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/*
* Copyright (C) 2014-2018 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 "GUIGameController.h"
#include "games/controllers/Controller.h"
#include "games/controllers/ControllerLayout.h"
#include "utils/log.h"
#include <mutex>
using namespace KODI;
using namespace GAME;
CGUIGameController::CGUIGameController(
int parentID, int controlID, float posX, float posY, float width, float height)
: CGUIImage(parentID, controlID, posX, posY, width, height, CTextureInfo())
{
// Initialize CGUIControl
ControlType = GUICONTROL_GAMECONTROLLER;
}
CGUIGameController::CGUIGameController(const CGUIGameController& from) : CGUIImage(from)
{
// Initialize CGUIControl
ControlType = GUICONTROL_GAMECONTROLLER;
}
CGUIGameController* CGUIGameController::Clone(void) const
{
return new CGUIGameController(*this);
}
void CGUIGameController::Render(void)
{
CGUIImage::Render();
std::unique_lock<CCriticalSection> lock(m_mutex);
if (m_currentController)
{
//! @todo Render pressed buttons
}
}
void CGUIGameController::ActivateController(const ControllerPtr& controller)
{
std::unique_lock<CCriticalSection> lock(m_mutex);
if (controller && controller != m_currentController)
{
m_currentController = controller;
lock.unlock();
//! @todo Sometimes this fails on window init
SetFileName(m_currentController->Layout().ImagePath());
}
}
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