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/*
* 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 "GUIControlGroup.h"
#include "GUIMessage.h"
#include <cassert>
#include <utility>
CGUIControlGroup::CGUIControlGroup()
{
m_defaultControl = 0;
m_defaultAlways = false;
m_focusedControl = 0;
m_renderFocusedLast = false;
ControlType = GUICONTROL_GROUP;
}
CGUIControlGroup::CGUIControlGroup(int parentID, int controlID, float posX, float posY, float width, float height)
: CGUIControlLookup(parentID, controlID, posX, posY, width, height)
{
m_defaultControl = 0;
m_defaultAlways = false;
m_focusedControl = 0;
m_renderFocusedLast = false;
ControlType = GUICONTROL_GROUP;
}
CGUIControlGroup::CGUIControlGroup(const CGUIControlGroup &from)
: CGUIControlLookup(from)
{
m_defaultControl = from.m_defaultControl;
m_defaultAlways = from.m_defaultAlways;
m_renderFocusedLast = from.m_renderFocusedLast;
// run through and add our controls
for (auto *i : from.m_children)
AddControl(i->Clone());
// defaults
m_focusedControl = 0;
ControlType = GUICONTROL_GROUP;
}
CGUIControlGroup::~CGUIControlGroup(void)
{
ClearAll();
}
void CGUIControlGroup::AllocResources()
{
CGUIControl::AllocResources();
for (auto *control : m_children)
{
if (!control->IsDynamicallyAllocated())
control->AllocResources();
}
}
void CGUIControlGroup::FreeResources(bool immediately)
{
CGUIControl::FreeResources(immediately);
for (auto *control : m_children)
{
control->FreeResources(immediately);
}
}
void CGUIControlGroup::DynamicResourceAlloc(bool bOnOff)
{
for (auto *control : m_children)
{
control->DynamicResourceAlloc(bOnOff);
}
}
void CGUIControlGroup::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
CPoint pos(GetPosition());
CServiceBroker::GetWinSystem()->GetGfxContext().SetOrigin(pos.x, pos.y);
CRect rect;
for (auto *control : m_children)
{
control->UpdateVisibility(nullptr);
unsigned int oldDirty = dirtyregions.size();
control->DoProcess(currentTime, dirtyregions);
if (control->IsVisible() || (oldDirty != dirtyregions.size())) // visible or dirty (was visible?)
rect.Union(control->GetRenderRegion());
}
CServiceBroker::GetWinSystem()->GetGfxContext().RestoreOrigin();
CGUIControl::Process(currentTime, dirtyregions);
m_renderRegion = rect;
}
void CGUIControlGroup::Render()
{
CPoint pos(GetPosition());
CServiceBroker::GetWinSystem()->GetGfxContext().SetOrigin(pos.x, pos.y);
CGUIControl *focusedControl = NULL;
for (auto *control : m_children)
{
if (m_renderFocusedLast && control->HasFocus())
focusedControl = control;
else
control->DoRender();
}
if (focusedControl)
focusedControl->DoRender();
CGUIControl::Render();
CServiceBroker::GetWinSystem()->GetGfxContext().RestoreOrigin();
}
void CGUIControlGroup::RenderEx()
{
for (auto *control : m_children)
control->RenderEx();
CGUIControl::RenderEx();
}
bool CGUIControlGroup::OnAction(const CAction &action)
{
assert(false); // unimplemented
return false;
}
bool CGUIControlGroup::HasFocus() const
{
for (auto *control : m_children)
{
if (control->HasFocus())
return true;
}
return false;
}
bool CGUIControlGroup::OnMessage(CGUIMessage& message)
{
switch (message.GetMessage() )
{
case GUI_MSG_ITEM_SELECT:
{
if (message.GetControlId() == GetID())
{
m_focusedControl = message.GetParam1();
return true;
}
break;
}
case GUI_MSG_ITEM_SELECTED:
{
if (message.GetControlId() == GetID())
{
message.SetParam1(m_focusedControl);
return true;
}
break;
}
case GUI_MSG_FOCUSED:
{ // a control has been focused
m_focusedControl = message.GetControlId();
SetFocus(true);
// tell our parent thatwe have focus
if (m_parentControl)
m_parentControl->OnMessage(message);
return true;
}
case GUI_MSG_SETFOCUS:
{
// first try our last focused control...
if (!m_defaultAlways && m_focusedControl)
{
CGUIControl *control = GetFirstFocusableControl(m_focusedControl);
if (control)
{
CGUIMessage msg(GUI_MSG_SETFOCUS, GetParentID(), control->GetID());
return control->OnMessage(msg);
}
}
// ok, no previously focused control, try the default control first
if (m_defaultControl)
{
CGUIControl *control = GetFirstFocusableControl(m_defaultControl);
if (control)
{
CGUIMessage msg(GUI_MSG_SETFOCUS, GetParentID(), control->GetID());
return control->OnMessage(msg);
}
}
// no success with the default control, so just find one to focus
CGUIControl *control = GetFirstFocusableControl(0);
if (control)
{
CGUIMessage msg(GUI_MSG_SETFOCUS, GetParentID(), control->GetID());
return control->OnMessage(msg);
}
// unsuccessful
return false;
break;
}
case GUI_MSG_LOSTFOCUS:
{
// set all subcontrols unfocused
for (auto *control : m_children)
control->SetFocus(false);
if (!GetControl(message.GetParam1()))
{ // we don't have the new id, so unfocus
SetFocus(false);
if (m_parentControl)
m_parentControl->OnMessage(message);
}
return true;
}
break;
case GUI_MSG_PAGE_CHANGE:
case GUI_MSG_REFRESH_THUMBS:
case GUI_MSG_REFRESH_LIST:
case GUI_MSG_WINDOW_RESIZE:
{ // send to all child controls (make sure the target is the control id)
for (auto *control : m_children)
{
CGUIMessage msg(message.GetMessage(), message.GetSenderId(), control->GetID(), message.GetParam1());
control->OnMessage(msg);
}
return true;
}
break;
case GUI_MSG_REFRESH_TIMER:
if (!IsVisible() || !IsVisibleFromSkin())
return true;
break;
}
bool handled(false);
//not intended for any specific control, send to all childs and our base handler.
if (message.GetControlId() == 0)
{
for (auto *control : m_children)
{
handled |= control->OnMessage(message);
}
return CGUIControl::OnMessage(message) || handled;
}
// if it's intended for us, then so be it
if (message.GetControlId() == GetID())
return CGUIControl::OnMessage(message);
return SendControlMessage(message);
}
bool CGUIControlGroup::SendControlMessage(CGUIMessage &message)
{
IDCollector collector(m_idCollector);
CGUIControl *ctrl(GetControl(message.GetControlId(), collector.m_collector));
// see if a child matches, and send to the child control if so
if (ctrl && ctrl->OnMessage(message))
return true;
// Unhandled - send to all matching invisible controls as well
bool handled(false);
for (auto *control : *collector.m_collector)
if (control->OnMessage(message))
handled = true;
return handled;
}
bool CGUIControlGroup::CanFocus() const
{
if (!CGUIControl::CanFocus()) return false;
// see if we have any children that can be focused
for (auto *control : m_children)
{
if (control->CanFocus())
return true;
}
return false;
}
void CGUIControlGroup::SetInitialVisibility()
{
CGUIControl::SetInitialVisibility();
for (auto *control : m_children)
control->SetInitialVisibility();
}
void CGUIControlGroup::QueueAnimation(ANIMATION_TYPE animType)
{
CGUIControl::QueueAnimation(animType);
// send window level animations to our children as well
if (animType == ANIM_TYPE_WINDOW_OPEN || animType == ANIM_TYPE_WINDOW_CLOSE)
{
for (auto *control : m_children)
control->QueueAnimation(animType);
}
}
void CGUIControlGroup::ResetAnimation(ANIMATION_TYPE animType)
{
CGUIControl::ResetAnimation(animType);
// send window level animations to our children as well
if (animType == ANIM_TYPE_WINDOW_OPEN || animType == ANIM_TYPE_WINDOW_CLOSE)
{
for (auto *control : m_children)
control->ResetAnimation(animType);
}
}
void CGUIControlGroup::ResetAnimations()
{ // resets all animations, regardless of condition
CGUIControl::ResetAnimations();
for (auto *control : m_children)
control->ResetAnimations();
}
bool CGUIControlGroup::IsAnimating(ANIMATION_TYPE animType)
{
if (CGUIControl::IsAnimating(animType))
return true;
if (IsVisible())
{
for (auto *control : m_children)
{
if (control->IsAnimating(animType))
return true;
}
}
return false;
}
bool CGUIControlGroup::HasAnimation(ANIMATION_TYPE animType)
{
if (CGUIControl::HasAnimation(animType))
return true;
if (IsVisible())
{
for (auto *control : m_children)
{
if (control->HasAnimation(animType))
return true;
}
}
return false;
}
EVENT_RESULT CGUIControlGroup::SendMouseEvent(const CPoint &point, const CMouseEvent &event)
{
// transform our position into child coordinates
CPoint childPoint(point);
m_transform.InverseTransformPosition(childPoint.x, childPoint.y);
if (CGUIControl::CanFocus())
{
CPoint pos(GetPosition());
// run through our controls in reverse order (so that last rendered is checked first)
for (rControls i = m_children.rbegin(); i != m_children.rend(); ++i)
{
CGUIControl *child = *i;
EVENT_RESULT ret = child->SendMouseEvent(childPoint - pos, event);
if (ret)
{ // we've handled the action, and/or have focused an item
return ret;
}
}
// none of our children want the event, but we may want it.
EVENT_RESULT ret;
if (HitTest(childPoint) && (ret = OnMouseEvent(childPoint, event)))
return ret;
}
m_focusedControl = 0;
return EVENT_RESULT_UNHANDLED;
}
void CGUIControlGroup::UnfocusFromPoint(const CPoint &point)
{
CPoint controlCoords(point);
m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y);
controlCoords -= GetPosition();
for (auto *child : m_children)
{
child->UnfocusFromPoint(controlCoords);
}
CGUIControl::UnfocusFromPoint(point);
}
int CGUIControlGroup::GetFocusedControlID() const
{
if (m_focusedControl) return m_focusedControl;
CGUIControl *control = GetFocusedControl();
if (control) return control->GetID();
return 0;
}
CGUIControl *CGUIControlGroup::GetFocusedControl() const
{
// try lookup first
if (m_focusedControl)
{
// we may have multiple controls with same id - we pick first that has focus
std::pair<LookupMap::const_iterator, LookupMap::const_iterator> range = GetLookupControls(m_focusedControl);
for (LookupMap::const_iterator i = range.first; i != range.second; ++i)
{
if (i->second->HasFocus())
return i->second;
}
}
// if lookup didn't find focused control, iterate m_children to find it
for (auto *control : m_children)
{
// Avoid calling HasFocus() on control group as it will (possibly) recursively
// traverse entire group tree just to check if there is focused control.
// We are recursively traversing it here so no point in doing it twice.
CGUIControlGroup *groupControl(dynamic_cast<CGUIControlGroup*>(control));
if (groupControl)
{
CGUIControl* focusedControl = groupControl->GetFocusedControl();
if (focusedControl)
return focusedControl;
}
else if (control->HasFocus())
return control;
}
return NULL;
}
// in the case of id == 0, we don't match id
CGUIControl *CGUIControlGroup::GetFirstFocusableControl(int id)
{
if (!CanFocus()) return NULL;
if (id && id == GetID()) return this; // we're focusable and they want us
for (auto *pControl : m_children)
{
CGUIControlGroup *group(dynamic_cast<CGUIControlGroup*>(pControl));
if (group)
{
CGUIControl *control = group->GetFirstFocusableControl(id);
if (control) return control;
}
if ((!id || pControl->GetID() == id) && pControl->CanFocus())
return pControl;
}
return NULL;
}
void CGUIControlGroup::AddControl(CGUIControl *control, int position /* = -1*/)
{
if (!control) return;
if (position < 0 || position > (int)m_children.size())
position = (int)m_children.size();
m_children.insert(m_children.begin() + position, control);
control->SetParentControl(this);
control->SetControlStats(m_controlStats);
control->SetPushUpdates(m_pushedUpdates);
AddLookup(control);
SetInvalid();
}
bool CGUIControlGroup::InsertControl(CGUIControl *control, const CGUIControl *insertPoint)
{
// find our position
for (unsigned int i = 0; i < m_children.size(); i++)
{
CGUIControl *child = m_children[i];
CGUIControlGroup *group(dynamic_cast<CGUIControlGroup*>(child));
if (group && group->InsertControl(control, insertPoint))
return true;
else if (child == insertPoint)
{
AddControl(control, i);
return true;
}
}
return false;
}
void CGUIControlGroup::SaveStates(std::vector<CControlState> &states)
{
// save our state, and that of our children
states.emplace_back(GetID(), m_focusedControl);
for (auto *control : m_children)
control->SaveStates(states);
}
// Note: This routine doesn't delete the control. It just removes it from the control list
bool CGUIControlGroup::RemoveControl(const CGUIControl *control)
{
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *child = *it;
CGUIControlGroup *group(dynamic_cast<CGUIControlGroup*>(child));
if (group && group->RemoveControl(control))
return true;
if (control == child)
{
m_children.erase(it);
RemoveLookup(child);
SetInvalid();
return true;
}
}
return false;
}
void CGUIControlGroup::ClearAll()
{
// first remove from the lookup table
RemoveLookup();
// and delete all our children
for (auto *control : m_children)
{
delete control;
}
m_focusedControl = 0;
m_children.clear();
ClearLookup();
SetInvalid();
}
#ifdef _DEBUG
void CGUIControlGroup::DumpTextureUse()
{
for (auto *control : m_children)
control->DumpTextureUse();
}
#endif
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