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/*!
\file GUIWindow.h
\brief
*/
#ifndef GUILIB_GUIWINDOW_H
#define GUILIB_GUIWINDOW_H
#pragma once
/*
* 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 "GUIControlGroup.h"
#include "boost/shared_ptr.hpp"
class CFileItem; typedef boost::shared_ptr<CFileItem> CFileItemPtr;
#include "GUICallback.h" // for GUIEvent
#include <map>
#include <vector>
#define ON_CLICK_MESSAGE(i,c,m) \
{ \
GUIEventHandler<c, CGUIMessage&> clickHandler(this, &m); \
m_mapClickEvents[i] = clickHandler; \
} \
#define ON_SELECTED_MESSAGE(i,c,m) \
{ \
GUIEventHandler<c, CGUIMessage&> selectedHandler(this, &m); \
m_mapSelectedEvents[i] = selectedHandler; \
} \
// forward
class TiXmlNode;
class TiXmlElement;
class TiXmlDocument;
class COrigin
{
public:
COrigin()
{
x = y = 0;
condition = 0;
};
float x;
float y;
int condition;
};
/*!
\ingroup winmsg
\brief
*/
class CGUIWindow : public CGUIControlGroup
{
public:
enum WINDOW_TYPE { WINDOW = 0, MODAL_DIALOG, MODELESS_DIALOG, BUTTON_MENU, SUB_MENU };
CGUIWindow(int id, const CStdString &xmlFile);
virtual ~CGUIWindow(void);
bool Initialize(); // loads the window
bool Load(const CStdString& strFileName, bool bContainsPath = false);
void CenterWindow();
/*! \brief Main render function, called every frame.
Window classes should override this only if they need to alter how something is rendered.
General updating on a per-frame basis should be handled in FrameMove instead, as Render
is not necessarily re-entrant.
\sa FrameMove
*/
virtual void Render();
/*! \brief Main update function, called every frame prior to rendering
Any window that requires updating on a frame by frame basis (such as to maintain
timers and the like) should override this function.
*/
virtual void FrameMove() {};
// Close should never be called on this base class (only on derivatives) - its here so that window-manager can use a general close
virtual void Close(bool forceClose = false);
// OnAction() is called by our window manager. We should process any messages
// that should be handled at the window level in the derived classes, and any
// unhandled messages should be dropped through to here where we send the message
// on to the currently focused control. Returns true if the action has been handled
// and does not need to be passed further down the line (to our global action handlers)
virtual bool OnAction(const CAction &action);
bool OnMove(int fromControl, int moveAction);
virtual bool OnMessage(CGUIMessage& message);
bool ControlGroupHasFocus(int groupID, int controlID);
virtual bool HasID(int id);
void SetIDRange(int range) { m_idRange = range; };
int GetIDRange() const { return m_idRange; };
int GetPreviousWindow() { return m_previousWindow; };
CRect GetScaledBounds() const;
virtual void ClearAll();
virtual void AllocResources(bool forceLoad = false);
virtual void FreeResources(bool forceUnLoad = false);
virtual void DynamicResourceAlloc(bool bOnOff);
virtual bool IsDialog() const { return false; };
virtual bool IsDialogRunning() const { return false; };
virtual bool IsModalDialog() const { return false; };
virtual bool IsMediaWindow() const { return false; };
virtual bool HasListItems() const { return false; };
virtual CFileItemPtr GetCurrentListItem(int offset = 0) { return CFileItemPtr(); };
virtual int GetViewContainerID() const { return 0; };
virtual bool IsActive() const;
void SetCoordsRes(RESOLUTION res) { m_coordsRes = res; };
RESOLUTION GetCoordsRes() const { return m_coordsRes; };
void LoadOnDemand(bool loadOnDemand) { m_loadOnDemand = loadOnDemand; };
bool GetLoadOnDemand() { return m_loadOnDemand; }
int GetRenderOrder() { return m_renderOrder; };
virtual void SetInitialVisibility();
enum OVERLAY_STATE { OVERLAY_STATE_PARENT_WINDOW=0, OVERLAY_STATE_SHOWN, OVERLAY_STATE_HIDDEN };
OVERLAY_STATE GetOverlayState() const { return m_overlayState; };
virtual bool IsAnimating(ANIMATION_TYPE animType);
void DisableAnimations();
virtual void ResetControlStates();
void SetRunActionsManually();
void RunLoadActions();
void RunUnloadActions();
/*! \brief Set a property
Sets the value of a property referenced by a key.
\param key name of the property to set
\param value value to set, may be a string, integer, boolean or double.
\sa GetProperty
*/
void SetProperty(const CStdString &key, const CStdString &value);
void SetProperty(const CStdString &key, const char *value);
void SetProperty(const CStdString &key, int value);
void SetProperty(const CStdString &key, bool value);
void SetProperty(const CStdString &key, double value);
/*! \brief Retreive a property
\param key name of the property to retrieve
\return value of the property, empty if it doesn't exist
\sa SetProperty, GetPropertyInt, GetPropertyBool, GetPropertyDouble
*/
CStdString GetProperty(const CStdString &key) const;
/*! \brief Retreive an integer property
\param key name of the property to retrieve
\return value of the property, 0 if it doesn't exist
\sa SetProperty, GetProperty
*/
int GetPropertyInt(const CStdString &key) const;
/*! \brief Retreive a boolean property
\param key name of the property to retrieve
\return value of the property, false if it doesn't exist
\sa SetProperty, GetProperty
*/
bool GetPropertyBool(const CStdString &key) const;
/*! \brief Retreive a double precision property
\param key name of the property to retrieve
\return value of the property, 0 if it doesn't exist
\sa SetProperty, GetProperty
*/
double GetPropertyDouble(const CStdString &key) const;
/*! \brief Clear a all the window's properties
\sa SetProperty, HasProperty, GetProperty
*/
void ClearProperties();
#ifdef _DEBUG
void DumpTextureUse();
#endif
bool HasSaveLastControl() const { return !m_defaultAlways; };
protected:
virtual EVENT_RESULT OnMouseEvent(const CPoint &point, const CMouseEvent &event);
virtual bool LoadXML(const CStdString& strPath, const CStdString &strLowerPath); ///< Loads from the given file
bool Load(TiXmlDocument &xmlDoc); ///< Loads from the given XML document
virtual void LoadAdditionalTags(TiXmlElement *root) {}; ///< Load additional information from the XML document
virtual void SetDefaults();
virtual void OnWindowUnload() {}
virtual void OnWindowLoaded();
virtual void OnInitWindow();
virtual void OnDeinitWindow(int nextWindowID);
EVENT_RESULT OnMouseAction(const CAction &action);
virtual bool RenderAnimation(unsigned int time);
virtual bool CheckAnimation(ANIMATION_TYPE animType);
CAnimation *GetAnimation(ANIMATION_TYPE animType, bool checkConditions = true);
// control state saving on window close
virtual void SaveControlStates();
virtual void RestoreControlStates();
// methods for updating controls and sending messages
void OnEditChanged(int id, CStdString &text);
bool SendMessage(int message, int id, int param1 = 0, int param2 = 0);
typedef GUIEvent<CGUIMessage&> CLICK_EVENT;
typedef std::map<int, CLICK_EVENT> MAPCONTROLCLICKEVENTS;
MAPCONTROLCLICKEVENTS m_mapClickEvents;
typedef GUIEvent<CGUIMessage&> SELECTED_EVENT;
typedef std::map<int, SELECTED_EVENT> MAPCONTROLSELECTEDEVENTS;
MAPCONTROLSELECTEDEVENTS m_mapSelectedEvents;
void LoadControl(TiXmlElement* pControl, CGUIControlGroup *pGroup);
//#ifdef PRE_SKIN_VERSION_9_10_COMPATIBILITY
void ChangeButtonToEdit(int id, bool singleLabel = false);
//#endif
void RunActions(std::vector<CGUIActionDescriptor>& actions);
int m_idRange;
bool m_bRelativeCoords;
OVERLAY_STATE m_overlayState;
RESOLUTION m_coordsRes; // resolution that the window coordinates are in.
bool m_needsScaling;
bool m_windowLoaded; // true if the window's xml file has been loaded
bool m_loadOnDemand; // true if the window should be loaded only as needed
bool m_isDialog; // true if we have a dialog, false otherwise.
bool m_dynamicResourceAlloc;
int m_renderOrder; // for render order of dialogs
/*! \brief Grabs the window's top,left position in skin coordinates
The window origin may change based on <origin> tag conditions in the skin.
\return the window's origin in skin coordinates
*/
virtual CPoint GetPosition() const;
std::vector<COrigin> m_origins; // positions of dialogs depending on base window
// control states
int m_lastControlID;
std::vector<CControlState> m_controlStates;
int m_previousWindow;
bool m_animationsEnabled;
struct icompare
{
bool operator()(const CStdString &s1, const CStdString &s2) const
{
return s1.CompareNoCase(s2) < 0;
}
};
std::map<CStdString, CStdString, icompare> m_mapProperties;
std::vector<CGUIActionDescriptor> m_loadActions;
std::vector<CGUIActionDescriptor> m_unloadActions;
bool m_manualRunActions;
int m_exclusiveMouseControl; ///< \brief id of child control that wishes to receive all mouse events \sa GUI_MSG_EXCLUSIVE_MOUSE
};
#endif
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