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-rw-r--r--xbmc/guilib/GUIWindowManager.cpp1808
1 files changed, 1808 insertions, 0 deletions
diff --git a/xbmc/guilib/GUIWindowManager.cpp b/xbmc/guilib/GUIWindowManager.cpp
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--- /dev/null
+++ b/xbmc/guilib/GUIWindowManager.cpp
@@ -0,0 +1,1808 @@
+/*
+ * 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 "GUIWindowManager.h"
+
+#include "GUIAudioManager.h"
+#include "GUIDialog.h"
+#include "GUIInfoManager.h"
+#include "GUIPassword.h"
+#include "GUITexture.h"
+#include "ServiceBroker.h"
+#include "WindowIDs.h"
+#include "addons/Skin.h"
+#include "addons/gui/GUIWindowAddonBrowser.h"
+#include "addons/interfaces/gui/Window.h"
+#include "application/Application.h"
+#include "application/ApplicationComponents.h"
+#include "application/ApplicationPlayer.h"
+#include "events/windows/GUIWindowEventLog.h"
+#include "favourites/GUIDialogFavourites.h"
+#include "favourites/GUIWindowFavourites.h"
+#include "input/actions/Action.h"
+#include "input/actions/ActionIDs.h"
+#include "messaging/ApplicationMessenger.h"
+#include "messaging/helpers/DialogHelper.h"
+#include "music/dialogs/GUIDialogInfoProviderSettings.h"
+#include "music/dialogs/GUIDialogMusicInfo.h"
+#include "music/windows/GUIWindowMusicNav.h"
+#include "music/windows/GUIWindowMusicPlaylist.h"
+#include "music/windows/GUIWindowMusicPlaylistEditor.h"
+#include "music/windows/GUIWindowVisualisation.h"
+#include "pictures/GUIWindowPictures.h"
+#include "pictures/GUIWindowSlideShow.h"
+#include "profiles/windows/GUIWindowSettingsProfile.h"
+#include "programs/GUIWindowPrograms.h"
+#include "settings/AdvancedSettings.h"
+#include "settings/SettingsComponent.h"
+#include "settings/windows/GUIWindowSettings.h"
+#include "settings/windows/GUIWindowSettingsCategory.h"
+#include "settings/windows/GUIWindowSettingsScreenCalibration.h"
+#include "threads/SingleLock.h"
+#include "utils/StringUtils.h"
+#include "utils/URIUtils.h"
+#include "utils/Variant.h"
+#include "utils/log.h"
+#include "video/dialogs/GUIDialogVideoInfo.h"
+#include "video/dialogs/GUIDialogVideoOSD.h"
+#include "video/windows/GUIWindowFullScreen.h"
+#include "video/windows/GUIWindowVideoNav.h"
+#include "video/windows/GUIWindowVideoPlaylist.h"
+#include "weather/GUIWindowWeather.h"
+#include "windows/GUIWindowDebugInfo.h"
+#include "windows/GUIWindowFileManager.h"
+#include "windows/GUIWindowHome.h"
+#include "windows/GUIWindowLoginScreen.h"
+#include "windows/GUIWindowPointer.h"
+#include "windows/GUIWindowScreensaver.h"
+#include "windows/GUIWindowScreensaverDim.h"
+#include "windows/GUIWindowSplash.h"
+#include "windows/GUIWindowStartup.h"
+#include "windows/GUIWindowSystemInfo.h"
+
+#include <mutex>
+
+// Dialog includes
+#include "music/dialogs/GUIDialogMusicOSD.h"
+#include "music/dialogs/GUIDialogVisualisationPresetList.h"
+#include "dialogs/GUIDialogTextViewer.h"
+#include "network/GUIDialogNetworkSetup.h"
+#include "dialogs/GUIDialogMediaSource.h"
+#if defined(HAS_GL) || defined(HAS_DX)
+#include "video/dialogs/GUIDialogCMSSettings.h"
+#endif
+#include "addons/gui/GUIDialogAddonInfo.h"
+#include "addons/gui/GUIDialogAddonSettings.h"
+#include "dialogs/GUIDialogBusy.h"
+#include "dialogs/GUIDialogBusyNoCancel.h"
+#include "dialogs/GUIDialogButtonMenu.h"
+#include "dialogs/GUIDialogColorPicker.h"
+#include "dialogs/GUIDialogContextMenu.h"
+#include "dialogs/GUIDialogExtendedProgressBar.h"
+#include "dialogs/GUIDialogGamepad.h"
+#include "dialogs/GUIDialogKaiToast.h"
+#include "dialogs/GUIDialogKeyboardGeneric.h"
+#include "dialogs/GUIDialogKeyboardTouch.h"
+#include "dialogs/GUIDialogNumeric.h"
+#include "dialogs/GUIDialogOK.h"
+#include "dialogs/GUIDialogPlayerControls.h"
+#include "dialogs/GUIDialogPlayerProcessInfo.h"
+#include "dialogs/GUIDialogProgress.h"
+#include "dialogs/GUIDialogSeekBar.h"
+#include "dialogs/GUIDialogSelect.h"
+#include "dialogs/GUIDialogSmartPlaylistEditor.h"
+#include "dialogs/GUIDialogSmartPlaylistRule.h"
+#include "dialogs/GUIDialogSubMenu.h"
+#include "dialogs/GUIDialogVolumeBar.h"
+#include "dialogs/GUIDialogYesNo.h"
+#include "music/dialogs/GUIDialogSongInfo.h"
+#include "pictures/GUIDialogPictureInfo.h"
+#include "profiles/dialogs/GUIDialogLockSettings.h"
+#include "profiles/dialogs/GUIDialogProfileSettings.h"
+#include "settings/dialogs/GUIDialogContentSettings.h"
+#include "settings/dialogs/GUIDialogLibExportSettings.h"
+#include "video/dialogs/GUIDialogAudioSettings.h"
+#include "video/dialogs/GUIDialogSubtitleSettings.h"
+#include "video/dialogs/GUIDialogVideoBookmarks.h"
+#include "video/dialogs/GUIDialogVideoSettings.h"
+
+/* PVR related include Files */
+#include "pvr/dialogs/GUIDialogPVRChannelGuide.h"
+#include "pvr/dialogs/GUIDialogPVRChannelManager.h"
+#include "pvr/dialogs/GUIDialogPVRChannelsOSD.h"
+#include "pvr/dialogs/GUIDialogPVRClientPriorities.h"
+#include "pvr/dialogs/GUIDialogPVRGroupManager.h"
+#include "pvr/dialogs/GUIDialogPVRGuideControls.h"
+#include "pvr/dialogs/GUIDialogPVRGuideInfo.h"
+#include "pvr/dialogs/GUIDialogPVRGuideSearch.h"
+#include "pvr/dialogs/GUIDialogPVRRadioRDSInfo.h"
+#include "pvr/dialogs/GUIDialogPVRRecordingInfo.h"
+#include "pvr/dialogs/GUIDialogPVRRecordingSettings.h"
+#include "pvr/dialogs/GUIDialogPVRTimerSettings.h"
+#include "pvr/windows/GUIWindowPVRChannels.h"
+#include "pvr/windows/GUIWindowPVRGuide.h"
+#include "pvr/windows/GUIWindowPVRRecordings.h"
+#include "pvr/windows/GUIWindowPVRSearch.h"
+#include "pvr/windows/GUIWindowPVRTimerRules.h"
+#include "pvr/windows/GUIWindowPVRTimers.h"
+
+#include "video/dialogs/GUIDialogTeletext.h"
+#include "dialogs/GUIDialogSlider.h"
+#ifdef HAS_DVD_DRIVE
+#include "dialogs/GUIDialogPlayEject.h"
+#endif
+#include "dialogs/GUIDialogMediaFilter.h"
+#include "video/dialogs/GUIDialogSubtitles.h"
+
+#include "peripherals/dialogs/GUIDialogPeripherals.h"
+#include "peripherals/dialogs/GUIDialogPeripheralSettings.h"
+
+/* Game related include files */
+#include "cores/RetroPlayer/guiwindows/GameWindowFullScreen.h"
+#include "games/controllers/windows/GUIControllerWindow.h"
+#include "games/dialogs/osd/DialogGameAdvancedSettings.h"
+#include "games/dialogs/osd/DialogGameOSD.h"
+#include "games/dialogs/osd/DialogGameSaves.h"
+#include "games/dialogs/osd/DialogGameStretchMode.h"
+#include "games/dialogs/osd/DialogGameVideoFilter.h"
+#include "games/dialogs/osd/DialogGameVideoRotation.h"
+#include "games/dialogs/osd/DialogGameVolume.h"
+#include "games/dialogs/osd/DialogInGameSaves.h"
+#include "games/ports/windows/GUIPortWindow.h"
+#include "games/windows/GUIWindowGames.h"
+
+using namespace KODI;
+using namespace PVR;
+using namespace PERIPHERALS;
+
+CGUIWindowManager::CGUIWindowManager()
+{
+ m_pCallback = nullptr;
+ m_iNested = 0;
+ m_initialized = false;
+}
+
+CGUIWindowManager::~CGUIWindowManager() = default;
+
+void CGUIWindowManager::Initialize()
+{
+ m_tracker.SelectAlgorithm();
+
+ m_initialized = true;
+
+ LoadNotOnDemandWindows();
+
+ CServiceBroker::GetAppMessenger()->RegisterReceiver(this);
+}
+
+void CGUIWindowManager::CreateWindows()
+{
+ Add(new CGUIWindowHome);
+ Add(new CGUIWindowPrograms);
+ Add(new CGUIWindowPictures);
+ Add(new CGUIWindowFileManager);
+ Add(new CGUIWindowSettings);
+ Add(new CGUIWindowSystemInfo);
+ Add(new CGUIWindowSettingsScreenCalibration);
+ Add(new CGUIWindowSettingsCategory);
+ Add(new CGUIWindowVideoNav);
+ Add(new CGUIWindowVideoPlaylist);
+ Add(new CGUIWindowLoginScreen);
+ Add(new CGUIWindowSettingsProfile);
+ Add(new CGUIWindow(WINDOW_SKIN_SETTINGS, "SkinSettings.xml"));
+ Add(new CGUIWindowAddonBrowser);
+ Add(new CGUIWindowScreensaverDim);
+ Add(new CGUIWindowDebugInfo);
+ Add(new CGUIWindowPointer);
+ Add(new CGUIDialogYesNo);
+ Add(new CGUIDialogProgress);
+ Add(new CGUIDialogExtendedProgressBar);
+ Add(new CGUIDialogKeyboardGeneric);
+ Add(new CGUIDialogKeyboardTouch);
+ Add(new CGUIDialogVolumeBar);
+ Add(new CGUIDialogSeekBar);
+ Add(new CGUIDialogSubMenu);
+ Add(new CGUIDialogContextMenu);
+ Add(new CGUIDialogKaiToast);
+ Add(new CGUIDialogNumeric);
+ Add(new CGUIDialogGamepad);
+ Add(new CGUIDialogButtonMenu);
+ Add(new CGUIDialogPlayerControls);
+ Add(new CGUIDialogPlayerProcessInfo);
+ Add(new CGUIDialogSlider);
+ Add(new CGUIDialogMusicOSD);
+ Add(new CGUIDialogVisualisationPresetList);
+#if defined(HAS_GL) || defined(HAS_DX)
+ Add(new CGUIDialogCMSSettings);
+#endif
+ Add(new CGUIDialogVideoSettings);
+ Add(new CGUIDialogAudioSettings);
+ Add(new CGUIDialogSubtitleSettings);
+ Add(new CGUIDialogVideoBookmarks);
+ // Don't add the filebrowser dialog - it's created and added when it's needed
+ Add(new CGUIDialogNetworkSetup);
+ Add(new CGUIDialogMediaSource);
+ Add(new CGUIDialogProfileSettings);
+ Add(new CGUIDialogFavourites);
+ Add(new CGUIDialogSongInfo);
+ Add(new CGUIDialogSmartPlaylistEditor);
+ Add(new CGUIDialogSmartPlaylistRule);
+ Add(new CGUIDialogBusy);
+ Add(new CGUIDialogBusyNoCancel);
+ Add(new CGUIDialogPictureInfo);
+ Add(new CGUIDialogAddonInfo);
+ Add(new CGUIDialogAddonSettings);
+
+ Add(new CGUIDialogLockSettings);
+
+ Add(new CGUIDialogContentSettings);
+
+ Add(new CGUIDialogLibExportSettings);
+
+ Add(new CGUIDialogInfoProviderSettings);
+
+#ifdef HAS_DVD_DRIVE
+ Add(new CGUIDialogPlayEject);
+#endif
+
+ Add(new CGUIDialogPeripherals);
+ Add(new CGUIDialogPeripheralSettings);
+
+ Add(new CGUIDialogMediaFilter);
+ Add(new CGUIDialogSubtitles);
+
+ Add(new CGUIWindowMusicPlayList);
+ Add(new CGUIWindowMusicNav);
+ Add(new CGUIWindowMusicPlaylistEditor);
+
+ /* Load PVR related Windows and Dialogs */
+ Add(new CGUIDialogTeletext);
+ Add(new CGUIWindowPVRTVChannels);
+ Add(new CGUIWindowPVRTVRecordings);
+ Add(new CGUIWindowPVRTVGuide);
+ Add(new CGUIWindowPVRTVTimers);
+ Add(new CGUIWindowPVRTVTimerRules);
+ Add(new CGUIWindowPVRTVSearch);
+ Add(new CGUIWindowPVRRadioChannels);
+ Add(new CGUIWindowPVRRadioRecordings);
+ Add(new CGUIWindowPVRRadioGuide);
+ Add(new CGUIWindowPVRRadioTimers);
+ Add(new CGUIWindowPVRRadioTimerRules);
+ Add(new CGUIWindowPVRRadioSearch);
+ Add(new CGUIDialogPVRRadioRDSInfo);
+ Add(new CGUIDialogPVRGuideInfo);
+ Add(new CGUIDialogPVRRecordingInfo);
+ Add(new CGUIDialogPVRTimerSettings);
+ Add(new CGUIDialogPVRGroupManager);
+ Add(new CGUIDialogPVRChannelManager);
+ Add(new CGUIDialogPVRGuideSearch);
+ Add(new CGUIDialogPVRChannelsOSD);
+ Add(new CGUIDialogPVRChannelGuide);
+ Add(new CGUIDialogPVRRecordingSettings);
+ Add(new CGUIDialogPVRClientPriorities);
+ Add(new CGUIDialogPVRGuideControls);
+
+ Add(new CGUIDialogSelect);
+ Add(new CGUIDialogColorPicker);
+ Add(new CGUIDialogMusicInfo);
+ Add(new CGUIDialogOK);
+ Add(new CGUIDialogVideoInfo);
+ Add(new CGUIDialogTextViewer);
+ Add(new CGUIWindowFullScreen);
+ Add(new CGUIWindowVisualisation);
+ Add(new CGUIWindowSlideShow);
+
+ Add(new CGUIDialogVideoOSD);
+ Add(new CGUIWindowScreensaver);
+ Add(new CGUIWindowWeather);
+ Add(new CGUIWindowStartup);
+ Add(new CGUIWindowSplash);
+
+ Add(new CGUIWindowEventLog);
+
+ Add(new CGUIWindowFavourites);
+
+ Add(new GAME::CGUIControllerWindow);
+ Add(new GAME::CGUIPortWindow);
+ Add(new GAME::CGUIWindowGames);
+ Add(new GAME::CDialogGameOSD);
+ Add(new GAME::CDialogGameSaves);
+ Add(new GAME::CDialogGameVideoFilter);
+ Add(new GAME::CDialogGameStretchMode);
+ Add(new GAME::CDialogGameVolume);
+ Add(new GAME::CDialogGameAdvancedSettings);
+ Add(new GAME::CDialogGameVideoRotation);
+ Add(new GAME::CDialogInGameSaves);
+ Add(new RETRO::CGameWindowFullScreen);
+}
+
+bool CGUIWindowManager::DestroyWindows()
+{
+ try
+ {
+ DestroyWindow(WINDOW_SPLASH);
+ DestroyWindow(WINDOW_MUSIC_PLAYLIST);
+ DestroyWindow(WINDOW_MUSIC_PLAYLIST_EDITOR);
+ DestroyWindow(WINDOW_MUSIC_NAV);
+ DestroyWindow(WINDOW_DIALOG_MUSIC_INFO);
+ DestroyWindow(WINDOW_DIALOG_VIDEO_INFO);
+ DestroyWindow(WINDOW_VIDEO_PLAYLIST);
+ DestroyWindow(WINDOW_VIDEO_NAV);
+ DestroyWindow(WINDOW_FILES);
+ DestroyWindow(WINDOW_DIALOG_YES_NO);
+ DestroyWindow(WINDOW_DIALOG_PROGRESS);
+ DestroyWindow(WINDOW_DIALOG_NUMERIC);
+ DestroyWindow(WINDOW_DIALOG_GAMEPAD);
+ DestroyWindow(WINDOW_DIALOG_SUB_MENU);
+ DestroyWindow(WINDOW_DIALOG_BUTTON_MENU);
+ DestroyWindow(WINDOW_DIALOG_CONTEXT_MENU);
+ DestroyWindow(WINDOW_DIALOG_PLAYER_CONTROLS);
+ DestroyWindow(WINDOW_DIALOG_PLAYER_PROCESS_INFO);
+ DestroyWindow(WINDOW_DIALOG_MUSIC_OSD);
+ DestroyWindow(WINDOW_DIALOG_VIS_PRESET_LIST);
+ DestroyWindow(WINDOW_DIALOG_SELECT);
+ DestroyWindow(WINDOW_DIALOG_OK);
+ DestroyWindow(WINDOW_DIALOG_KEYBOARD);
+ DestroyWindow(WINDOW_DIALOG_KEYBOARD_TOUCH);
+ DestroyWindow(WINDOW_FULLSCREEN_VIDEO);
+ DestroyWindow(WINDOW_DIALOG_PROFILE_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_LOCK_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_NETWORK_SETUP);
+ DestroyWindow(WINDOW_DIALOG_MEDIA_SOURCE);
+ DestroyWindow(WINDOW_DIALOG_CMS_OSD_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_VIDEO_OSD_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_AUDIO_OSD_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_SUBTITLE_OSD_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_VIDEO_BOOKMARKS);
+ DestroyWindow(WINDOW_DIALOG_CONTENT_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_INFOPROVIDER_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_LIBEXPORT_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_FAVOURITES);
+ DestroyWindow(WINDOW_DIALOG_SONG_INFO);
+ DestroyWindow(WINDOW_DIALOG_SMART_PLAYLIST_EDITOR);
+ DestroyWindow(WINDOW_DIALOG_SMART_PLAYLIST_RULE);
+ DestroyWindow(WINDOW_DIALOG_BUSY);
+ DestroyWindow(WINDOW_DIALOG_BUSY_NOCANCEL);
+ DestroyWindow(WINDOW_DIALOG_PICTURE_INFO);
+ DestroyWindow(WINDOW_DIALOG_ADDON_INFO);
+ DestroyWindow(WINDOW_DIALOG_ADDON_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_SLIDER);
+ DestroyWindow(WINDOW_DIALOG_MEDIA_FILTER);
+ DestroyWindow(WINDOW_DIALOG_SUBTITLES);
+ DestroyWindow(WINDOW_DIALOG_COLOR_PICKER);
+
+ /* Delete PVR related windows and dialogs */
+ DestroyWindow(WINDOW_TV_CHANNELS);
+ DestroyWindow(WINDOW_TV_RECORDINGS);
+ DestroyWindow(WINDOW_TV_GUIDE);
+ DestroyWindow(WINDOW_TV_TIMERS);
+ DestroyWindow(WINDOW_TV_TIMER_RULES);
+ DestroyWindow(WINDOW_TV_SEARCH);
+ DestroyWindow(WINDOW_RADIO_CHANNELS);
+ DestroyWindow(WINDOW_RADIO_RECORDINGS);
+ DestroyWindow(WINDOW_RADIO_GUIDE);
+ DestroyWindow(WINDOW_RADIO_TIMERS);
+ DestroyWindow(WINDOW_RADIO_TIMER_RULES);
+ DestroyWindow(WINDOW_RADIO_SEARCH);
+ DestroyWindow(WINDOW_DIALOG_PVR_GUIDE_INFO);
+ DestroyWindow(WINDOW_DIALOG_PVR_RECORDING_INFO);
+ DestroyWindow(WINDOW_DIALOG_PVR_TIMER_SETTING);
+ DestroyWindow(WINDOW_DIALOG_PVR_GROUP_MANAGER);
+ DestroyWindow(WINDOW_DIALOG_PVR_CHANNEL_MANAGER);
+ DestroyWindow(WINDOW_DIALOG_PVR_GUIDE_SEARCH);
+ DestroyWindow(WINDOW_DIALOG_PVR_CHANNEL_SCAN);
+ DestroyWindow(WINDOW_DIALOG_PVR_RADIO_RDS_INFO);
+ DestroyWindow(WINDOW_DIALOG_PVR_UPDATE_PROGRESS);
+ DestroyWindow(WINDOW_DIALOG_PVR_OSD_CHANNELS);
+ DestroyWindow(WINDOW_DIALOG_PVR_CHANNEL_GUIDE);
+ DestroyWindow(WINDOW_DIALOG_OSD_TELETEXT);
+ DestroyWindow(WINDOW_DIALOG_PVR_RECORDING_SETTING);
+ DestroyWindow(WINDOW_DIALOG_PVR_CLIENT_PRIORITIES);
+ DestroyWindow(WINDOW_DIALOG_PVR_GUIDE_CONTROLS);
+
+ DestroyWindow(WINDOW_DIALOG_TEXT_VIEWER);
+#ifdef HAS_DVD_DRIVE
+ DestroyWindow(WINDOW_DIALOG_PLAY_EJECT);
+#endif
+ DestroyWindow(WINDOW_STARTUP_ANIM);
+ DestroyWindow(WINDOW_LOGIN_SCREEN);
+ DestroyWindow(WINDOW_VISUALISATION);
+ DestroyWindow(WINDOW_SETTINGS_MENU);
+ DestroyWindow(WINDOW_SETTINGS_PROFILES);
+ DestroyWindow(WINDOW_SCREEN_CALIBRATION);
+ DestroyWindow(WINDOW_SYSTEM_INFORMATION);
+ DestroyWindow(WINDOW_SCREENSAVER);
+ DestroyWindow(WINDOW_DIALOG_VIDEO_OSD);
+ DestroyWindow(WINDOW_SLIDESHOW);
+ DestroyWindow(WINDOW_ADDON_BROWSER);
+ DestroyWindow(WINDOW_SKIN_SETTINGS);
+
+ DestroyWindow(WINDOW_HOME);
+ DestroyWindow(WINDOW_PROGRAMS);
+ DestroyWindow(WINDOW_PICTURES);
+ DestroyWindow(WINDOW_WEATHER);
+ DestroyWindow(WINDOW_DIALOG_GAME_CONTROLLERS);
+ DestroyWindow(WINDOW_DIALOG_GAME_PORTS);
+ DestroyWindow(WINDOW_GAMES);
+ DestroyWindow(WINDOW_DIALOG_GAME_OSD);
+ DestroyWindow(WINDOW_DIALOG_GAME_SAVES);
+ DestroyWindow(WINDOW_DIALOG_GAME_VIDEO_FILTER);
+ DestroyWindow(WINDOW_DIALOG_GAME_STRETCH_MODE);
+ DestroyWindow(WINDOW_DIALOG_GAME_VOLUME);
+ DestroyWindow(WINDOW_DIALOG_GAME_ADVANCED_SETTINGS);
+ DestroyWindow(WINDOW_DIALOG_GAME_VIDEO_ROTATION);
+ DestroyWindow(WINDOW_DIALOG_IN_GAME_SAVES);
+ DestroyWindow(WINDOW_FULLSCREEN_GAME);
+
+ Remove(WINDOW_SETTINGS_SERVICE);
+ Remove(WINDOW_SETTINGS_MYPVR);
+ Remove(WINDOW_SETTINGS_PLAYER);
+ Remove(WINDOW_SETTINGS_MEDIA);
+ Remove(WINDOW_SETTINGS_INTERFACE);
+ Remove(WINDOW_SETTINGS_MYGAMES);
+ DestroyWindow(WINDOW_SETTINGS_SYSTEM); // all the settings categories
+
+ Remove(WINDOW_DIALOG_KAI_TOAST);
+ Remove(WINDOW_DIALOG_SEEK_BAR);
+ Remove(WINDOW_DIALOG_VOLUME_BAR);
+
+ DestroyWindow(WINDOW_EVENT_LOG);
+
+ DestroyWindow(WINDOW_FAVOURITES);
+
+ DestroyWindow(WINDOW_DIALOG_PERIPHERALS);
+ DestroyWindow(WINDOW_DIALOG_PERIPHERAL_SETTINGS);
+ }
+ catch (...)
+ {
+ CLog::Log(LOGERROR, "Exception in CGUIWindowManager::DestroyWindows()");
+ return false;
+ }
+
+ return true;
+}
+
+void CGUIWindowManager::DestroyWindow(int id)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ CGUIWindow *pWindow = GetWindow(id);
+ if (pWindow)
+ {
+ Remove(id);
+ pWindow->FreeResources(true);
+ delete pWindow;
+ }
+}
+
+bool CGUIWindowManager::SendMessage(int message, int senderID, int destID, int param1, int param2)
+{
+ CGUIMessage msg(message, senderID, destID, param1, param2);
+ return SendMessage(msg);
+}
+
+bool CGUIWindowManager::SendMessage(CGUIMessage& message)
+{
+ bool handled = false;
+ // CLog::Log(LOGDEBUG,"SendMessage: mess={} send={} control={} param1={}", message.GetMessage(), message.GetSenderId(), message.GetControlId(), message.GetParam1());
+ // Send the message to all none window targets
+ for (int i = 0; i < int(m_vecMsgTargets.size()); i++)
+ {
+ IMsgTargetCallback* pMsgTarget = m_vecMsgTargets[i];
+
+ if (pMsgTarget)
+ {
+ if (pMsgTarget->OnMessage( message )) handled = true;
+ }
+ }
+
+ // A GUI_MSG_NOTIFY_ALL is send to any active modal dialog
+ // and all windows whether they are active or not
+ if (message.GetMessage()==GUI_MSG_NOTIFY_ALL)
+ {
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ for (auto it = m_activeDialogs.rbegin(); it != m_activeDialogs.rend(); ++it)
+ {
+ (*it)->OnMessage(message);
+ }
+
+ for (const auto& entry : m_mapWindows)
+ {
+ entry.second->OnMessage(message);
+ }
+
+ return true;
+ }
+
+ // Normal messages are sent to:
+ // 1. All active modeless dialogs
+ // 2. The topmost dialog that accepts the message
+ // 3. The underlying window (only if it is the sender or receiver if a modal dialog is active)
+
+ bool hasModalDialog(false);
+ bool modalAcceptedMessage(false);
+ // don't use an iterator for this loop, as some messages mean that m_activeDialogs is altered,
+ // which will invalidate any iterator
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ size_t topWindow = m_activeDialogs.size();
+ while (topWindow)
+ {
+ CGUIWindow* dialog = m_activeDialogs[--topWindow];
+
+ if (!modalAcceptedMessage && dialog->IsModalDialog())
+ { // modal window
+ hasModalDialog = true;
+ if (!modalAcceptedMessage && dialog->OnMessage( message ))
+ {
+ modalAcceptedMessage = handled = true;
+ }
+ }
+ else if (!dialog->IsModalDialog())
+ { // modeless
+ if (dialog->OnMessage( message ))
+ handled = true;
+ }
+
+ if (topWindow > m_activeDialogs.size())
+ topWindow = m_activeDialogs.size();
+ }
+
+ // now send to the underlying window
+ CGUIWindow* window = GetWindow(GetActiveWindow());
+ if (window)
+ {
+ if (hasModalDialog)
+ {
+ // only send the message to the underlying window if it's the recipient
+ // or sender (or we have no sender)
+ if (message.GetSenderId() == window->GetID() ||
+ message.GetControlId() == window->GetID() ||
+ message.GetSenderId() == 0 )
+ {
+ if (window->OnMessage(message)) handled = true;
+ }
+ }
+ else
+ {
+ if (window->OnMessage(message)) handled = true;
+ }
+ }
+ return handled;
+}
+
+bool CGUIWindowManager::SendMessage(CGUIMessage& message, int window)
+{
+ if (window == 0)
+ // send to no specified windows.
+ return SendMessage(message);
+ CGUIWindow* pWindow = GetWindow(window);
+ if(pWindow)
+ return pWindow->OnMessage(message);
+ else
+ return false;
+}
+
+void CGUIWindowManager::AddUniqueInstance(CGUIWindow *window)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ // increment our instance (upper word of windowID)
+ // until we get a window we don't have
+ int instance = 0;
+ while (GetWindow(window->GetID()))
+ window->SetID(window->GetID() + (++instance << 16));
+ Add(window);
+}
+
+void CGUIWindowManager::Add(CGUIWindow* pWindow)
+{
+ if (!pWindow)
+ {
+ CLog::Log(LOGERROR, "Attempted to add a NULL window pointer to the window manager.");
+ return;
+ }
+ // push back all the windows if there are more than one covered by this class
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ for (int id : pWindow->GetIDRange())
+ {
+ auto it = m_mapWindows.find(id);
+ if (it != m_mapWindows.end())
+ {
+ CLog::Log(LOGERROR,
+ "Error, trying to add a second window with id {} "
+ "to the window manager",
+ id);
+ return;
+ }
+
+ m_mapWindows.insert(std::make_pair(id, pWindow));
+ }
+}
+
+void CGUIWindowManager::AddCustomWindow(CGUIWindow* pWindow)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ Add(pWindow);
+ m_vecCustomWindows.emplace_back(pWindow);
+}
+
+void CGUIWindowManager::RegisterDialog(CGUIWindow* dialog)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ // only add the window if it does not exists
+ for (const auto& window : m_activeDialogs)
+ {
+ if (window->GetID() == dialog->GetID())
+ return;
+ }
+ m_activeDialogs.emplace_back(dialog);
+}
+
+void CGUIWindowManager::Remove(int id)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ auto it = m_mapWindows.find(id);
+ if (it != m_mapWindows.end())
+ {
+ CGUIWindow *window = it->second;
+ m_windowHistory.erase(std::remove_if(m_windowHistory.begin(),
+ m_windowHistory.end(),
+ [id](int winId){ return winId == id; }),
+ m_windowHistory.end());
+ m_activeDialogs.erase(std::remove_if(m_activeDialogs.begin(),
+ m_activeDialogs.end(),
+ [window](CGUIWindow* w){ return w == window; }),
+ m_activeDialogs.end());
+ m_mapWindows.erase(it);
+ }
+ else
+ {
+ CLog::Log(LOGWARNING,
+ "Attempted to remove window {} "
+ "from the window manager when it didn't exist",
+ id);
+ }
+}
+
+// removes and deletes the window. Should only be called
+// from the class that created the window using new.
+void CGUIWindowManager::Delete(int id)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ CGUIWindow *pWindow = GetWindow(id);
+ if (pWindow)
+ {
+ Remove(id);
+ m_deleteWindows.emplace_back(pWindow);
+ }
+}
+
+void CGUIWindowManager::PreviousWindow()
+{
+ // deactivate any window
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ CLog::Log(LOGDEBUG,"CGUIWindowManager::PreviousWindow: Deactivate");
+ int currentWindow = GetActiveWindow();
+ CGUIWindow *pCurrentWindow = GetWindow(currentWindow);
+ if (!pCurrentWindow)
+ return; // no windows or window history yet
+
+ // check to see whether our current window has a <previouswindow> tag
+ if (pCurrentWindow->GetPreviousWindow() != WINDOW_INVALID)
+ {
+ //! @todo we may need to test here for the
+ //! whether our history should be changed
+
+ // don't reactivate the previouswindow if it is ourselves.
+ if (currentWindow != pCurrentWindow->GetPreviousWindow())
+ ActivateWindow(pCurrentWindow->GetPreviousWindow());
+ return;
+ }
+ // get the previous window in our stack
+ if (m_windowHistory.size() < 2)
+ {
+ // no previous window history yet - check if we should just activate home
+ if (GetActiveWindow() != WINDOW_INVALID && GetActiveWindow() != WINDOW_HOME)
+ {
+ CloseWindowSync(pCurrentWindow);
+ ClearWindowHistory();
+ ActivateWindow(WINDOW_HOME);
+ }
+ return;
+ }
+ m_windowHistory.pop_back();
+ int previousWindow = GetActiveWindow();
+ m_windowHistory.emplace_back(currentWindow);
+
+ CGUIWindow *pNewWindow = GetWindow(previousWindow);
+ if (!pNewWindow)
+ {
+ CLog::Log(LOGERROR, "Unable to activate the previous window");
+ CloseWindowSync(pCurrentWindow);
+ ClearWindowHistory();
+ ActivateWindow(WINDOW_HOME);
+ return;
+ }
+
+ // ok to go to the previous window now
+
+ // tell our info manager which window we are going to
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetNextWindow(previousWindow);
+
+ // deinitialize our window
+ CloseWindowSync(pCurrentWindow);
+
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetNextWindow(WINDOW_INVALID);
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetPreviousWindow(currentWindow);
+
+ // remove the current window off our window stack
+ m_windowHistory.pop_back();
+
+ // ok, initialize the new window
+ CLog::Log(LOGDEBUG,"CGUIWindowManager::PreviousWindow: Activate new");
+ CGUIMessage msg2(GUI_MSG_WINDOW_INIT, 0, 0, WINDOW_INVALID, GetActiveWindow());
+ pNewWindow->OnMessage(msg2);
+
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetPreviousWindow(WINDOW_INVALID);
+}
+
+void CGUIWindowManager::ChangeActiveWindow(int newWindow, const std::string& strPath)
+{
+ std::vector<std::string> params;
+ if (!strPath.empty())
+ params.emplace_back(strPath);
+ ActivateWindow(newWindow, params, true);
+}
+
+void CGUIWindowManager::ActivateWindow(int iWindowID, const std::string& strPath)
+{
+ std::vector<std::string> params;
+ if (!strPath.empty())
+ params.emplace_back(strPath);
+ ActivateWindow(iWindowID, params, false);
+}
+
+void CGUIWindowManager::ForceActivateWindow(int iWindowID, const std::string& strPath)
+{
+ std::vector<std::string> params;
+ if (!strPath.empty())
+ params.emplace_back(strPath);
+ ActivateWindow(iWindowID, params, false, true);
+}
+
+void CGUIWindowManager::ActivateWindow(int iWindowID, const std::vector<std::string>& params, bool swappingWindows /* = false */, bool force /* = false */)
+{
+ if (!CServiceBroker::GetAppMessenger()->IsProcessThread())
+ {
+ // make sure graphics lock is not held
+ CSingleExit leaveIt(CServiceBroker::GetWinSystem()->GetGfxContext());
+ CServiceBroker::GetAppMessenger()->SendMsg(TMSG_GUI_ACTIVATE_WINDOW, iWindowID,
+ swappingWindows ? 1 : 0, nullptr, "", params);
+ }
+ else
+ {
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ ActivateWindow_Internal(iWindowID, params, swappingWindows, force);
+ }
+}
+
+void CGUIWindowManager::ActivateWindow_Internal(int iWindowID, const std::vector<std::string>& params, bool swappingWindows, bool force /* = false */)
+{
+ // translate virtual windows
+ if (iWindowID == WINDOW_START)
+ { // virtual start window
+ iWindowID = g_SkinInfo->GetStartWindow();
+ }
+
+ // debug
+ CLog::Log(LOGDEBUG, "Activating window ID: {}", iWindowID);
+
+ // make sure we check mediasources from home
+ if (GetActiveWindow() == WINDOW_HOME)
+ {
+ g_passwordManager.SetMediaSourcePath(!params.empty() ? params[0] : "");
+ }
+ else
+ {
+ g_passwordManager.SetMediaSourcePath("");
+ }
+
+ if (!g_passwordManager.CheckMenuLock(iWindowID))
+ {
+ CLog::Log(LOGERROR,
+ "MasterCode or MediaSource-code is wrong: Window with id {} will not be loaded! "
+ "Enter a correct code!",
+ iWindowID);
+ if (GetActiveWindow() == WINDOW_INVALID && iWindowID != WINDOW_HOME)
+ ActivateWindow(WINDOW_HOME);
+ return;
+ }
+
+ // first check existence of the window we wish to activate.
+ CGUIWindow *pNewWindow = GetWindow(iWindowID);
+ if (!pNewWindow)
+ { // nothing to see here - move along
+ CLog::Log(LOGERROR, "Unable to locate window with id {}. Check skin files",
+ iWindowID - WINDOW_HOME);
+ if (IsWindowActive(WINDOW_STARTUP_ANIM))
+ ActivateWindow(WINDOW_HOME);
+ return ;
+ }
+ else if (!pNewWindow->CanBeActivated())
+ {
+ if (IsWindowActive(WINDOW_STARTUP_ANIM))
+ ActivateWindow(WINDOW_HOME);
+ return;
+ }
+ else if (pNewWindow->IsDialog())
+ { // if we have a dialog, we do a DoModal() rather than activate the window
+ if (!pNewWindow->IsDialogRunning())
+ {
+ CSingleExit exitit(CServiceBroker::GetWinSystem()->GetGfxContext());
+ static_cast<CGUIDialog *>(pNewWindow)->Open(params.size() > 0 ? params[0] : "");
+ // Invalidate underlying windows after closing a modal dialog
+ MarkDirty();
+ }
+ return;
+ }
+
+ // don't activate a window if there are active modal dialogs of type MODAL
+ if (!force && HasModalDialog(true))
+ {
+ CLog::Log(LOGINFO, "Activate of window '{}' refused because there are active modal dialogs",
+ iWindowID);
+ CServiceBroker::GetGUI()->GetAudioManager().PlayActionSound(CAction(ACTION_ERROR));
+ return;
+ }
+
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetNextWindow(iWindowID);
+
+ // deactivate any window
+ int currentWindow = GetActiveWindow();
+ CGUIWindow *pWindow = GetWindow(currentWindow);
+ if (pWindow)
+ CloseWindowSync(pWindow, iWindowID);
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetNextWindow(WINDOW_INVALID);
+
+ // Add window to the history list (we must do this before we activate it,
+ // as all messages done in WINDOW_INIT will want to be sent to the new
+ // topmost window). If we are swapping windows, we pop the old window
+ // off the history stack
+ if (swappingWindows && !m_windowHistory.empty())
+ m_windowHistory.pop_back();
+ AddToWindowHistory(iWindowID);
+
+ CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetPreviousWindow(currentWindow);
+ // Send the init message
+ CGUIMessage msg(GUI_MSG_WINDOW_INIT, 0, 0, currentWindow, iWindowID);
+ msg.SetStringParams(params);
+ pNewWindow->OnMessage(msg);
+// CServiceBroker::GetGUI()->GetInfoManager().GetInfoProviders().GetGUIControlsInfoProvider().SetPreviousWindow(WINDOW_INVALID);
+}
+
+void CGUIWindowManager::CloseDialogs(bool forceClose) const
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ //This is to avoid an assert about out of bounds iterator
+ //when m_activeDialogs happens to be empty
+ if (m_activeDialogs.empty())
+ return;
+
+ auto activeDialogs = m_activeDialogs;
+ for (const auto& window : activeDialogs)
+ {
+ if (window->IsModalDialog())
+ window->Close(forceClose);
+ }
+}
+
+void CGUIWindowManager::CloseInternalModalDialogs(bool forceClose) const
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ if (m_activeDialogs.empty())
+ return;
+
+ auto activeDialogs = m_activeDialogs;
+ for (const auto& window : activeDialogs)
+ {
+ if (window->IsModalDialog() && !IsAddonWindow(window->GetID()) && !IsPythonWindow(window->GetID()))
+ window->Close(forceClose);
+ }
+}
+
+// SwitchToFullScreen() returns true if a switch is made, else returns false
+bool CGUIWindowManager::SwitchToFullScreen(bool force /* = false */)
+{
+ // don't switch if the slideshow is active
+ if (IsWindowActive(WINDOW_SLIDESHOW))
+ return false;
+
+ // if playing from the video info window, close it first!
+ if (IsModalDialogTopmost(WINDOW_DIALOG_VIDEO_INFO))
+ {
+ CGUIDialogVideoInfo* pDialog = GetWindow<CGUIDialogVideoInfo>(WINDOW_DIALOG_VIDEO_INFO);
+ if (pDialog)
+ pDialog->Close(true);
+ }
+
+ // if playing from the album info window, close it first!
+ if (IsModalDialogTopmost(WINDOW_DIALOG_MUSIC_INFO))
+ {
+ CGUIDialogVideoInfo* pDialog = GetWindow<CGUIDialogVideoInfo>(WINDOW_DIALOG_MUSIC_INFO);
+ if (pDialog)
+ pDialog->Close(true);
+ }
+
+ // if playing from the song info window, close it first!
+ if (IsModalDialogTopmost(WINDOW_DIALOG_SONG_INFO))
+ {
+ CGUIDialogVideoInfo* pDialog = GetWindow<CGUIDialogVideoInfo>(WINDOW_DIALOG_SONG_INFO);
+ if (pDialog)
+ pDialog->Close(true);
+ }
+
+ const int activeWindowID = GetActiveWindow();
+ int windowID = WINDOW_INVALID;
+
+ const auto& components = CServiceBroker::GetAppComponents();
+ const auto appPlayer = components.GetComponent<CApplicationPlayer>();
+
+ // See if we're playing a game
+ if (activeWindowID != WINDOW_FULLSCREEN_GAME && appPlayer->IsPlayingGame())
+ windowID = WINDOW_FULLSCREEN_GAME;
+
+ // See if we're playing a video
+ else if (activeWindowID != WINDOW_FULLSCREEN_VIDEO && appPlayer->IsPlayingVideo())
+ windowID = WINDOW_FULLSCREEN_VIDEO;
+
+ // See if we're playing an audio song
+ if (activeWindowID != WINDOW_VISUALISATION && appPlayer->IsPlayingAudio())
+ windowID = WINDOW_VISUALISATION;
+
+ if (windowID != WINDOW_INVALID && (force || windowID != activeWindowID))
+ {
+ if (force)
+ ForceActivateWindow(windowID);
+ else
+ ActivateWindow(windowID);
+
+ return true;
+ }
+
+ return false;
+}
+
+void CGUIWindowManager::OnApplicationMessage(ThreadMessage* pMsg)
+{
+ switch (pMsg->dwMessage)
+ {
+ case TMSG_GUI_DIALOG_OPEN:
+ {
+ if (pMsg->lpVoid)
+ static_cast<CGUIDialog*>(pMsg->lpVoid)->Open(pMsg->param2, pMsg->strParam);
+ else
+ {
+ CGUIDialog* pDialog = static_cast<CGUIDialog*>(GetWindow(pMsg->param1));
+ if (pDialog)
+ pDialog->Open(pMsg->strParam);
+ }
+ }
+ break;
+
+ case TMSG_GUI_WINDOW_CLOSE:
+ {
+ CGUIWindow *window = static_cast<CGUIWindow *>(pMsg->lpVoid);
+ if (window)
+ window->Close((pMsg->param1 & 0x1) ? true : false, pMsg->param1, (pMsg->param1 & 0x2) ? true : false);
+ }
+ break;
+
+ case TMSG_GUI_ACTIVATE_WINDOW:
+ {
+ ActivateWindow(pMsg->param1, pMsg->params, pMsg->param2 > 0);
+ }
+ break;
+
+ case TMSG_GUI_PREVIOUS_WINDOW:
+ {
+ PreviousWindow();
+ }
+ break;
+
+ case TMSG_GUI_ADDON_DIALOG:
+ {
+ if (pMsg->lpVoid)
+ {
+ static_cast<ADDON::CGUIAddonWindowDialog*>(pMsg->lpVoid)->Show_Internal(pMsg->param2 > 0);
+ }
+ }
+ break;
+
+#ifdef HAS_PYTHON
+ case TMSG_GUI_PYTHON_DIALOG:
+ {
+ // This hack is not much better but at least I don't need to make ApplicationMessenger
+ // know about Addon (Python) specific classes.
+ CAction caction(pMsg->param1);
+ static_cast<CGUIWindow*>(pMsg->lpVoid)->OnAction(caction);
+ }
+ break;
+#endif
+
+ case TMSG_GUI_ACTION:
+ {
+ if (pMsg->lpVoid)
+ {
+ CAction *action = static_cast<CAction *>(pMsg->lpVoid);
+ if (pMsg->param1 == WINDOW_INVALID)
+ g_application.OnAction(*action);
+ else
+ {
+ CGUIWindow *pWindow = GetWindow(pMsg->param1);
+ if (pWindow)
+ pWindow->OnAction(*action);
+ else
+ CLog::Log(LOGWARNING, "Failed to get window with ID {} to send an action to",
+ pMsg->param1);
+ }
+ delete action;
+ }
+ }
+ break;
+
+ case TMSG_GUI_MESSAGE:
+ if (pMsg->lpVoid)
+ {
+ CGUIMessage *message = static_cast<CGUIMessage *>(pMsg->lpVoid);
+ SendMessage(*message, pMsg->param1);
+ delete message;
+ }
+ break;
+
+ case TMSG_GUI_DIALOG_YESNO:
+ {
+
+ if (!pMsg->lpVoid && pMsg->param1 < 0 && pMsg->param2 < 0)
+ return;
+
+ auto dialog = static_cast<CGUIDialogYesNo*>(GetWindow(WINDOW_DIALOG_YES_NO));
+ if (!dialog)
+ return;
+
+ if (pMsg->lpVoid)
+ pMsg->SetResult(dialog->ShowAndGetInput(*static_cast<HELPERS::DialogYesNoMessage*>(pMsg->lpVoid)));
+ else
+ {
+ HELPERS::DialogYesNoMessage options;
+ options.heading = pMsg->param1;
+ options.text = pMsg->param2;
+ pMsg->SetResult(dialog->ShowAndGetInput(options));
+ }
+
+ }
+ break;
+
+ case TMSG_GUI_DIALOG_OK:
+ {
+
+ if (!pMsg->lpVoid && pMsg->param1 < 0 && pMsg->param2 < 0)
+ return;
+
+ auto dialogOK = static_cast<CGUIDialogOK*>(GetWindow(WINDOW_DIALOG_OK));
+ if (!dialogOK)
+ return;
+
+ if (pMsg->lpVoid)
+ dialogOK->ShowAndGetInput(*static_cast<HELPERS::DialogOKMessage*>(pMsg->lpVoid));
+ else
+ {
+ HELPERS::DialogOKMessage options;
+ options.heading = pMsg->param1;
+ options.text = pMsg->param2;
+ dialogOK->ShowAndGetInput(options);
+ }
+ pMsg->SetResult(static_cast<int>(dialogOK->IsConfirmed()));
+ }
+ break;
+ }
+}
+
+int CGUIWindowManager::GetMessageMask()
+{
+ return TMSG_MASK_WINDOWMANAGER;
+}
+
+bool CGUIWindowManager::OnAction(const CAction &action) const
+{
+ auto actionId = action.GetID();
+ if (actionId == ACTION_GESTURE_BEGIN)
+ {
+ m_touchGestureActive = true;
+ }
+
+ bool ret;
+ if (!m_inhibitTouchGestureEvents || !action.IsGesture())
+ {
+ ret = HandleAction(action);
+ }
+ else
+ {
+ // We swallow the event, so it is handled
+ ret = true;
+ CLog::Log(LOGDEBUG, "Swallowing touch action {} due to inhibition on window switch", actionId);
+ }
+
+ if (actionId == ACTION_GESTURE_END || actionId == ACTION_GESTURE_ABORT)
+ {
+ m_touchGestureActive = false;
+ m_inhibitTouchGestureEvents = false;
+ }
+
+ return ret;
+}
+
+bool CGUIWindowManager::HandleAction(CAction const& action) const
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ size_t topmost = m_activeDialogs.size();
+ while (topmost)
+ {
+ CGUIWindow *dialog = m_activeDialogs[--topmost];
+ lock.unlock();
+ if (dialog->IsModalDialog())
+ { // we have the topmost modal dialog
+ if (!dialog->IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
+ {
+ bool fallThrough = (dialog->GetID() == WINDOW_DIALOG_FULLSCREEN_INFO);
+ if (dialog->OnAction(action))
+ return true;
+ // dialog didn't want the action - we'd normally return false
+ // but for some dialogs we want to drop the actions through
+ if (fallThrough)
+ {
+ lock.lock();
+ break;
+ }
+ return false;
+ }
+ CLog::Log(LOGWARNING,
+ "CGUIWindowManager - {} - ignoring action {}, because topmost modal dialog closing "
+ "animation is running",
+ __FUNCTION__, action.GetID());
+ return true; // do nothing with the action until the anim is finished
+ }
+ lock.lock();
+ if (topmost > m_activeDialogs.size())
+ topmost = m_activeDialogs.size();
+ }
+ lock.unlock();
+ CGUIWindow* window = GetWindow(GetActiveWindow());
+ if (window)
+ return window->OnAction(action);
+ return false;
+}
+
+bool RenderOrderSortFunction(CGUIWindow *first, CGUIWindow *second)
+{
+ return first->GetRenderOrder() < second->GetRenderOrder();
+}
+
+void CGUIWindowManager::Process(unsigned int currentTime)
+{
+ assert(CServiceBroker::GetAppMessenger()->IsProcessThread());
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ m_dirtyregions.clear();
+
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ pWindow->DoProcess(currentTime, m_dirtyregions);
+
+ // process all dialogs - visibility may change etc.
+ for (const auto& entry : m_mapWindows)
+ {
+ CGUIWindow *pWindow = entry.second;
+ if (pWindow && pWindow->IsDialog())
+ pWindow->DoProcess(currentTime, m_dirtyregions);
+ }
+
+ for (auto& itr : m_dirtyregions)
+ m_tracker.MarkDirtyRegion(itr);
+}
+
+void CGUIWindowManager::MarkDirty()
+{
+ MarkDirty(CRect(0, 0, float(CServiceBroker::GetWinSystem()->GetGfxContext().GetWidth()), float(CServiceBroker::GetWinSystem()->GetGfxContext().GetHeight())));
+}
+
+void CGUIWindowManager::MarkDirty(const CRect& rect)
+{
+ m_tracker.MarkDirtyRegion(CDirtyRegion(rect));
+
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ pWindow->MarkDirtyRegion();
+
+ // make copy of vector as we may remove items from it as we go
+ auto activeDialogs = m_activeDialogs;
+ for (const auto& window : activeDialogs)
+ if (window->IsDialogRunning())
+ window->MarkDirtyRegion();
+}
+
+void CGUIWindowManager::RenderPass() const
+{
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ {
+ pWindow->ClearBackground();
+ pWindow->DoRender();
+ }
+
+ // we render the dialogs based on their render order.
+ auto renderList = m_activeDialogs;
+ stable_sort(renderList.begin(), renderList.end(), RenderOrderSortFunction);
+
+ for (const auto& window : renderList)
+ {
+ if (window->IsDialogRunning())
+ window->DoRender();
+ }
+}
+
+void CGUIWindowManager::RenderEx() const
+{
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ pWindow->RenderEx();
+
+ // We don't call RenderEx for now on dialogs since it is used
+ // to trigger non gui video rendering. We can activate it later at any time.
+ /*
+ vector<CGUIWindow *> &activeDialogs = m_activeDialogs;
+ for (iDialog it = activeDialogs.begin(); it != activeDialogs.end(); ++it)
+ {
+ if ((*it)->IsDialogRunning())
+ (*it)->RenderEx();
+ }
+ */
+}
+
+bool CGUIWindowManager::Render()
+{
+ assert(CServiceBroker::GetAppMessenger()->IsProcessThread());
+ CSingleExit lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ CDirtyRegionList dirtyRegions = m_tracker.GetDirtyRegions();
+
+ bool hasRendered = false;
+ // If we visualize the regions we will always render the entire viewport
+ if (CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_guiVisualizeDirtyRegions || CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_guiAlgorithmDirtyRegions == DIRTYREGION_SOLVER_FILL_VIEWPORT_ALWAYS)
+ {
+ RenderPass();
+ hasRendered = true;
+ }
+ else if (CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_guiAlgorithmDirtyRegions == DIRTYREGION_SOLVER_FILL_VIEWPORT_ON_CHANGE)
+ {
+ if (!dirtyRegions.empty())
+ {
+ RenderPass();
+ hasRendered = true;
+ }
+ }
+ else
+ {
+ for (const auto& i : dirtyRegions)
+ {
+ if (i.IsEmpty())
+ continue;
+
+ CServiceBroker::GetWinSystem()->GetGfxContext().SetScissors(i);
+ RenderPass();
+ hasRendered = true;
+ }
+ CServiceBroker::GetWinSystem()->GetGfxContext().ResetScissors();
+ }
+
+ if (CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_guiVisualizeDirtyRegions)
+ {
+ CServiceBroker::GetWinSystem()->GetGfxContext().SetRenderingResolution(CServiceBroker::GetWinSystem()->GetGfxContext().GetResInfo(), false);
+ const CDirtyRegionList &markedRegions = m_tracker.GetMarkedRegions();
+ for (const auto& i : markedRegions)
+ CGUITexture::DrawQuad(i, 0x0fff0000);
+ for (const auto& i : dirtyRegions)
+ CGUITexture::DrawQuad(i, 0x4c00ff00);
+ }
+
+ return hasRendered;
+}
+
+void CGUIWindowManager::AfterRender()
+{
+ m_tracker.CleanMarkedRegions();
+
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ pWindow->AfterRender();
+
+ // make copy of vector as we may remove items from it as we go
+ auto activeDialogs = m_activeDialogs;
+ for (const auto& window : activeDialogs)
+ {
+ if (window->IsDialogRunning())
+ {
+ window->AfterRender();
+ // Dialog state can affect visibility states
+ if (pWindow && window->IsControlDirty())
+ pWindow->MarkDirtyRegion();
+ }
+ }
+}
+
+void CGUIWindowManager::FrameMove()
+{
+ assert(CServiceBroker::GetAppMessenger()->IsProcessThread());
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ if(m_iNested == 0)
+ {
+ // delete any windows queued for deletion
+ for (const auto& window : m_deleteWindows)
+ {
+ // Free any window resources
+ window->FreeResources(true);
+ delete window;
+ }
+ m_deleteWindows.clear();
+ }
+
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ pWindow->FrameMove();
+ // update any dialogs - we take a copy of the vector as some dialogs may close themselves
+ // during this call
+ auto dialogs = m_activeDialogs;
+ for (const auto& window : dialogs)
+ {
+ window->FrameMove();
+ }
+
+ CServiceBroker::GetGUI()->GetInfoManager().UpdateAVInfo();
+}
+
+CGUIDialog* CGUIWindowManager::GetDialog(int id) const
+{
+ CGUIWindow *window = GetWindow(id);
+ if (window && window->IsDialog())
+ return dynamic_cast<CGUIDialog*>(window);
+ return nullptr;
+}
+
+CGUIWindow* CGUIWindowManager::GetWindow(int id) const
+{
+ if (id == 0 || id == WINDOW_INVALID)
+ return nullptr;
+
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ auto it = m_mapWindows.find(id);
+ if (it != m_mapWindows.end())
+ return it->second;
+ return nullptr;
+}
+
+bool CGUIWindowManager::ProcessRenderLoop(bool renderOnly)
+{
+ bool renderGui = true;
+
+ if (CServiceBroker::GetAppMessenger()->IsProcessThread() && m_pCallback)
+ {
+ renderGui = m_pCallback->GetRenderGUI();
+ m_iNested++;
+ if (!renderOnly)
+ m_pCallback->Process();
+ m_pCallback->FrameMove(!renderOnly);
+ m_pCallback->Render();
+ m_iNested--;
+ }
+ if (g_application.m_bStop || !renderGui)
+ return false;
+ else
+ return true;
+}
+
+void CGUIWindowManager::SetCallback(IWindowManagerCallback& callback)
+{
+ m_pCallback = &callback;
+}
+
+void CGUIWindowManager::DeInitialize()
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ // Need a copy because addon-dialogs removes itself on Close()
+ std::unordered_map<int, CGUIWindow*> closeMap(m_mapWindows);
+ for (const auto& entry : closeMap)
+ {
+ CGUIWindow* pWindow = entry.second;
+ if (IsWindowActive(entry.first, false))
+ {
+ pWindow->DisableAnimations();
+ pWindow->Close(true);
+ }
+ pWindow->ResetControlStates();
+ pWindow->FreeResources(true);
+ }
+ UnloadNotOnDemandWindows();
+
+ m_vecMsgTargets.erase( m_vecMsgTargets.begin(), m_vecMsgTargets.end() );
+
+ // destroy our custom windows...
+ for (int i = 0; i < int(m_vecCustomWindows.size()); i++)
+ {
+ CGUIWindow *pWindow = m_vecCustomWindows[i];
+ RemoveFromWindowHistory(pWindow->GetID());
+ Remove(pWindow->GetID());
+ delete pWindow;
+ }
+
+ // clear our vectors of windows
+ m_vecCustomWindows.clear();
+ m_activeDialogs.clear();
+
+ m_initialized = false;
+}
+
+/// \brief Unroute window
+/// \param id ID of the window routed
+void CGUIWindowManager::RemoveDialog(int id)
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ m_activeDialogs.erase(std::remove_if(m_activeDialogs.begin(),
+ m_activeDialogs.end(),
+ [id](CGUIWindow* dialog) { return dialog->GetID() == id; }),
+ m_activeDialogs.end());
+}
+
+bool CGUIWindowManager::HasModalDialog(bool ignoreClosing) const
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ for (const auto& window : m_activeDialogs)
+ {
+ if (window->IsDialog() &&
+ window->IsModalDialog() &&
+ (!ignoreClosing || !window->IsAnimating(ANIM_TYPE_WINDOW_CLOSE)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool CGUIWindowManager::HasVisibleModalDialog() const
+{
+ return HasModalDialog(false);
+}
+
+int CGUIWindowManager::GetTopmostDialog(bool modal, bool ignoreClosing) const
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ for (auto it = m_activeDialogs.rbegin(); it != m_activeDialogs.rend(); ++it)
+ {
+ CGUIWindow *dialog = *it;
+ if ((!modal || dialog->IsModalDialog()) && (!ignoreClosing || !dialog->IsAnimating(ANIM_TYPE_WINDOW_CLOSE)))
+ return dialog->GetID();
+ }
+ return WINDOW_INVALID;
+}
+
+int CGUIWindowManager::GetTopmostDialog(bool ignoreClosing /*= false*/) const
+{
+ return GetTopmostDialog(false, ignoreClosing);
+}
+
+int CGUIWindowManager::GetTopmostModalDialog(bool ignoreClosing /*= false*/) const
+{
+ return GetTopmostDialog(true, ignoreClosing);
+}
+
+void CGUIWindowManager::SendThreadMessage(CGUIMessage& message, int window /*= 0*/)
+{
+ std::unique_lock<CCriticalSection> lock(m_critSection);
+
+ CGUIMessage* msg = new CGUIMessage(message);
+ m_vecThreadMessages.emplace_back(std::pair<CGUIMessage*, int>(msg,window));
+}
+
+void CGUIWindowManager::DispatchThreadMessages()
+{
+ // This method only be called in the xbmc main thread.
+
+ // XXX: for more info of this method
+ // check the pr here: https://github.com/xbmc/xbmc/pull/2253
+
+ // As a thread message queue service, it should follow these rules:
+ // 1. [Must] Thread safe, message can be pushed into queue in arbitrary thread context.
+ // 2. Messages [must] be processed in dispatch message thread context with the same
+ // order as they be pushed into the queue.
+ // 3. Dispatch function [must] support call itself during message process procedure,
+ // and do not break other rules listed here. to make it clear: in the
+ // SendMessage(), it could start another xbmc main thread loop, calling
+ // DispatchThreadMessages() in it's internal loop, this must be supported.
+ // 4. During DispatchThreadMessages() processing, any new pushed message [should] not
+ // be processed by the current loop in DispatchThreadMessages(), prevent dead loop.
+ // 5. If possible, queued messages can be removed by certain filter condition
+ // and not break above.
+
+ std::unique_lock<CCriticalSection> lock(m_critSection);
+
+ while (!m_vecThreadMessages.empty())
+ {
+ // pop up one message per time to make messages be processed by order.
+ // this will ensure rule No.2 & No.3
+ CGUIMessage *pMsg = m_vecThreadMessages.front().first;
+ int window = m_vecThreadMessages.front().second;
+ m_vecThreadMessages.pop_front();
+
+ lock.unlock();
+
+ // XXX: during SendMessage(), there could be a deeper 'xbmc main loop' inited by e.g. doModal
+ // which may loop there and callback to DispatchThreadMessages() multiple times.
+ if (window)
+ SendMessage( *pMsg, window );
+ else
+ SendMessage( *pMsg );
+ delete pMsg;
+
+ lock.lock();
+ }
+}
+
+int CGUIWindowManager::RemoveThreadMessageByMessageIds(int *pMessageIDList)
+{
+ std::unique_lock<CCriticalSection> lock(m_critSection);
+ int removedMsgCount = 0;
+ for (std::list < std::pair<CGUIMessage*,int> >::iterator it = m_vecThreadMessages.begin();
+ it != m_vecThreadMessages.end();)
+ {
+ CGUIMessage *pMsg = it->first;
+ int *pMsgID;
+ for(pMsgID = pMessageIDList; *pMsgID != 0; ++pMsgID)
+ if (pMsg->GetMessage() == *pMsgID)
+ break;
+ if (*pMsgID)
+ {
+ it = m_vecThreadMessages.erase(it);
+ delete pMsg;
+ ++removedMsgCount;
+ }
+ else
+ {
+ ++it;
+ }
+ }
+ return removedMsgCount;
+}
+
+void CGUIWindowManager::AddMsgTarget(IMsgTargetCallback* pMsgTarget)
+{
+ m_vecMsgTargets.emplace_back(pMsgTarget);
+}
+
+int CGUIWindowManager::GetActiveWindow() const
+{
+ if (!m_windowHistory.empty())
+ return m_windowHistory.back();
+ return WINDOW_INVALID;
+}
+
+int CGUIWindowManager::GetActiveWindowOrDialog() const
+{
+ // if there is a dialog active get the dialog id instead
+ int iWin = GetTopmostModalDialog() & WINDOW_ID_MASK;
+ if (iWin != WINDOW_INVALID)
+ return iWin;
+
+ // get the currently active window
+ return GetActiveWindow() & WINDOW_ID_MASK;
+}
+
+bool CGUIWindowManager::IsWindowActive(int id, bool ignoreClosing /* = true */) const
+{
+ // mask out multiple instances of the same window
+ id &= WINDOW_ID_MASK;
+ if ((GetActiveWindow() & WINDOW_ID_MASK) == id)
+ return true;
+ // run through the dialogs
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ for (const auto& window : m_activeDialogs)
+ {
+ if ((window->GetID() & WINDOW_ID_MASK) == id && (!ignoreClosing || !window->IsAnimating(ANIM_TYPE_WINDOW_CLOSE)))
+ return true;
+ }
+ return false; // window isn't active
+}
+
+bool CGUIWindowManager::IsWindowActive(const std::string &xmlFile, bool ignoreClosing /* = true */) const
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ CGUIWindow *window = GetWindow(GetActiveWindow());
+ if (window && StringUtils::EqualsNoCase(URIUtils::GetFileName(window->GetProperty("xmlfile").asString()), xmlFile))
+ return true;
+ // run through the dialogs
+ for (const auto& window : m_activeDialogs)
+ {
+ if (StringUtils::EqualsNoCase(URIUtils::GetFileName(window->GetProperty("xmlfile").asString()), xmlFile) &&
+ (!ignoreClosing || !window->IsAnimating(ANIM_TYPE_WINDOW_CLOSE)))
+ return true;
+ }
+ return false; // window isn't active
+}
+
+bool CGUIWindowManager::IsWindowVisible(int id) const
+{
+ return IsWindowActive(id, false);
+}
+
+bool CGUIWindowManager::IsWindowVisible(const std::string &xmlFile) const
+{
+ return IsWindowActive(xmlFile, false);
+}
+
+void CGUIWindowManager::LoadNotOnDemandWindows()
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ for (const auto& entry : m_mapWindows)
+ {
+ CGUIWindow *pWindow = entry.second;
+ if (pWindow->GetLoadType() == CGUIWindow::LOAD_ON_GUI_INIT)
+ {
+ pWindow->FreeResources(true);
+ pWindow->Initialize();
+ }
+ }
+}
+
+void CGUIWindowManager::UnloadNotOnDemandWindows()
+{
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ for (const auto& entry : m_mapWindows)
+ {
+ CGUIWindow *pWindow = entry.second;
+ if (pWindow->GetLoadType() == CGUIWindow::LOAD_ON_GUI_INIT ||
+ pWindow->GetLoadType() == CGUIWindow::KEEP_IN_MEMORY)
+ {
+ pWindow->FreeResources(true);
+ }
+ }
+}
+
+void CGUIWindowManager::AddToWindowHistory(int newWindowID)
+{
+ // Check the window stack to see if this window is in our history,
+ // and if so, pop all the other windows off the stack so that we
+ // always have a predictable "Back" behaviour for each window
+ std::deque<int> history = m_windowHistory;
+ while (!history.empty())
+ {
+ if (history.back() == newWindowID)
+ break;
+ history.pop_back();
+ }
+ if (!history.empty())
+ { // found window in history
+ m_windowHistory.swap(history);
+ }
+ else
+ {
+ // didn't find window in history - add it to the stack
+ m_windowHistory.emplace_back(newWindowID);
+ }
+}
+
+void CGUIWindowManager::RemoveFromWindowHistory(int windowID)
+{
+ std::deque<int> history = m_windowHistory;
+
+ // pop windows from stack until we found the window
+ while (!history.empty())
+ {
+ if (history.back() == windowID)
+ break;
+ history.pop_back();
+ }
+
+ // found window in history
+ if (!history.empty())
+ {
+ history.pop_back(); // remove window from stack
+ m_windowHistory.swap(history);
+ }
+}
+
+bool CGUIWindowManager::IsModalDialogTopmost(int id) const
+{
+ return IsDialogTopmost(id, true);
+}
+
+bool CGUIWindowManager::IsModalDialogTopmost(const std::string &xmlFile) const
+{
+ return IsDialogTopmost(xmlFile, true);
+}
+
+bool CGUIWindowManager::IsDialogTopmost(int id, bool modal /* = false */) const
+{
+ CGUIWindow *topmost = GetWindow(GetTopmostDialog(modal, false));
+ if (topmost && (topmost->GetID() & WINDOW_ID_MASK) == id)
+ return true;
+ return false;
+}
+
+bool CGUIWindowManager::IsDialogTopmost(const std::string &xmlFile, bool modal /* = false */) const
+{
+ CGUIWindow *topmost = GetWindow(GetTopmostDialog(modal, false));
+ if (topmost && StringUtils::EqualsNoCase(URIUtils::GetFileName(topmost->GetProperty("xmlfile").asString()), xmlFile))
+ return true;
+ return false;
+}
+
+bool CGUIWindowManager::HasVisibleControls()
+{
+ CSingleExit lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+
+ if (m_activeDialogs.empty())
+ {
+ CGUIWindow *window(GetWindow(GetActiveWindow()));
+ return !window || window->HasVisibleControls();
+ }
+ else
+ return true;
+}
+
+void CGUIWindowManager::ClearWindowHistory()
+{
+ while (!m_windowHistory.empty())
+ m_windowHistory.pop_back();
+}
+
+void CGUIWindowManager::CloseWindowSync(CGUIWindow *window, int nextWindowID /*= 0*/)
+{
+ // Abort touch action if active
+ if (m_touchGestureActive && !m_inhibitTouchGestureEvents)
+ {
+ CLog::Log(LOGDEBUG, "Closing window {} with active touch gesture, sending gesture abort event",
+ window->GetID());
+ window->OnAction({ACTION_GESTURE_ABORT});
+ // Don't send any mid-gesture events to next window until new touch starts
+ m_inhibitTouchGestureEvents = true;
+ }
+
+ window->Close(false, nextWindowID);
+
+ bool renderLoopProcessed = true;
+ while (window->IsAnimating(ANIM_TYPE_WINDOW_CLOSE) && renderLoopProcessed)
+ renderLoopProcessed = ProcessRenderLoop(true);
+}
+
+#ifdef _DEBUG
+void CGUIWindowManager::DumpTextureUse()
+{
+ CGUIWindow* pWindow = GetWindow(GetActiveWindow());
+ if (pWindow)
+ pWindow->DumpTextureUse();
+
+ std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
+ for (const auto& window : m_activeDialogs)
+ {
+ if (window->IsDialogRunning())
+ window->DumpTextureUse();
+ }
+}
+#endif