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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/GUIRenderingControl.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/GUIRenderingControl.cpp')
-rw-r--r-- | xbmc/guilib/GUIRenderingControl.cpp | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/xbmc/guilib/GUIRenderingControl.cpp b/xbmc/guilib/GUIRenderingControl.cpp new file mode 100644 index 0000000..f6e460b --- /dev/null +++ b/xbmc/guilib/GUIRenderingControl.cpp @@ -0,0 +1,117 @@ +/* + * 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 "GUIRenderingControl.h" + +#include "guilib/IRenderingCallback.h" + +#include <mutex> +#ifdef TARGET_WINDOWS +#include "rendering/dx/DeviceResources.h" +#endif + +#define LABEL_ROW1 10 +#define LABEL_ROW2 11 +#define LABEL_ROW3 12 + +CGUIRenderingControl::CGUIRenderingControl(int parentID, int controlID, float posX, float posY, float width, float height) + : CGUIControl(parentID, controlID, posX, posY, width, height) +{ + ControlType = GUICONTROL_RENDERADDON; + m_callback = NULL; +} + +CGUIRenderingControl::CGUIRenderingControl(const CGUIRenderingControl &from) +: CGUIControl(from) +{ + ControlType = GUICONTROL_RENDERADDON; + m_callback = NULL; +} + +bool CGUIRenderingControl::InitCallback(IRenderingCallback *callback) +{ + if (!callback) + return false; + + std::unique_lock<CCriticalSection> lock(m_rendering); + CServiceBroker::GetWinSystem()->GetGfxContext().CaptureStateBlock(); + float x = CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalXCoord(GetXPosition(), GetYPosition()); + float y = CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalYCoord(GetXPosition(), GetYPosition()); + float w = CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalXCoord(GetXPosition() + GetWidth(), GetYPosition() + GetHeight()) - x; + float h = CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalYCoord(GetXPosition() + GetWidth(), GetYPosition() + GetHeight()) - y; + if (x < 0) x = 0; + if (y < 0) y = 0; + if (x + w > CServiceBroker::GetWinSystem()->GetGfxContext().GetWidth()) w = CServiceBroker::GetWinSystem()->GetGfxContext().GetWidth() - x; + if (y + h > CServiceBroker::GetWinSystem()->GetGfxContext().GetHeight()) h = CServiceBroker::GetWinSystem()->GetGfxContext().GetHeight() - y; + + void *device = NULL; +#if TARGET_WINDOWS + device = DX::DeviceResources::Get()->GetD3DDevice(); +#endif + if (callback->Create((int)(x+0.5f), (int)(y+0.5f), (int)(w+0.5f), (int)(h+0.5f), device)) + m_callback = callback; + else + return false; + + CServiceBroker::GetWinSystem()->GetGfxContext().ApplyStateBlock(); + return true; +} + +void CGUIRenderingControl::UpdateVisibility(const CGUIListItem *item) +{ + // if made invisible, start timer, only free addonptr after + // some period, configurable by window class + CGUIControl::UpdateVisibility(item); + if (!IsVisible() && m_callback) + FreeResources(); +} + +void CGUIRenderingControl::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions) +{ + //! @todo Add processing to the addon so it could mark when actually changing + std::unique_lock<CCriticalSection> lock(m_rendering); + if (m_callback && m_callback->IsDirty()) + MarkDirtyRegion(); + + CGUIControl::Process(currentTime, dirtyregions); +} + +void CGUIRenderingControl::Render() +{ + std::unique_lock<CCriticalSection> lock(m_rendering); + if (m_callback) + { + // set the viewport - note: We currently don't have any control over how + // the addon renders, so the best we can do is attempt to define + // a viewport?? + CServiceBroker::GetWinSystem()->GetGfxContext().SetViewPort(m_posX, m_posY, m_width, m_height); + CServiceBroker::GetWinSystem()->GetGfxContext().CaptureStateBlock(); + m_callback->Render(); + CServiceBroker::GetWinSystem()->GetGfxContext().ApplyStateBlock(); + CServiceBroker::GetWinSystem()->GetGfxContext().RestoreViewPort(); + } + + CGUIControl::Render(); +} + +void CGUIRenderingControl::FreeResources(bool immediately) +{ + std::unique_lock<CCriticalSection> lock(m_rendering); + + if (!m_callback) return; + + CServiceBroker::GetWinSystem()->GetGfxContext().CaptureStateBlock(); //! @todo locking + m_callback->Stop(); + CServiceBroker::GetWinSystem()->GetGfxContext().ApplyStateBlock(); + m_callback = NULL; +} + +bool CGUIRenderingControl::CanFocusFromPoint(const CPoint &point) const +{ // mouse is allowed to focus this control, but it doesn't actually receive focus + return IsVisible() && HitTest(point); +} |