/* * 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. */ #pragma once /*! \file GUIControl.h \brief */ #include "DirtyRegion.h" #include "VisibleEffect.h" // needed for the CAnimation members #include "guiinfo/GUIInfoBool.h" #include "guiinfo/GUIInfoColor.h" // needed for CGUIInfoColor to handle infolabel'ed colors #include "utils/ColorUtils.h" #include "windowing/GraphicContext.h" // needed by any rendering operation (all controls) #include class CGUIListItem; // forward class CAction; class CMouseEvent; class CGUIMessage; class CGUIAction; enum ORIENTATION { HORIZONTAL = 0, VERTICAL }; class CControlState { public: CControlState(int id, int data) { m_id = id; m_data = data; } int m_id; int m_data; }; struct GUICONTROLSTATS { unsigned int nCountTotal; unsigned int nCountVisible; void Reset() { nCountTotal = nCountVisible = 0; }; }; /*! \brief Results of OnMouseEvent() Any value not equal to EVENT_RESULT_UNHANDLED indicates that the event was handled. */ enum EVENT_RESULT { EVENT_RESULT_UNHANDLED = 0x00, EVENT_RESULT_HANDLED = 0x01, EVENT_RESULT_PAN_HORIZONTAL = 0x02, EVENT_RESULT_PAN_VERTICAL = 0x04, EVENT_RESULT_PAN_VERTICAL_WITHOUT_INERTIA = 0x08, EVENT_RESULT_PAN_HORIZONTAL_WITHOUT_INERTIA = 0x10, EVENT_RESULT_ROTATE = 0x20, EVENT_RESULT_ZOOM = 0x40, EVENT_RESULT_SWIPE = 0x80 }; /*! \ingroup controls \brief Base class for controls */ class CGUIControl { public: CGUIControl(); CGUIControl(int parentID, int controlID, float posX, float posY, float width, float height); CGUIControl(const CGUIControl &); virtual ~CGUIControl(void); virtual CGUIControl *Clone() const=0; virtual void DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions); virtual void Process(unsigned int currentTime, CDirtyRegionList &dirtyregions); virtual void DoRender(); virtual void Render() {} // Called after the actual rendering is completed to trigger additional // non GUI rendering operations virtual void RenderEx() {} /*! \brief Returns whether or not we have processed */ bool HasProcessed() const { return m_hasProcessed; } // OnAction() is called by our window when we are the focused control. // We should process any control-specific actions in the derived classes, // and return true if we have taken care of the action. Returning false // indicates that the message may be handed down to the window or application // levels. This base class implementation handles basic movement, and should // be called from the derived classes when the action has not been handled. // Return true to indicate that the action has been dealt with. virtual bool OnAction(const CAction &action); // Common actions to make the code easier to read (no ugly switch statements in derived controls) virtual void OnUp(); virtual void OnDown(); virtual void OnLeft(); virtual void OnRight(); virtual bool OnBack(); virtual bool OnInfo(); virtual void OnNextControl(); virtual void OnPrevControl(); virtual void OnFocus() {} virtual void OnUnFocus() {} /*! \brief React to a mouse event Mouse events are sent from the window to all controls, and each control can react based on the event and location of the event. \param point the location in transformed skin coordinates from the upper left corner of the parent control. \param event the mouse event to perform \return EVENT_RESULT corresponding to whether the control handles this event \sa HitTest, CanFocusFromPoint, CMouseEvent, EVENT_RESULT */ virtual EVENT_RESULT SendMouseEvent(const CPoint &point, const CMouseEvent &event); /*! \brief Perform a mouse action Mouse actions are sent from the window to all controls, and each control can react based on the event and location of the actions. \param point the location in transformed skin coordinates from the upper left corner of the parent control. \param event the mouse event to perform \return EVENT_RESULT corresponding to whether the control handles this event \sa SendMouseEvent, HitTest, CanFocusFromPoint, CMouseEvent */ virtual EVENT_RESULT OnMouseEvent(const CPoint& point, const CMouseEvent& event) { return EVENT_RESULT_UNHANDLED; } /*! \brief Unfocus the control if the given point on screen is not within it's boundary \param point the location in transformed skin coordinates from the upper left corner of the parent control. \sa CanFocusFromPoint */ virtual void UnfocusFromPoint(const CPoint &point); /*! \brief Used to test whether the point is inside a control. \param point location to test \return true if the point is inside the bounds of this control. \sa SetHitRect */ virtual bool HitTest(const CPoint &point) const; virtual bool OnMessage(CGUIMessage& message); virtual int GetID(void) const; virtual void SetID(int id) { m_controlID = id; } int GetParentID() const; virtual bool HasFocus() const; virtual void AllocResources(); virtual void FreeResources(bool immediately = false); virtual void DynamicResourceAlloc(bool bOnOff); virtual bool IsDynamicallyAllocated() { return false; } virtual bool CanFocus() const; virtual bool IsVisible() const; bool IsVisibleFromSkin() const { return m_visibleFromSkinCondition; } virtual bool IsDisabled() const; virtual void SetPosition(float posX, float posY); virtual void SetHitRect(const CRect& rect, const UTILS::COLOR::Color& color); virtual void SetCamera(const CPoint &camera); virtual void SetStereoFactor(const float &factor); bool SetColorDiffuse(const KODI::GUILIB::GUIINFO::CGUIInfoColor &color); CPoint GetRenderPosition() const; virtual float GetXPosition() const; virtual float GetYPosition() const; virtual float GetWidth() const; virtual float GetHeight() const; void MarkDirtyRegion(const unsigned int dirtyState = DIRTY_STATE_CONTROL); bool IsControlDirty() const { return m_controlDirtyState != 0; } /*! \brief return the render region in screen coordinates of this control */ const CRect& GetRenderRegion() const { return m_renderRegion; } /*! \brief calculate the render region in parentcontrol coordinates of this control Called during process to update m_renderRegion */ virtual CRect CalcRenderRegion() const; /*! \brief Set actions to perform on navigation \param actions ActionMap of actions \sa SetNavigationAction */ typedef std::map ActionMap; void SetActions(const ActionMap &actions); /*! \brief Set actions to perform on navigation Navigations are set if replace is true or if there is no previously set action \param actionID id of the navigation action \param action CGUIAction to set \param replace Actions are set only if replace is true or there is no previously set action. Defaults to true \sa SetNavigationActions */ void SetAction(int actionID, const CGUIAction &action, bool replace = true); /*! \brief Get an action the control can be perform. \param actionID The actionID to retrieve. */ CGUIAction GetAction(int actionID) const; /*! \brief Start navigating in given direction. */ bool Navigate(int direction) const; virtual void SetFocus(bool focus); virtual void SetWidth(float width); virtual void SetHeight(float height); virtual void SetVisible(bool bVisible, bool setVisState = false); void SetVisibleCondition(const std::string &expression, const std::string &allowHiddenFocus = ""); bool HasVisibleCondition() const { return m_visibleCondition != NULL; } void SetEnableCondition(const std::string &expression); virtual void UpdateVisibility(const CGUIListItem *item); virtual void SetInitialVisibility(); virtual void SetEnabled(bool bEnable); virtual void SetInvalid() { m_bInvalidated = true; } virtual void SetPulseOnSelect(bool pulse) { m_pulseOnSelect = pulse; } virtual std::string GetDescription() const { return ""; } virtual std::string GetDescriptionByIndex(int index) const { return ""; } void SetAnimations(const std::vector &animations); const std::vector& GetAnimations() const { return m_animations; } virtual void QueueAnimation(ANIMATION_TYPE anim); virtual bool IsAnimating(ANIMATION_TYPE anim); virtual bool HasAnimation(ANIMATION_TYPE anim); CAnimation *GetAnimation(ANIMATION_TYPE type, bool checkConditions = true); virtual void ResetAnimation(ANIMATION_TYPE type); virtual void ResetAnimations(); // push information updates virtual void UpdateInfo(const CGUIListItem* item = NULL) {} virtual void SetPushUpdates(bool pushUpdates) { m_pushedUpdates = pushUpdates; } virtual bool IsGroup() const { return false; } virtual bool IsContainer() const { return false; } virtual bool GetCondition(int condition, int data) const { return false; } void SetParentControl(CGUIControl* control) { m_parentControl = control; } CGUIControl* GetParentControl(void) const { return m_parentControl; } virtual void SaveStates(std::vector &states); virtual CGUIControl *GetControl(int id, std::vector *idCollector = nullptr); void SetControlStats(GUICONTROLSTATS* controlStats) { m_controlStats = controlStats; } virtual void UpdateControlStats(); enum GUICONTROLTYPES { GUICONTROL_UNKNOWN, // Keep sorted GUICONTAINER_EPGGRID, GUICONTAINER_FIXEDLIST, GUICONTAINER_LIST, GUICONTAINER_PANEL, GUICONTAINER_WRAPLIST, GUICONTROL_BORDEREDIMAGE, GUICONTROL_BUTTON, GUICONTROL_COLORBUTTON, GUICONTROL_EDIT, GUICONTROL_FADELABEL, GUICONTROL_GAME, GUICONTROL_GAMECONTROLLER, GUICONTROL_GROUP, GUICONTROL_GROUPLIST, GUICONTROL_IMAGE, GUICONTROL_LABEL, GUICONTROL_LISTGROUP, GUICONTROL_LISTLABEL, GUICONTROL_MOVER, GUICONTROL_MULTI_IMAGE, GUICONTROL_PROGRESS, GUICONTROL_RADIO, GUICONTROL_RANGES, GUICONTROL_RENDERADDON, GUICONTROL_RESIZE, GUICONTROL_RSS, GUICONTROL_SCROLLBAR, GUICONTROL_SETTINGS_SLIDER, GUICONTROL_SLIDER, GUICONTROL_SPIN, GUICONTROL_SPINEX, GUICONTROL_TEXTBOX, GUICONTROL_TOGGLEBUTTON, GUICONTROL_VIDEO, GUICONTROL_VISUALISATION, }; GUICONTROLTYPES GetControlType() const { return ControlType; } enum GUIVISIBLE { HIDDEN = 0, DELAYED, VISIBLE }; enum GUISCROLLVALUE { FOCUS = 0, NEVER, ALWAYS }; #ifdef _DEBUG virtual void DumpTextureUse() {} #endif protected: /*! \brief Return the coordinates of the top left of the control, in the control's parent coordinates \return The top left coordinates of the control */ virtual CPoint GetPosition() const { return CPoint(GetXPosition(), GetYPosition()); } /*! \brief Called when the mouse is over the control. Default implementation selects the control. \param point location of the mouse in transformed skin coordinates \return true if handled, false otherwise. */ virtual bool OnMouseOver(const CPoint &point); /*! \brief Test whether we can focus a control from a point on screen \param point the location in vanilla skin coordinates from the upper left corner of the parent control. \return true if the control can be focused from this location \sa UnfocusFromPoint, HitRect */ virtual bool CanFocusFromPoint(const CPoint &point) const; virtual bool UpdateColors(const CGUIListItem* item); virtual bool Animate(unsigned int currentTime); virtual bool CheckAnimation(ANIMATION_TYPE animType); void UpdateStates(ANIMATION_TYPE type, ANIMATION_PROCESS currentProcess, ANIMATION_STATE currentState); bool SendWindowMessage(CGUIMessage &message) const; // navigation and actions ActionMap m_actions; float m_posX; float m_posY; float m_height; float m_width; CRect m_hitRect; UTILS::COLOR::Color m_hitColor = 0xffffffff; KODI::GUILIB::GUIINFO::CGUIInfoColor m_diffuseColor; int m_controlID; int m_parentID; bool m_bHasFocus; bool m_bInvalidated; bool m_bAllocated; bool m_pulseOnSelect; GUICONTROLTYPES ControlType; GUICONTROLSTATS *m_controlStats; CGUIControl *m_parentControl; // our parent control if we're part of a group // visibility condition/state INFO::InfoPtr m_visibleCondition; GUIVISIBLE m_visible; bool m_visibleFromSkinCondition; bool m_forceHidden; // set from the code when a hidden operation is given - overrides m_visible KODI::GUILIB::GUIINFO::CGUIInfoBool m_allowHiddenFocus; bool m_hasProcessed; // enable/disable state INFO::InfoPtr m_enableCondition; bool m_enabled; bool m_pushedUpdates; // animation effects std::vector m_animations; CPoint m_camera; bool m_hasCamera; float m_stereo; TransformMatrix m_transform; TransformMatrix m_cachedTransform; // Contains the absolute transform the control bool m_isCulled{true}; static const unsigned int DIRTY_STATE_CONTROL = 1; //This control is dirty static const unsigned int DIRTY_STATE_CHILD = 2; //One / more children are dirty unsigned int m_controlDirtyState; CRect m_renderRegion; // In screen coordinates };