "GUIControlGroup.h"
#include "GUIControlProfiler.h"
#ifdef PRE_SKIN_VERSION_9_10_COMPATIBILITY
#include "GUIEditControl.h"
#endif
#include "addons/Skin.h"
#include "utils/GUIInfoManager.h"
#include "utils/log.h"
#include "utils/SingleLock.h"
#include "utils/TimeUtils.h"
#include "ButtonTranslator.h"
#include "XMLUtils.h"
#ifdef HAS_PERFORMANCE_SAMPLE
#include "utils/PerformanceSample.h"
#endif
using namespace std;
CGUIWindow::CGUIWindow(int id, const CStdString &xmlFile)
{
SetID(id);
SetProperty("xmlfile", xmlFile);
m_idRange = 1;
m_lastControlID = 0;
m_bRelativeCoords = false;
m_overlayState = OVERLAY_STATE_PARENT_WINDOW; // Use parent or previous window's state
m_coordsRes = g_guiSettings.m_LookAndFeelResolution;
m_isDialog = false;
m_needsScaling = true;
m_windowLoaded = false;
m_loadOnDemand = true;
m_renderOrder = 0;
m_dynamicResourceAlloc = true;
m_previousWindow = WINDOW_INVALID;
m_animationsEnabled = true;
m_manualRunActions = false;
m_exclusiveMouseControl = 0;
m_clearBackground = 0xff000000; // opaque black -> always clear
}
CGUIWindow::~CGUIWindow(void)
{}
bool CGUIWindow::Load(const CStdString& strFileName, bool bContainsPath)
{
#ifdef HAS_PERFORMANCE_SAMPLE
CPerformanceSample aSample("WindowLoad-" + strFileName, true);
#endif
if (m_windowLoaded)
return true; // no point loading if it's already there
#ifdef _DEBUG
int64_t start;
start = CurrentHostCounter();
#endif
RESOLUTION resToUse = RES_INVALID;
CLog::Log(LOGINFO, "Loading skin file: %s", strFileName.c_str());
// Find appropriate skin folder + resolution to load from
CStdString strPath;
CStdString strLowerPath;
if (bContainsPath)
strPath = strFileName;
else
{
// FIXME: strLowerPath needs to eventually go since resToUse can get incorrectly overridden
strLowerPath = g_SkinInfo->GetSkinPath(CStdString(strFileName).ToLower(), &resToUse);
strPath = g_SkinInfo->GetSkinPath(strFileName, &resToUse);
}
if (!bContainsPath)
m_coordsRes = resToUse;
bool ret = LoadXML(strPath.c_str(), strLowerPath.c_str());
#ifdef _DEBUG
int64_t end, freq;
end = CurrentHostCounter();
freq = CurrentHostFrequency();
CLog::Log(LOGDEBUG,"Load %s: %.2fms", GetProperty("xmlfile").c_str(), 1000.f * (end - start) / freq);
#endif
return ret;
}
bool CGUIWindow::LoadXML(const CStdString &strPath, const CStdString &strLowerPath)
{
TiXmlDocument xmlDoc;
if ( !xmlDoc.LoadFile(strPath) && !xmlDoc.LoadFile(CStdString(strPath).ToLower()) && !xmlDoc.LoadFile(strLowerPath))
{
CLog::Log(LOGERROR, "unable to load:%s, Line %d\n%s", strPath.c_str(), xmlDoc.ErrorRow(), xmlDoc.ErrorDesc());
SetID(WINDOW_INVALID);
return false;
}
return Load(xmlDoc);
}
bool CGUIWindow::Load(TiXmlDocument &xmlDoc)
{
TiXmlElement* pRootElement = xmlDoc.RootElement();
if (strcmpi(pRootElement->Value(), "window"))
{
CLog::Log(LOGERROR, "file : XML file doesnt contain <window>");
return false;
}
// set the scaling resolution so that any control creation or initialisation can
// be done with respect to the correct aspect ratio
g_graphicsContext.SetScalingResolution(m_coordsRes, m_needsScaling);
// Resolve any includes that may be present
g_SkinInfo->ResolveIncludes(pRootElement);
// now load in the skin file
SetDefaults();
CGUIControlFactory::GetInfoColor(pRootElement, "backgroundcolor", m_clearBackground);
CGUIControlFactory::GetMultipleString(pRootElement, "onload", m_loadActions);
CGUIControlFactory::GetMultipleString(pRootElement, "onunload", m_unloadActions);
CGUIControlFactory::GetHitRect(pRootElement, m_hitRect);
TiXmlElement *pChild = pRootElement->FirstChildElement();
while (pChild)
{
CStdString strValue = pChild->Value();
if (strValue == "type" && pChild->FirstChild())
{
// if we have are a window type (ie not a dialog), and we have <type>dialog</type>
// then make this window act like a dialog
if (!IsDialog() && strcmpi(pChild->FirstChild()->Value(), "dialog") == 0)
m_isDialog = true;
}
else if (strValue == "previouswindow" && pChild->FirstChild())
{
m_previousWindow = CButtonTranslator::TranslateWindow(pChild->FirstChild()->Value());
}
else if (strValue == "defaultcontrol" && pChild->FirstChild())
{
const char *always = pChild->Attribute("always");
if (always && strcmpi(always, "true") == 0)
m_defaultAlways = true;
m_defaultControl = atoi(pChild->FirstChild()->Value());
}
else if (strValue == "visible" && pChild->FirstChild())
{
CGUIControlFactory::GetConditionalVisibility(pRootElement, m_visibleCondition);
}
else if (strValue == "animation" && pChild->FirstChild())
{
CRect rect(0, 0, (float)g_settings.m_ResInfo[m_coordsRes].iWidth, (float)g_settings.m_ResInfo[m_coordsRes].iHeight);
CAnimation anim;
anim.Create(pChild, rect);
m_animations.push_back(anim);
}
else if (strValue == "zorder" && pChild->FirstChild())
{
m_renderOrder = atoi(pChild->FirstChild()->Value());
}
else if (strValue == "coordinates")
{
TiXmlNode* pSystem = pChild->FirstChild("system");
if (pSystem)
{
int iCoordinateSystem = atoi(pSystem->FirstChild()->Value());
m_bRelativeCoords = (iCoordinateSystem == 1);
}
XMLUtils::GetFloat(pChild, "posx", m_posX);
XMLUtils::GetFloat(pChild, "posy", m_posY);
TiXmlElement *originElement = pChild->FirstChildElement("origin");
while (originElement)
{
COrigin origin;
originElement->QueryFloatAttribute("x", &origin.x);
originElement->QueryFloatAttribute("y", &origin.y);
if (originElement->FirstChild())
origin.condition = g_infoManager.TranslateString(originElement->FirstChild()->Value());
m_origins.push_back(origin);
originElement = originElement->NextSiblingElement("origin");
}
}
else if (strValue == "camera")
{ // z is fixed
pChild->QueryFloatAttribute("x", &m_camera.x);
pChild->QueryFloatAttribute("y", &m_camera.y);
m_hasCamera = true;
}
else if (strValue == "controls")
{
TiXmlElement *pControl = pChild->FirstChildElement();
while (pControl)
{
if (strcmpi(pControl->Value(), "control") == 0)
{
LoadControl(pControl, NULL);
}
pControl = pControl->NextSiblingElement();
}
}
else if (strValue == "allowoverlay")
{
bool overlay = false;
if (XMLUtils::GetBoolean(pRootElement, "allowoverlay", overlay))
m_overlayState = overlay ? OVERLAY_STATE_SHOWN : OVERLAY_STATE_HIDDEN;
}
pChild = pChild->NextSiblingElement();
}
LoadAdditionalTags(pRootElement);
m_windowLoaded = true;
OnWindowLoaded();
return true;
}
void CGUIWindow::LoadControl(TiXmlElement* pControl, CGUIControlGroup *pGroup)
{
// get control type
CGUIControlFactory factory;
CRect rect(0, 0, (float)g_settings.m_ResInfo[m_coordsRes].iWidth, (float)g_settings.m_ResInfo[m_coordsRes].iHeight);
if (pGroup)
{
rect.x1 = pGroup->GetXPosition();
rect.y1 = pGroup->GetYPosition();
rect.x2 = rect.x1 + pGroup->GetWidth();
rect.y2 = rect.y1 + pGroup->GetHeight();
}
CGUIControl* pGUIControl = factory.Create(GetID(), rect, pControl);
if (pGUIControl)
{
float maxX = pGUIControl->GetXPosition() + pGUIControl->GetWidth();
if (maxX > m_width)
{
m_width = maxX;
}
float maxY = pGUIControl->GetYPosition() + pGUIControl->GetHeight();
if (maxY > m_height)
{
m_height = maxY;
}
// if we are in a group, add to the group, else add to our window
if (pGroup)
pGroup->AddControl(pGUIControl);
else
AddControl(pGUIControl);
// if the new control is a group, then add it's controls
if (pGUIControl->IsGroup())
{
TiXmlElement *pSubControl = pControl->FirstChildElement("control");
while (pSubControl)
{
LoadControl(pSubControl, (CGUIControlGroup *)pGUIControl);
pSubControl = pSubControl->NextSiblingElement("control");
}
}
}
}
void CGUIWindow::OnWindowLoaded()
{
DynamicResourceAlloc(true);
}
void CGUIWindow::CenterWindow()
{
if (m_bRelativeCoords)
{
m_posX = (g_settings.m_ResInfo[m_coordsRes].iWidth - GetWidth()) / 2;
m_posY = (g_settings.m_ResInfo[m_coordsRes].iHeight - GetHeight()) / 2;
}
}
void CGUIWindow::Render()
{
// If we're rendering from a different thread, then we should wait for the main
// app thread to finish AllocResources(), as dynamic resources (images in particular)
// will try and be allocated from 2 different threads, which causes nasty things
// to occur.
if (!m_bAllocated) return;
g_graphicsContext.SetRenderingResolution(m_coordsRes, m_needsScaling);
m_renderTime = CTimeUtils::GetFrameTime();
// render our window animation - returns false if it needs to stop rendering
if (!RenderAnimation(m_renderTime))
return;
if (m_hasCamera)
g_graphicsContext.SetCameraPosition(m_camera);
CGUIControlGroup::Render();
if (CGUIControlProfiler::IsRunning()) CGUIControlProfiler::Instance().EndFrame();
}
void CGUIWindow::Close(bool forceClose)
{
CLog::Log(LOGERROR,"%s - should never be called on the base class!", __FUNCTION__);
}
bool CGUIWindow::OnAction(const CAction &action)
{
if (action.IsMouse() || action.IsGesture())
return EVENT_RESULT_UNHANDLED != OnMouseAction(action);
CGUIControl *focusedControl = GetFocusedControl();
if (focusedControl)
return focusedControl->OnAction(action);
// no control has focus?
// set focus to the default control then
CGUIMessage msg(GUI_MSG_SETFOCUS, GetID(), m_defaultControl);
OnMessage(msg);
return false;
}
CPoint CGUIWindow::GetPosition() const
{
for (unsigned int i = 0; i < m_origins.size(); i++)
{
// no condition implies true
if (!m_origins[i].condition || g_infoManager.GetBool(m_origins[i].condition, GetID()))
{ // found origin
return CPoint(m_origins[i].x, m_origins[i].y);
}
}
return CGUIControlGroup::GetPosition();
}
// OnMouseAction - called by OnAction()
EVENT_RESULT CGUIWindow::OnMouseAction(const CAction &action)
{
g_graphicsContext.SetScalingResolution(m_coordsRes, m_needsScaling);
CPoint mousePoint(action.GetAmount(0), action.GetAmount(1));
g_graphicsContext.InvertFinalCoords(mousePoint.x, mousePoint.y);
// create the mouse event
CMouseEvent event(action.GetID(), action.GetHoldTime(), action.GetAmount(2), action.GetAmount(3));
if (m_exclusiveMouseControl)
{
CGUIControl *child = (CGUIControl *)GetControl(m_exclusiveMouseControl);
if (child)
{
CPoint renderPos = child->GetRenderPosition() - CPoint(child->GetXPosition(), child->GetYPosition());
return child->OnMouseEvent(mousePoint - renderPos, event);
}
}
UnfocusFromPoint(mousePoint);
return SendMouseEvent(mousePoint, event);
}
EVENT_RESULT CGUIWindow::OnMouseEvent(const CPoint &point, const CMouseEvent &event)
{
if (event.m_id == ACTION_MOUSE_RIGHT_CLICK)
{ // no control found to absorb this click - go to previous menu
return OnAction(CAction(ACTION_PREVIOUS_MENU)) ? EVENT_RESULT_HANDLED : EVENT_RESULT_UNHANDLED;
}
return EVENT_RESULT_UNHANDLED;
}
/// \brief Called on window open.
/// * Restores the control state(s)
/// * Sets initial visibility of controls
/// * Queue WindowOpen animation
/// * Set overlay state
/// Override this function and do any window-specific initialisation such
/// as filling control contents and setting control focus before
/// calling the base method.
void CGUIWindow::OnInitWindow()
{
// set our rendered state
m_hasRendered = false;
ResetAnimations(); // we need to reset our animations as those windows that don't dynamically allocate
// need their anims reset. An alternative solution is turning off all non-dynamic
// allocation (which in some respects may be nicer, but it kills hdd spindown and the like)
// set our initial control visibility before restoring control state and
// focusing the default control, and again afterward to make sure that
// any controls that depend on the state of the focused control (and or on
// control states) are active.
SetInitialVisibility();
RestoreControlStates();
SetInitialVisibility();
QueueAnimation(ANIM_TYPE_WINDOW_OPEN);
g_windowManager.ShowOverlay(m_overlayState);
if (!m_manualRunActions)
{
RunLoadActions();
}
}
// Called on window close.
// * Executes the window close animation(s)
// * Saves control state(s)
// Override this function and call the base class before doing any dynamic memory freeing
void CGUIWindow::OnDeinitWindow(int nextWindowID)
{
if (!m_manualRunActions)
{
RunUnloadActions();
}
if (nextWindowID != WINDOW_FULLSCREEN_VIDEO)
{
// Dialog animations are handled in Close() rather than here
if (HasAnimation(ANIM_TYPE_WINDOW_CLOSE) && !IsDialog() && IsActive())
{
// Perform the window out effect
QueueAnimation(ANIM_TYPE_WINDOW_CLOSE);
while (IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
{
g_windowManager.Process(true);
}
}
}
SaveControlStates();
}
bool CGUIWindow::OnMessage(CGUIMessage& message)
{
switch ( message.GetMessage() )
{
case GUI_MSG_WINDOW_INIT:
{
CLog::Log(LOGDEBUG, "------ Window Init (%s) ------", GetProperty("xmlfile").c_str());
if (m_dynamicResourceAlloc || !m_bAllocated) AllocResources();
OnInitWindow();
return true;
}
break;
case GUI_MSG_WINDOW_DEINIT:
{
CLog::Log(LOGDEBUG, "------ Window Deinit (%s) ------", GetProperty("xmlfile").c_str());
OnDeinitWindow(message.GetParam1());
// now free the window
if (m_dynamicResourceAlloc) FreeResources();
return true;
}
break;
case GUI_MSG_CLICKED:
{
// a specific control was clicked
CLICK_EVENT clickEvent = m_mapClickEvents[ message.GetSenderId() ];
// determine if there are any handlers for this event
if (clickEvent.HasAHandler())
{
// fire the message to all handlers
clickEvent.Fire(message);
}
break;
}
case GUI_MSG_SELCHANGED:
{
// a selection within a specific control has changed
SELECTED_EVENT selectedEvent = m_mapSelectedEvents[ message.GetSenderId() ];
// determine if there are any handlers for this event
if (selectedEvent.HasAHandler())
{
// fire the message to all handlers
selectedEvent.Fire(message);
}
break;
}
case GUI_MSG_FOCUSED:
{ // a control has been focused
if (HasID(message.GetSenderId()))
{
m_focusedControl = message.GetControlId();
return true;
}
break;
}
case GUI_MSG_LOSTFOCUS:
{
// nothing to do at the window level when we lose focus
return true;
}
case GUI_MSG_MOVE:
{
if (HasID(message.GetSenderId()))
return OnMove(message.GetControlId(), message.GetParam1());
break;
}
case GUI_MSG_SETFOCUS:
{
// CLog::Log(LOGDEBUG,"set focus to control:%i window:%i (%i)\n", message.GetControlId(),message.GetSenderId(), GetID());
if ( message.GetControlId() )
{
// first unfocus the current control
CGUIControl *control = GetFocusedControl();
if (control)
{
CGUIMessage msgLostFocus(GUI_MSG_LOSTFOCUS, GetID(), control->GetID(), message.GetControlId());
control->OnMessage(msgLostFocus);
}
// get the control to focus
CGUIControl* pFocusedControl = GetFirstFocusableControl(message.GetControlId());
if (!pFocusedControl) pFocusedControl = (CGUIControl *)GetControl(message.GetControlId());
// and focus it
if (pFocusedControl)
return pFocusedControl->OnMessage(message);
}
return true;
}
break;
case GUI_MSG_EXCLUSIVE_MOUSE:
{
m_exclusiveMouseControl = message.GetSenderId();
return true;
}
break;
case GUI_MSG_GESTURE_NOTIFY:
{
CAction action(ACTION_GESTURE_NOTIFY, 0, (float)message.GetParam1(), (float)message.GetParam2(), 0, 0);
EVENT_RESULT result = OnMouseAction(action);
message.SetParam1(result);
return result != EVENT_RESULT_UNHANDLED;
}
case GUI_MSG_NOTIFY_ALL:
{
// only process those notifications that come from this window, or those intended for every window
if (HasID(message.GetSenderId()) || !message.GetSenderId())
{
if (message.GetParam1() == GUI_MSG_PAGE_CHANGE ||
message.GetParam1() == GUI_MSG_REFRESH_THUMBS ||
message.GetParam1() == GUI_MSG_REFRESH_LIST)
{ // alter the message accordingly, and send to all controls
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
CGUIMessage msg(message.GetParam1(), message.GetControlId(), control->GetID(), message.GetParam2());
control->OnMessage(msg);
}
}
if (message.GetParam1() == GUI_MSG_WINDOW_RESIZE)
{
// invalidate controls to get them to recalculate sizing information
SetInvalid();
return true;
}
}
}
break;
}
return SendControlMessage(message);
}
void CGUIWindow::AllocResources(bool forceLoad /*= FALSE */)
{
CSingleLock lock(g_graphicsContext);
#ifdef _DEBUG
int64_t start;
start = CurrentHostCounter();
#endif
// load skin xml fil
CStdString xmlFile = GetProperty("xmlfile");
bool bHasPath=false;
if (xmlFile.Find("\\") > -1 || xmlFile.Find("/") > -1 )
bHasPath = true;
if (xmlFile.size() && (forceLoad || m_loadOnDemand || !m_windowLoaded))
Load(xmlFile,bHasPath);
int64_t slend;
slend = CurrentHostCounter();
// and now allocate resources
CGUIControlGroup::AllocResources();
#ifdef _DEBUG
int64_t end, freq;
end = CurrentHostCounter();
freq = CurrentHostFrequency();
CLog::Log(LOGDEBUG,"Alloc resources: %.2fms (%.2f ms skin load)", 1000.f * (end - start) / freq, 1000.f * (slend - start) / freq);
#endif
m_bAllocated = true;
}
void CGUIWindow::FreeResources(bool forceUnload /*= FALSE */)
{
m_bAllocated = false;
CGUIControlGroup::FreeResources();
//g_TextureManager.Dump();
// unload the skin
if (m_loadOnDemand || forceUnload) ClearAll();
}
void CGUIWindow::DynamicResourceAlloc(bool bOnOff)
{
m_dynamicResourceAlloc = bOnOff;
CGUIControlGroup::DynamicResourceAlloc(bOnOff);
}
void CGUIWindow::ClearAll()
{
OnWindowUnload();
CGUIControlGroup::ClearAll();
m_windowLoaded = false;
m_dynamicResourceAlloc = true;
}
bool CGUIWindow::Initialize()
{
if (!g_windowManager.Initialized())
return false; // can't load if we have no skin yet
return Load(GetProperty("xmlfile"));
}
void CGUIWindow::SetInitialVisibility()
{
// reset our info manager caches
g_infoManager.ResetCache();
CGUIControlGroup::SetInitialVisibility();
}
bool CGUIWindow::IsActive() const
{
return g_windowManager.IsWindowActive(GetID());
}
bool CGUIWindow::CheckAnimation(ANIMATION_TYPE animType)
{
// special cases first
if (animType == ANIM_TYPE_WINDOW_CLOSE)
{
if (!m_bAllocated || !m_hasRendered) // can't render an animation if we aren't allocated or haven't rendered
return false;
// make sure we update our visibility prior to queuing the window close anim
for (unsigned int i = 0; i < m_children.size(); i++)
m_children[i]->UpdateVisibility();
}
return true;
}
bool CGUIWindow::IsAnimating(ANIMATION_TYPE animType)
{
if (!m_animationsEnabled)
return false;
return CGUIControlGroup::IsAnimating(animType);
}
bool CGUIWindow::RenderAnimation(unsigned int time)
{
g_graphicsContext.ResetWindowTransform();
if (m_animationsEnabled)
CGUIControlGroup::Animate(time);
else
m_transform.Reset();
return true;
}
void CGUIWindow::DisableAnimations()
{
m_animationsEnabled = false;
}
// returns true if the control group with id groupID has controlID as
// its focused control
bool CGUIWindow::ControlGroupHasFocus(int groupID, int controlID)
{
// 1. Run through and get control with groupID (assume unique)
// 2. Get it's selected item.
CGUIControl *group = GetFirstFocusableControl(groupID);
if (!group) group = (CGUIControl *)GetControl(groupID);
if (group && group->IsGroup())
{
if (controlID == 0)
{ // just want to know if the group is focused
return group->HasFocus();
}
else
{
CGUIMessage message(GUI_MSG_ITEM_SELECTED, GetID(), group->GetID());
group->OnMessage(message);
return (controlID == (int) message.GetParam1());
}
}
return false;
}
void CGUIWindow::SaveControlStates()
{
ResetControlStates();
if (!m_defaultAlways)
m_lastControlID = GetFocusedControlID();
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
(*it)->SaveStates(m_controlStates);
}
void CGUIWindow::RestoreControlStates()
{
for (vector<CControlState>::iterator it = m_controlStates.begin(); it != m_controlStates.end(); ++it)
{
CGUIMessage message(GUI_MSG_ITEM_SELECT, GetID(), (*it).m_id, (*it).m_data);
OnMessage(message);
}
int focusControl = (!m_defaultAlways && m_lastControlID) ? m_lastControlID : m_defaultControl;
SET_CONTROL_FOCUS(focusControl, 0);
}
void CGUIWindow::ResetControlStates()
{
m_lastControlID = 0;
m_focusedControl = 0;
m_controlStates.clear();
}
bool CGUIWindow::OnMove(int fromControl, int moveAction)
{
const CGUIControl *control = GetFirstFocusableControl(fromControl);
if (!control) control = GetControl(fromControl);
if (!control)
{ // no current control??
CLog::Log(LOGERROR, "Unable to find control %i in window %u",
fromControl, GetID());
return false;
}
vector<int> moveHistory;
int nextControl = fromControl;
while (control)
{ // grab the next control direction
moveHistory.push_back(nextControl);
nextControl = control->GetNextControl(moveAction);
// check our history - if the nextControl is in it, we can't focus it
for (unsigned int i = 0; i < moveHistory.size(); i++)
{
if (nextControl == moveHistory[i])
return false; // no control to focus so do nothing
}
control = GetFirstFocusableControl(nextControl);
if (control)
break; // found a focusable control
control = GetControl(nextControl); // grab the next control and try again
}
if (!control)
return false; // no control to focus
// if we get here we have our new control so focus it (and unfocus the current control)
SET_CONTROL_FOCUS(nextControl, 0);
return true;
}
void CGUIWindow::SetDefaults()
{
m_renderOrder = 0;
m_defaultAlways = false;
m_defaultControl = 0;
m_bRelativeCoords = false;
m_posX = m_posY = m_width = m_height = 0;
m_overlayState = OVERLAY_STATE_PARENT_WINDOW; // Use parent or previous window's state
m_visibleCondition = 0;
m_previousWindow = WINDOW_INVALID;
m_animations.clear();
m_origins.clear();
m_hasCamera = false;
m_animationsEnabled = true;
m_clearBackground = 0xff000000; // opaque black -> clear
m_hitRect.SetRect(0, 0, (float)g_settings.m_ResInfo[m_coordsRes].iWidth, (float)g_settings.m_ResInfo[m_coordsRes].iHeight);
}
CRect CGUIWindow::GetScaledBounds() const
{
CSingleLock lock(g_graphicsContext);
g_graphicsContext.SetScalingResolution(m_coordsRes, m_needsScaling);
CPoint pos(GetPosition());
CRect rect(pos.x, pos.y, pos.x + m_width, pos.y + m_height);
float z = 0;
g_graphicsContext.ScaleFinalCoords(rect.x1, rect.y1, z);
g_graphicsContext.ScaleFinalCoords(rect.x2, rect.y2, z);
return rect;
}
void CGUIWindow::OnEditChanged(int id, CStdString &text)
{
CGUIMessage msg(GUI_MSG_ITEM_SELECTED, GetID(), id);
OnMessage(msg);
text = msg.GetLabel();
}
bool CGUIWindow::SendMessage(int message, int id, int param1 /* = 0*/, int param2 /* = 0*/)
{
CGUIMessage msg(message, GetID(), id, param1, param2);
return OnMessage(msg);
}
#ifdef _DEBUG
void CGUIWindow::DumpTextureUse()
{
CLog::Log(LOGDEBUG, "%s for window %u", __FUNCTION__, GetID());
CGUIControlGroup::DumpTextureUse();
}
#endif
void CGUIWindow::ChangeButtonToEdit(int id, bool singleLabel /* = false*/)
{
#ifdef PRE_SKIN_VERSION_9_10_COMPATIBILITY
CGUIControl *name = (CGUIControl *)GetControl(id);
if (name && name->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
{ // change it to an edit control
CGUIEditControl *edit = new CGUIEditControl(*(const CGUIButtonControl *)name);
if (edit)
{
if (singleLabel)
edit->SetLabel("");
InsertControl(edit, name);
RemoveControl(name);
name->FreeResources();
delete name;
}
}
#endif
}
void CGUIWindow::SetProperty(const CStdString &key, const CStdString &value)
{
m_mapProperties[key] = value;
}
void CGUIWindow::SetProperty(const CStdString &key, const char *value)
{
m_mapProperties[key] = value;
}
void CGUIWindow::SetProperty(const CStdString &key, int value)
{
CStdString strVal;
strVal.Format("%d", value);
SetProperty(key, strVal);
}
void CGUIWindow::SetProperty(const CStdString &key, bool value)
{
SetProperty(key, value ? "1" : "0");
}
void CGUIWindow::SetProperty(const CStdString &key, double value)
{
CStdString strVal;
strVal.Format("%f", value);
SetProperty(key, strVal);
}
CStdString CGUIWindow::GetProperty(const CStdString &key) const
{
std::map<CStdString,CStdString,icompare>::const_iterator iter = m_mapProperties.find(key);
if (iter == m_mapProperties.end())
return "";
return iter->second;
}
int CGUIWindow::GetPropertyInt(const CStdString &key) const
{
return atoi(GetProperty(key).c_str());
}
bool CGUIWindow::GetPropertyBool(const CStdString &key) const
{
return GetProperty(key) == "1";
}
double CGUIWindow::GetPropertyDouble(const CStdString &key) const
{
return atof(GetProperty(key).c_str());
}
void CGUIWindow::ClearProperties()
{
m_mapProperties.clear();
}
void CGUIWindow::RunActions(std::vector<CGUIActionDescriptor>& actions)
{
vector<CGUIActionDescriptor> tempActions = actions;
// and execute our actions
for (unsigned int i = 0; i < tempActions.size(); i++)
{
CGUIMessage message(GUI_MSG_EXECUTE, 0, GetID());
message.SetAction(tempActions[i]);
g_windowManager.SendMessage(message);
}
}
void CGUIWindow::SetRunActionsManually()
{
m_manualRunActions = true;
}
void CGUIWindow::RunLoadActions()
{
RunActions(m_loadActions);
}
void CGUIWindow::RunUnloadActions()
{
RunActions(m_unloadActions);
}
void CGUIWindow::ClearBackground()
{
m_clearBackground.Update();
color_t color = m_clearBackground;
if (color)
g_graphicsContext.Clear(color);
}
|