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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-10 18:07:22 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-10 18:07:22 +0000 |
commit | c04dcc2e7d834218ef2d4194331e383402495ae1 (patch) | |
tree | 7333e38d10d75386e60f336b80c2443c1166031d /xbmc/application/ApplicationSkinHandling.cpp | |
parent | Initial commit. (diff) | |
download | kodi-c04dcc2e7d834218ef2d4194331e383402495ae1.tar.xz kodi-c04dcc2e7d834218ef2d4194331e383402495ae1.zip |
Adding upstream version 2:20.4+dfsg.upstream/2%20.4+dfsg
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | xbmc/application/ApplicationSkinHandling.cpp | 514 |
1 files changed, 514 insertions, 0 deletions
diff --git a/xbmc/application/ApplicationSkinHandling.cpp b/xbmc/application/ApplicationSkinHandling.cpp new file mode 100644 index 0000000..edca76b --- /dev/null +++ b/xbmc/application/ApplicationSkinHandling.cpp @@ -0,0 +1,514 @@ +/* + * Copyright (C) 2005-2018 Team Kodi + * This file is part of Kodi - https://kodi.tv + * + * SPDX-License-Identifier: GPL-2.0-or-later + * See LICENSES/README.md for more information. + */ + +#include "ApplicationSkinHandling.h" + +#include "FileItem.h" +#include "GUIInfoManager.h" +#include "GUILargeTextureManager.h" +#include "GUIUserMessages.h" +#include "PlayListPlayer.h" +#include "ServiceBroker.h" +#include "TextureCache.h" +#include "addons/AddonManager.h" +#include "addons/AddonVersion.h" +#include "addons/Skin.h" +#include "addons/addoninfo/AddonType.h" +#include "application/ApplicationComponents.h" +#include "application/ApplicationPlayer.h" +#include "dialogs/GUIDialogButtonMenu.h" +#include "dialogs/GUIDialogKaiToast.h" +#include "dialogs/GUIDialogSubMenu.h" +#include "filesystem/Directory.h" +#include "filesystem/DirectoryCache.h" +#include "guilib/GUIAudioManager.h" +#include "guilib/GUIColorManager.h" +#include "guilib/GUIComponent.h" +#include "guilib/GUIFontManager.h" +#include "guilib/GUIWindowManager.h" +#include "guilib/LocalizeStrings.h" +#include "guilib/StereoscopicsManager.h" +#include "messaging/ApplicationMessenger.h" +#include "messaging/helpers/DialogHelper.h" +#include "settings/Settings.h" +#include "settings/SettingsComponent.h" +#include "settings/SkinSettings.h" +#include "settings/lib/Setting.h" +#include "utils/StringUtils.h" +#include "utils/URIUtils.h" +#include "utils/XBMCTinyXML.h" +#include "utils/log.h" +#include "video/dialogs/GUIDialogFullScreenInfo.h" + +using namespace KODI::MESSAGING; + +CApplicationSkinHandling::CApplicationSkinHandling(IMsgTargetCallback* msgCb, + IWindowManagerCallback* wCb, + bool& bInitializing) + : m_msgCb(msgCb), m_wCb(wCb), m_bInitializing(bInitializing) +{ +} + +bool CApplicationSkinHandling::LoadSkin(const std::string& skinID) +{ + std::shared_ptr<ADDON::CSkinInfo> skin; + { + ADDON::AddonPtr addon; + if (!CServiceBroker::GetAddonMgr().GetAddon(skinID, addon, ADDON::AddonType::SKIN, + ADDON::OnlyEnabled::CHOICE_YES)) + return false; + skin = std::static_pointer_cast<ADDON::CSkinInfo>(addon); + } + + // store player and rendering state + bool bPreviousPlayingState = false; + + enum class RENDERING_STATE + { + NONE, + VIDEO, + GAME, + } previousRenderingState = RENDERING_STATE::NONE; + + auto& components = CServiceBroker::GetAppComponents(); + const auto appPlayer = components.GetComponent<CApplicationPlayer>(); + if (appPlayer && appPlayer->IsPlayingVideo()) + { + bPreviousPlayingState = !appPlayer->IsPausedPlayback(); + if (bPreviousPlayingState) + appPlayer->Pause(); + appPlayer->FlushRenderer(); + if (CServiceBroker::GetGUI()->GetWindowManager().GetActiveWindow() == WINDOW_FULLSCREEN_VIDEO) + { + CServiceBroker::GetGUI()->GetWindowManager().ActivateWindow(WINDOW_HOME); + previousRenderingState = RENDERING_STATE::VIDEO; + } + else if (CServiceBroker::GetGUI()->GetWindowManager().GetActiveWindow() == + WINDOW_FULLSCREEN_GAME) + { + CServiceBroker::GetGUI()->GetWindowManager().ActivateWindow(WINDOW_HOME); + previousRenderingState = RENDERING_STATE::GAME; + } + } + + std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext()); + + // store current active window with its focused control + int currentWindowID = CServiceBroker::GetGUI()->GetWindowManager().GetActiveWindow(); + int currentFocusedControlID = -1; + if (currentWindowID != WINDOW_INVALID) + { + CGUIWindow* pWindow = CServiceBroker::GetGUI()->GetWindowManager().GetWindow(currentWindowID); + if (pWindow) + currentFocusedControlID = pWindow->GetFocusedControlID(); + } + + UnloadSkin(); + + skin->Start(); + + // migrate any skin-specific settings that are still stored in guisettings.xml + CSkinSettings::GetInstance().MigrateSettings(skin); + + // check if the skin has been properly loaded and if it has a Home.xml + if (!skin->HasSkinFile("Home.xml")) + { + CLog::Log(LOGERROR, "failed to load requested skin '{}'", skin->ID()); + return false; + } + + CLog::Log(LOGINFO, " load skin from: {} (version: {})", skin->Path(), + skin->Version().asString()); + g_SkinInfo = skin; + + CLog::Log(LOGINFO, " load fonts for skin..."); + CServiceBroker::GetWinSystem()->GetGfxContext().SetMediaDir(skin->Path()); + g_directoryCache.ClearSubPaths(skin->Path()); + + const std::shared_ptr<CSettings> settings = CServiceBroker::GetSettingsComponent()->GetSettings(); + CServiceBroker::GetGUI()->GetColorManager().Load( + settings->GetString(CSettings::SETTING_LOOKANDFEEL_SKINCOLORS)); + + g_SkinInfo->LoadIncludes(); + + g_fontManager.LoadFonts(settings->GetString(CSettings::SETTING_LOOKANDFEEL_FONT)); + + // load in the skin strings + std::string langPath = URIUtils::AddFileToFolder(skin->Path(), "language"); + URIUtils::AddSlashAtEnd(langPath); + + g_localizeStrings.LoadSkinStrings(langPath, + settings->GetString(CSettings::SETTING_LOCALE_LANGUAGE)); + g_SkinInfo->LoadTimers(); + + const auto start = std::chrono::steady_clock::now(); + + CLog::Log(LOGINFO, " load new skin..."); + + // Load custom windows + LoadCustomWindows(); + + const auto end = std::chrono::steady_clock::now(); + std::chrono::duration<double, std::milli> duration = end - start; + + CLog::Log(LOGDEBUG, "Load Skin XML: {:.2f} ms", duration.count()); + + CLog::Log(LOGINFO, " initialize new skin..."); + CServiceBroker::GetGUI()->GetWindowManager().AddMsgTarget(m_msgCb); + CServiceBroker::GetGUI()->GetWindowManager().AddMsgTarget(&CServiceBroker::GetPlaylistPlayer()); + CServiceBroker::GetGUI()->GetWindowManager().AddMsgTarget(&g_fontManager); + CServiceBroker::GetGUI()->GetWindowManager().AddMsgTarget( + &CServiceBroker::GetGUI()->GetStereoscopicsManager()); + CServiceBroker::GetGUI()->GetWindowManager().SetCallback(*m_wCb); + + //@todo should be done by GUIComponents + CServiceBroker::GetGUI()->GetWindowManager().Initialize(); + CServiceBroker::GetGUI()->GetAudioManager().Enable(true); + CServiceBroker::GetGUI()->GetAudioManager().Load(); + CServiceBroker::GetTextureCache()->Initialize(); + + if (g_SkinInfo->HasSkinFile("DialogFullScreenInfo.xml")) + CServiceBroker::GetGUI()->GetWindowManager().Add(new CGUIDialogFullScreenInfo); + + CLog::Log(LOGINFO, " skin loaded..."); + + // leave the graphics lock + lock.unlock(); + + // restore active window + if (currentWindowID != WINDOW_INVALID) + { + CServiceBroker::GetGUI()->GetWindowManager().ActivateWindow(currentWindowID); + if (currentFocusedControlID != -1) + { + CGUIWindow* pWindow = CServiceBroker::GetGUI()->GetWindowManager().GetWindow(currentWindowID); + if (pWindow && pWindow->HasSaveLastControl()) + { + CGUIMessage msg(GUI_MSG_SETFOCUS, currentWindowID, currentFocusedControlID, 0); + pWindow->OnMessage(msg); + } + } + } + + // restore player and rendering state + if (appPlayer && appPlayer->IsPlayingVideo()) + { + if (bPreviousPlayingState) + appPlayer->Pause(); + + switch (previousRenderingState) + { + case RENDERING_STATE::VIDEO: + CServiceBroker::GetGUI()->GetWindowManager().ActivateWindow(WINDOW_FULLSCREEN_VIDEO); + break; + case RENDERING_STATE::GAME: + CServiceBroker::GetGUI()->GetWindowManager().ActivateWindow(WINDOW_FULLSCREEN_GAME); + break; + default: + break; + } + } + + return true; +} + +void CApplicationSkinHandling::UnloadSkin() +{ + if (g_SkinInfo != nullptr && m_saveSkinOnUnloading) + g_SkinInfo->SaveSettings(); + else if (!m_saveSkinOnUnloading) + m_saveSkinOnUnloading = true; + + if (g_SkinInfo) + g_SkinInfo->Unload(); + + CGUIComponent* gui = CServiceBroker::GetGUI(); + if (gui) + { + gui->GetAudioManager().Enable(false); + + gui->GetWindowManager().DeInitialize(); + CServiceBroker::GetTextureCache()->Deinitialize(); + + // remove the skin-dependent window + gui->GetWindowManager().Delete(WINDOW_DIALOG_FULLSCREEN_INFO); + + gui->GetTextureManager().Cleanup(); + gui->GetLargeTextureManager().CleanupUnusedImages(true); + + g_fontManager.Clear(); + + gui->GetColorManager().Clear(); + + gui->GetInfoManager().Clear(); + } + + // The g_SkinInfo shared_ptr ought to be reset here + // but there are too many places it's used without checking for nullptr + // and as a result a race condition on exit can cause a crash. + CLog::Log(LOGINFO, "Unloaded skin"); +} + +bool CApplicationSkinHandling::LoadCustomWindows() +{ + // Start from wherever home.xml is + std::vector<std::string> vecSkinPath; + g_SkinInfo->GetSkinPaths(vecSkinPath); + + for (const auto& skinPath : vecSkinPath) + { + CLog::Log(LOGINFO, "Loading custom window XMLs from skin path {}", skinPath); + + CFileItemList items; + if (XFILE::CDirectory::GetDirectory(skinPath, items, ".xml", XFILE::DIR_FLAG_NO_FILE_DIRS)) + { + for (const auto& item : items) + { + if (item->m_bIsFolder) + continue; + + std::string skinFile = URIUtils::GetFileName(item->GetPath()); + if (StringUtils::StartsWithNoCase(skinFile, "custom")) + { + CXBMCTinyXML xmlDoc; + if (!xmlDoc.LoadFile(item->GetPath())) + { + CLog::Log(LOGERROR, "Unable to load custom window XML {}. Line {}\n{}", item->GetPath(), + xmlDoc.ErrorRow(), xmlDoc.ErrorDesc()); + continue; + } + + // Root element should be <window> + TiXmlElement* pRootElement = xmlDoc.RootElement(); + std::string strValue = pRootElement->Value(); + if (!StringUtils::EqualsNoCase(strValue, "window")) + { + CLog::Log(LOGERROR, "No <window> root element found for custom window in {}", skinFile); + continue; + } + + int id = WINDOW_INVALID; + + // Read the type attribute or element to get the window type to create + // If no type is specified, create a CGUIWindow as default + std::string strType; + if (pRootElement->Attribute("type")) + strType = pRootElement->Attribute("type"); + else + { + const TiXmlNode* pType = pRootElement->FirstChild("type"); + if (pType && pType->FirstChild()) + strType = pType->FirstChild()->Value(); + } + + // Read the id attribute or element to get the window id + if (!pRootElement->Attribute("id", &id)) + { + const TiXmlNode* pType = pRootElement->FirstChild("id"); + if (pType && pType->FirstChild()) + id = atol(pType->FirstChild()->Value()); + } + + int windowId = id + WINDOW_HOME; + if (id == WINDOW_INVALID || + CServiceBroker::GetGUI()->GetWindowManager().GetWindow(windowId)) + { + // No id specified or id already in use + CLog::Log(LOGERROR, "No id specified or id already in use for custom window in {}", + skinFile); + continue; + } + + CGUIWindow* pWindow = nullptr; + bool hasVisibleCondition = false; + + if (StringUtils::EqualsNoCase(strType, "dialog")) + { + DialogModalityType modality = DialogModalityType::MODAL; + hasVisibleCondition = pRootElement->FirstChildElement("visible") != nullptr; + // By default dialogs that have visible conditions are considered modeless unless explicitly + // set to "modal" by the skinner using the "modality" attribute in the root XML element of the window + if (hasVisibleCondition && + (!pRootElement->Attribute("modality") || + !StringUtils::EqualsNoCase(pRootElement->Attribute("modality"), "modal"))) + modality = DialogModalityType::MODELESS; + + pWindow = new CGUIDialog(windowId, skinFile, modality); + } + else if (StringUtils::EqualsNoCase(strType, "submenu")) + { + pWindow = new CGUIDialogSubMenu(windowId, skinFile); + } + else if (StringUtils::EqualsNoCase(strType, "buttonmenu")) + { + pWindow = new CGUIDialogButtonMenu(windowId, skinFile); + } + else + { + pWindow = new CGUIWindow(windowId, skinFile); + } + + if (!pWindow) + { + CLog::Log(LOGERROR, "Failed to create custom window from {}", skinFile); + continue; + } + + pWindow->SetCustom(true); + + // Determining whether our custom dialog is modeless (visible condition is present) + // will be done on load. Therefore we need to initialize the custom dialog on gui init. + pWindow->SetLoadType(hasVisibleCondition ? CGUIWindow::LOAD_ON_GUI_INIT + : CGUIWindow::KEEP_IN_MEMORY); + + CServiceBroker::GetGUI()->GetWindowManager().AddCustomWindow(pWindow); + } + } + } + } + return true; +} + +void CApplicationSkinHandling::ReloadSkin(bool confirm) +{ + if (!g_SkinInfo || m_bInitializing) + return; // Don't allow reload before skin is loaded by system + + std::string oldSkin = g_SkinInfo->ID(); + + CGUIMessage msg(GUI_MSG_LOAD_SKIN, -1, + CServiceBroker::GetGUI()->GetWindowManager().GetActiveWindow()); + CServiceBroker::GetGUI()->GetWindowManager().SendMessage(msg); + + const std::shared_ptr<CSettings> settings = CServiceBroker::GetSettingsComponent()->GetSettings(); + std::string newSkin = settings->GetString(CSettings::SETTING_LOOKANDFEEL_SKIN); + if (LoadSkin(newSkin)) + { + /* The Reset() or SetString() below will cause recursion, so the m_confirmSkinChange boolean is set so as to not prompt the + user as to whether they want to keep the current skin. */ + if (confirm && m_confirmSkinChange) + { + if (HELPERS::ShowYesNoDialogText(CVariant{13123}, CVariant{13111}, CVariant{""}, CVariant{""}, + 10000) != HELPERS::DialogResponse::CHOICE_YES) + { + m_confirmSkinChange = false; + settings->SetString(CSettings::SETTING_LOOKANDFEEL_SKIN, oldSkin); + } + else + CServiceBroker::GetGUI()->GetWindowManager().ActivateWindow(WINDOW_STARTUP_ANIM); + } + } + else + { + // skin failed to load - we revert to the default only if we didn't fail loading the default + auto setting = settings->GetSetting(CSettings::SETTING_LOOKANDFEEL_SKIN); + if (!setting) + { + CLog::Log(LOGFATAL, "Failed to load setting for: {}", CSettings::SETTING_LOOKANDFEEL_SKIN); + return; + } + + std::string defaultSkin = std::static_pointer_cast<CSettingString>(setting)->GetDefault(); + if (newSkin != defaultSkin) + { + m_confirmSkinChange = false; + setting->Reset(); + CGUIDialogKaiToast::QueueNotification(CGUIDialogKaiToast::Error, g_localizeStrings.Get(24102), + g_localizeStrings.Get(24103)); + } + } + m_confirmSkinChange = true; +} + +bool CApplicationSkinHandling::OnSettingChanged(const CSetting& setting) +{ + const std::string& settingId = setting.GetId(); + + if (settingId == CSettings::SETTING_LOOKANDFEEL_SKIN || + settingId == CSettings::SETTING_LOOKANDFEEL_FONT || + settingId == CSettings::SETTING_LOOKANDFEEL_SKINTHEME || + settingId == CSettings::SETTING_LOOKANDFEEL_SKINCOLORS) + { + // check if we should ignore this change event due to changing skins in which case we have to + // change several settings and each one of them could lead to a complete skin reload which would + // result in multiple skin reloads. Therefore we manually specify to ignore specific settings + // which are going to be changed. + if (m_ignoreSkinSettingChanges) + return true; + + // if the skin changes and the current color/theme/font is not the default one, reset + // the it to the default value + if (settingId == CSettings::SETTING_LOOKANDFEEL_SKIN) + { + const std::shared_ptr<CSettings> settings = + CServiceBroker::GetSettingsComponent()->GetSettings(); + SettingPtr skinRelatedSetting = + settings->GetSetting(CSettings::SETTING_LOOKANDFEEL_SKINCOLORS); + if (!skinRelatedSetting->IsDefault()) + { + m_ignoreSkinSettingChanges = true; + skinRelatedSetting->Reset(); + } + + skinRelatedSetting = settings->GetSetting(CSettings::SETTING_LOOKANDFEEL_SKINTHEME); + if (!skinRelatedSetting->IsDefault()) + { + m_ignoreSkinSettingChanges = true; + skinRelatedSetting->Reset(); + } + + skinRelatedSetting = settings->GetSetting(CSettings::SETTING_LOOKANDFEEL_FONT); + if (!skinRelatedSetting->IsDefault()) + { + m_ignoreSkinSettingChanges = true; + skinRelatedSetting->Reset(); + } + } + else if (settingId == CSettings::SETTING_LOOKANDFEEL_SKINTHEME) + { + std::shared_ptr<CSettingString> skinColorsSetting = std::static_pointer_cast<CSettingString>( + CServiceBroker::GetSettingsComponent()->GetSettings()->GetSetting( + CSettings::SETTING_LOOKANDFEEL_SKINCOLORS)); + m_ignoreSkinSettingChanges = true; + + // we also need to adjust the skin color setting + std::string colorTheme = static_cast<const CSettingString&>(setting).GetValue(); + URIUtils::RemoveExtension(colorTheme); + if (setting.IsDefault() || StringUtils::EqualsNoCase(colorTheme, "Textures")) + skinColorsSetting->Reset(); + else + skinColorsSetting->SetValue(colorTheme); + } + + m_ignoreSkinSettingChanges = false; + + if (g_SkinInfo) + { + // now we can finally reload skins + std::string builtin("ReloadSkin"); + if (settingId == CSettings::SETTING_LOOKANDFEEL_SKIN && m_confirmSkinChange) + builtin += "(confirm)"; + CServiceBroker::GetAppMessenger()->PostMsg(TMSG_EXECUTE_BUILT_IN, -1, -1, nullptr, builtin); + } + } + else if (settingId == CSettings::SETTING_LOOKANDFEEL_SKINZOOM) + { + CGUIMessage msg(GUI_MSG_NOTIFY_ALL, 0, 0, GUI_MSG_WINDOW_RESIZE); + CServiceBroker::GetGUI()->GetWindowManager().SendThreadMessage(msg); + } + else + return false; + + return true; +} + +void CApplicationSkinHandling::ProcessSkin() const +{ + if (g_SkinInfo != nullptr) + g_SkinInfo->ProcessTimers(); +} |