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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/guilib/GUIImage.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 'xbmc/guilib/GUIImage.cpp')
-rw-r--r-- | xbmc/guilib/GUIImage.cpp | 417 |
1 files changed, 417 insertions, 0 deletions
diff --git a/xbmc/guilib/GUIImage.cpp b/xbmc/guilib/GUIImage.cpp new file mode 100644 index 0000000..9b7ad23 --- /dev/null +++ b/xbmc/guilib/GUIImage.cpp @@ -0,0 +1,417 @@ +/* + * 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 "GUIImage.h" + +#include "GUIMessage.h" +#include "utils/log.h" + +#include <cassert> + +using namespace KODI::GUILIB; + +CGUIImage::CGUIImage(int parentID, + int controlID, + float posX, + float posY, + float width, + float height, + const CTextureInfo& texture) + : CGUIControl(parentID, controlID, posX, posY, width, height), + m_texture(CGUITexture::CreateTexture(posX, posY, width, height, texture)) +{ + m_crossFadeTime = 0; + m_currentFadeTime = 0; + m_lastRenderTime = 0; + ControlType = GUICONTROL_IMAGE; + m_bDynamicResourceAlloc=false; +} + +CGUIImage::CGUIImage(const CGUIImage& left) + : CGUIControl(left), + m_image(left.m_image), + m_info(left.m_info), + m_texture(left.m_texture->Clone()), + m_fadingTextures(), + m_currentTexture(), + m_currentFallback() +{ + m_crossFadeTime = left.m_crossFadeTime; + // defaults + m_currentFadeTime = 0; + m_lastRenderTime = 0; + ControlType = GUICONTROL_IMAGE; + m_bDynamicResourceAlloc=false; +} + +CGUIImage::~CGUIImage(void) = default; + +void CGUIImage::UpdateVisibility(const CGUIListItem *item) +{ + CGUIControl::UpdateVisibility(item); + + // now that we've checked for conditional info, we can + // check for allocation + AllocateOnDemand(); +} + +void CGUIImage::UpdateDiffuseColor(const CGUIListItem* item) +{ + if (m_texture->SetDiffuseColor(m_diffuseColor, item)) + { + MarkDirtyRegion(); + } +} + +void CGUIImage::UpdateInfo(const CGUIListItem *item) +{ + // The texture may also depend on info conditions. Update the diffuse color in that case. + if (m_texture->GetDiffuseColor().HasInfo()) + UpdateDiffuseColor(item); + + if (m_info.IsConstant()) + return; // nothing to do + + // don't allow image to change while animating out + if (HasProcessed() && IsAnimating(ANIM_TYPE_HIDDEN) && !IsVisibleFromSkin()) + return; + + if (item) + SetFileName(m_info.GetItemLabel(item, true, &m_currentFallback)); + else + SetFileName(m_info.GetLabel(m_parentID, true, &m_currentFallback)); +} + +void CGUIImage::AllocateOnDemand() +{ + // if we're hidden, we can free our resources and return + if (!IsVisible() && m_visible != DELAYED) + { + if (m_bDynamicResourceAlloc && m_texture->IsAllocated()) + FreeResourcesButNotAnims(); + return; + } + + // either visible or delayed - we need the resources allocated in either case + if (!m_texture->IsAllocated()) + AllocResources(); +} + +void CGUIImage::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions) +{ + // check whether our image failed to allocate, and if so drop back to the fallback image + if (m_texture->FailedToAlloc() && m_texture->GetFileName() != m_info.GetFallback()) + { + if (!m_currentFallback.empty() && m_texture->GetFileName() != m_currentFallback) + m_texture->SetFileName(m_currentFallback); + else + m_texture->SetFileName(m_info.GetFallback()); + } + + if (m_crossFadeTime) + { + // make sure our texture has started allocating + if (m_texture->AllocResources()) + MarkDirtyRegion(); + + // compute the frame time + unsigned int frameTime = 0; + if (m_lastRenderTime) + frameTime = currentTime - m_lastRenderTime; + if (!frameTime) + frameTime = (unsigned int)(1000 / CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS()); + m_lastRenderTime = currentTime; + + if (m_fadingTextures.size()) // have some fading images + { // anything other than the last old texture needs to be faded out as per usual + for (std::vector<CFadingTexture *>::iterator i = m_fadingTextures.begin(); i != m_fadingTextures.end() - 1;) + { + if (!ProcessFading(*i, frameTime, currentTime)) + i = m_fadingTextures.erase(i); + else + ++i; + } + + if (m_texture->ReadyToRender() || m_texture->GetFileName().empty()) + { // fade out the last one as well + if (!ProcessFading(m_fadingTextures[m_fadingTextures.size() - 1], frameTime, currentTime)) + m_fadingTextures.erase(m_fadingTextures.end() - 1); + } + else + { // keep the last one fading in + CFadingTexture *texture = m_fadingTextures[m_fadingTextures.size() - 1]; + texture->m_fadeTime += frameTime; + if (texture->m_fadeTime > m_crossFadeTime) + texture->m_fadeTime = m_crossFadeTime; + + if (texture->m_texture->SetAlpha(GetFadeLevel(texture->m_fadeTime))) + MarkDirtyRegion(); + if (texture->m_texture->SetDiffuseColor(m_diffuseColor)) + MarkDirtyRegion(); + if (texture->m_texture->Process(currentTime)) + MarkDirtyRegion(); + } + } + + if (m_texture->ReadyToRender() || m_texture->GetFileName().empty()) + { // fade the new one in + m_currentFadeTime += frameTime; + if (m_currentFadeTime > m_crossFadeTime || frameTime == 0) // for if we allocate straight away on creation + m_currentFadeTime = m_crossFadeTime; + } + if (m_texture->SetAlpha(GetFadeLevel(m_currentFadeTime))) + MarkDirtyRegion(); + } + + if (!m_texture->GetDiffuseColor().HasInfo()) + UpdateDiffuseColor(nullptr); + + if (m_texture->Process(currentTime)) + MarkDirtyRegion(); + + CGUIControl::Process(currentTime, dirtyregions); +} + +void CGUIImage::Render() +{ + if (!IsVisible()) return; + + for (auto& itr : m_fadingTextures) + itr->m_texture->Render(); + + m_texture->Render(); + + CGUIControl::Render(); +} + +bool CGUIImage::ProcessFading(CGUIImage::CFadingTexture *texture, unsigned int frameTime, unsigned int currentTime) +{ + assert(texture); + if (texture->m_fadeTime <= frameTime) + { // time to kill off the texture + MarkDirtyRegion(); + delete texture; + return false; + } + // render this texture + texture->m_fadeTime -= frameTime; + + if (texture->m_texture->SetAlpha(GetFadeLevel(texture->m_fadeTime))) + MarkDirtyRegion(); + if (texture->m_texture->SetDiffuseColor(m_diffuseColor)) + MarkDirtyRegion(); + if (texture->m_texture->Process(currentTime)) + MarkDirtyRegion(); + + return true; +} + +bool CGUIImage::OnAction(const CAction &action) +{ + return false; +} + +bool CGUIImage::OnMessage(CGUIMessage& message) +{ + if (message.GetMessage() == GUI_MSG_REFRESH_THUMBS) + { + if (!m_info.IsConstant()) + FreeTextures(true); // true as we want to free the texture immediately + return true; + } + else if (message.GetMessage() == GUI_MSG_SET_FILENAME) + { + SetFileName(message.GetLabel()); + return true; + } + else if (message.GetMessage() == GUI_MSG_GET_FILENAME) + { + message.SetLabel(GetFileName()); + return true; + } + return CGUIControl::OnMessage(message); +} + +void CGUIImage::AllocResources() +{ + if (m_texture->GetFileName().empty()) + return; + + CGUIControl::AllocResources(); + m_texture->AllocResources(); +} + +void CGUIImage::FreeTextures(bool immediately /* = false */) +{ + m_texture->FreeResources(immediately); + for (unsigned int i = 0; i < m_fadingTextures.size(); i++) + delete m_fadingTextures[i]; + m_fadingTextures.clear(); + m_currentTexture.clear(); + if (!m_info.IsConstant()) // constant textures never change + m_texture->SetFileName(""); +} + +void CGUIImage::FreeResources(bool immediately) +{ + FreeTextures(immediately); + CGUIControl::FreeResources(immediately); +} + +void CGUIImage::SetInvalid() +{ + m_texture->SetInvalid(); + CGUIControl::SetInvalid(); +} + +// WORKAROUND - we are currently resetting all animations when this is called, which shouldn't be the case +// see CGUIControl::FreeResources() - this needs remedying. +void CGUIImage::FreeResourcesButNotAnims() +{ + FreeTextures(); + m_bAllocated=false; + m_hasProcessed = false; +} + +void CGUIImage::DynamicResourceAlloc(bool bOnOff) +{ + m_bDynamicResourceAlloc = bOnOff; + m_texture->DynamicResourceAlloc(bOnOff); + CGUIControl::DynamicResourceAlloc(bOnOff); +} + +bool CGUIImage::CanFocus() const +{ + return false; +} + +float CGUIImage::GetTextureWidth() const +{ + return m_texture->GetTextureWidth(); +} + +float CGUIImage::GetTextureHeight() const +{ + return m_texture->GetTextureHeight(); +} + +CRect CGUIImage::CalcRenderRegion() const +{ + CRect region = m_texture->GetRenderRect(); + + for (const auto& itr : m_fadingTextures) + region.Union(itr->m_texture->GetRenderRect()); + + return CGUIControl::CalcRenderRegion().Intersect(region); +} + +const std::string &CGUIImage::GetFileName() const +{ + return m_texture->GetFileName(); +} + +void CGUIImage::SetAspectRatio(const CAspectRatio &aspect) +{ + m_texture->SetAspectRatio(aspect); +} + +void CGUIImage::SetCrossFade(unsigned int time) +{ + m_crossFadeTime = time; + if (!m_crossFadeTime && m_texture->IsLazyLoaded() && !m_info.GetFallback().empty()) + m_crossFadeTime = 1; +} + +void CGUIImage::SetFileName(const std::string& strFileName, bool setConstant, const bool useCache) +{ + if (setConstant) + m_info.SetLabel(strFileName, "", GetParentID()); + + // Set whether or not to use cache + m_texture->SetUseCache(useCache); + + if (m_crossFadeTime) + { + // set filename on the next texture + if (m_currentTexture == strFileName) + return; // nothing to do - we already have this image + + if (m_texture->ReadyToRender() || m_texture->GetFileName().empty()) + { // save the current image + m_fadingTextures.push_back(new CFadingTexture(m_texture.get(), m_currentFadeTime)); + MarkDirtyRegion(); + } + m_currentFadeTime = 0; + } + if (m_currentTexture != strFileName) + { // texture is changing - attempt to load it, and save the name in m_currentTexture. + // we'll check whether it loaded or not in Render() + m_currentTexture = strFileName; + if (m_texture->SetFileName(m_currentTexture)) + MarkDirtyRegion(); + } +} + +#ifdef _DEBUG +void CGUIImage::DumpTextureUse() +{ + if (m_texture->IsAllocated()) + { + if (GetID()) + CLog::Log(LOGDEBUG, "Image control {} using texture {}", GetID(), m_texture->GetFileName()); + else + CLog::Log(LOGDEBUG, "Using texture {}", m_texture->GetFileName()); + } +} +#endif + +void CGUIImage::SetWidth(float width) +{ + m_texture->SetWidth(width); + CGUIControl::SetWidth(m_texture->GetWidth()); +} + +void CGUIImage::SetHeight(float height) +{ + m_texture->SetHeight(height); + CGUIControl::SetHeight(m_texture->GetHeight()); +} + +void CGUIImage::SetPosition(float posX, float posY) +{ + m_texture->SetPosition(posX, posY); + CGUIControl::SetPosition(posX, posY); +} + +void CGUIImage::SetInfo(const GUIINFO::CGUIInfoLabel &info) +{ + m_info = info; + // a constant image never needs updating + if (m_info.IsConstant()) + m_texture->SetFileName(m_info.GetLabel(0)); +} + +unsigned char CGUIImage::GetFadeLevel(unsigned int time) const +{ + float amount = (float)time / m_crossFadeTime; + // we want a semi-transparent image, so we need to use a more complicated + // fade technique. Assuming a black background (not generally true, but still...) + // we have + // b(t) = [a - b(1-t)*a] / a*(1-b(1-t)*a), + // where a = alpha, and b(t):[0,1] -> [0,1] is the blend function. + // solving, we get + // b(t) = [1 - (1-a)^t] / a + const float alpha = 0.7f; + return (unsigned char)(255.0f * (1 - pow(1-alpha, amount))/alpha); +} + +std::string CGUIImage::GetDescription(void) const +{ + return GetFileName(); +} + |