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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 "GUIImage.h"
#include "GUIMessage.h"
#include "utils/log.h"
#include <cassert>
using namespace KODI::GUILIB;
CGUIImage::CGUIImage(int parentID,
int controlID,
float posX,
float posY,
float width,
float height,
const CTextureInfo& texture)
: CGUIControl(parentID, controlID, posX, posY, width, height),
m_texture(CGUITexture::CreateTexture(posX, posY, width, height, texture))
{
m_crossFadeTime = 0;
m_currentFadeTime = 0;
m_lastRenderTime = 0;
ControlType = GUICONTROL_IMAGE;
m_bDynamicResourceAlloc=false;
}
CGUIImage::CGUIImage(const CGUIImage& left)
: CGUIControl(left),
m_image(left.m_image),
m_info(left.m_info),
m_texture(left.m_texture->Clone()),
m_fadingTextures(),
m_currentTexture(),
m_currentFallback()
{
m_crossFadeTime = left.m_crossFadeTime;
// defaults
m_currentFadeTime = 0;
m_lastRenderTime = 0;
ControlType = GUICONTROL_IMAGE;
m_bDynamicResourceAlloc=false;
}
CGUIImage::~CGUIImage(void) = default;
void CGUIImage::UpdateVisibility(const CGUIListItem *item)
{
CGUIControl::UpdateVisibility(item);
// now that we've checked for conditional info, we can
// check for allocation
AllocateOnDemand();
}
void CGUIImage::UpdateDiffuseColor(const CGUIListItem* item)
{
if (m_texture->SetDiffuseColor(m_diffuseColor, item))
{
MarkDirtyRegion();
}
}
void CGUIImage::UpdateInfo(const CGUIListItem *item)
{
// The texture may also depend on info conditions. Update the diffuse color in that case.
if (m_texture->GetDiffuseColor().HasInfo())
UpdateDiffuseColor(item);
if (m_info.IsConstant())
return; // nothing to do
// don't allow image to change while animating out
if (HasProcessed() && IsAnimating(ANIM_TYPE_HIDDEN) && !IsVisibleFromSkin())
return;
if (item)
SetFileName(m_info.GetItemLabel(item, true, &m_currentFallback));
else
SetFileName(m_info.GetLabel(m_parentID, true, &m_currentFallback));
}
void CGUIImage::AllocateOnDemand()
{
// if we're hidden, we can free our resources and return
if (!IsVisible() && m_visible != DELAYED)
{
if (m_bDynamicResourceAlloc && m_texture->IsAllocated())
FreeResourcesButNotAnims();
return;
}
// either visible or delayed - we need the resources allocated in either case
if (!m_texture->IsAllocated())
AllocResources();
}
void CGUIImage::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
// check whether our image failed to allocate, and if so drop back to the fallback image
if (m_texture->FailedToAlloc() && m_texture->GetFileName() != m_info.GetFallback())
{
if (!m_currentFallback.empty() && m_texture->GetFileName() != m_currentFallback)
m_texture->SetFileName(m_currentFallback);
else
m_texture->SetFileName(m_info.GetFallback());
}
if (m_crossFadeTime)
{
// make sure our texture has started allocating
if (m_texture->AllocResources())
MarkDirtyRegion();
// compute the frame time
unsigned int frameTime = 0;
if (m_lastRenderTime)
frameTime = currentTime - m_lastRenderTime;
if (!frameTime)
frameTime = (unsigned int)(1000 / CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS());
m_lastRenderTime = currentTime;
if (m_fadingTextures.size()) // have some fading images
{ // anything other than the last old texture needs to be faded out as per usual
for (std::vector<CFadingTexture *>::iterator i = m_fadingTextures.begin(); i != m_fadingTextures.end() - 1;)
{
if (!ProcessFading(*i, frameTime, currentTime))
i = m_fadingTextures.erase(i);
else
++i;
}
if (m_texture->ReadyToRender() || m_texture->GetFileName().empty())
{ // fade out the last one as well
if (!ProcessFading(m_fadingTextures[m_fadingTextures.size() - 1], frameTime, currentTime))
m_fadingTextures.erase(m_fadingTextures.end() - 1);
}
else
{ // keep the last one fading in
CFadingTexture *texture = m_fadingTextures[m_fadingTextures.size() - 1];
texture->m_fadeTime += frameTime;
if (texture->m_fadeTime > m_crossFadeTime)
texture->m_fadeTime = m_crossFadeTime;
if (texture->m_texture->SetAlpha(GetFadeLevel(texture->m_fadeTime)))
MarkDirtyRegion();
if (texture->m_texture->SetDiffuseColor(m_diffuseColor))
MarkDirtyRegion();
if (texture->m_texture->Process(currentTime))
MarkDirtyRegion();
}
}
if (m_texture->ReadyToRender() || m_texture->GetFileName().empty())
{ // fade the new one in
m_currentFadeTime += frameTime;
if (m_currentFadeTime > m_crossFadeTime || frameTime == 0) // for if we allocate straight away on creation
m_currentFadeTime = m_crossFadeTime;
}
if (m_texture->SetAlpha(GetFadeLevel(m_currentFadeTime)))
MarkDirtyRegion();
}
if (!m_texture->GetDiffuseColor().HasInfo())
UpdateDiffuseColor(nullptr);
if (m_texture->Process(currentTime))
MarkDirtyRegion();
CGUIControl::Process(currentTime, dirtyregions);
}
void CGUIImage::Render()
{
if (!IsVisible()) return;
for (auto& itr : m_fadingTextures)
itr->m_texture->Render();
m_texture->Render();
CGUIControl::Render();
}
bool CGUIImage::ProcessFading(CGUIImage::CFadingTexture *texture, unsigned int frameTime, unsigned int currentTime)
{
assert(texture);
if (texture->m_fadeTime <= frameTime)
{ // time to kill off the texture
MarkDirtyRegion();
delete texture;
return false;
}
// render this texture
texture->m_fadeTime -= frameTime;
if (texture->m_texture->SetAlpha(GetFadeLevel(texture->m_fadeTime)))
MarkDirtyRegion();
if (texture->m_texture->SetDiffuseColor(m_diffuseColor))
MarkDirtyRegion();
if (texture->m_texture->Process(currentTime))
MarkDirtyRegion();
return true;
}
bool CGUIImage::OnAction(const CAction &action)
{
return false;
}
bool CGUIImage::OnMessage(CGUIMessage& message)
{
if (message.GetMessage() == GUI_MSG_REFRESH_THUMBS)
{
if (!m_info.IsConstant())
FreeTextures(true); // true as we want to free the texture immediately
return true;
}
else if (message.GetMessage() == GUI_MSG_SET_FILENAME)
{
SetFileName(message.GetLabel());
return true;
}
else if (message.GetMessage() == GUI_MSG_GET_FILENAME)
{
message.SetLabel(GetFileName());
return true;
}
return CGUIControl::OnMessage(message);
}
void CGUIImage::AllocResources()
{
if (m_texture->GetFileName().empty())
return;
CGUIControl::AllocResources();
m_texture->AllocResources();
}
void CGUIImage::FreeTextures(bool immediately /* = false */)
{
m_texture->FreeResources(immediately);
for (unsigned int i = 0; i < m_fadingTextures.size(); i++)
delete m_fadingTextures[i];
m_fadingTextures.clear();
m_currentTexture.clear();
if (!m_info.IsConstant()) // constant textures never change
m_texture->SetFileName("");
}
void CGUIImage::FreeResources(bool immediately)
{
FreeTextures(immediately);
CGUIControl::FreeResources(immediately);
}
void CGUIImage::SetInvalid()
{
m_texture->SetInvalid();
CGUIControl::SetInvalid();
}
// WORKAROUND - we are currently resetting all animations when this is called, which shouldn't be the case
// see CGUIControl::FreeResources() - this needs remedying.
void CGUIImage::FreeResourcesButNotAnims()
{
FreeTextures();
m_bAllocated=false;
m_hasProcessed = false;
}
void CGUIImage::DynamicResourceAlloc(bool bOnOff)
{
m_bDynamicResourceAlloc = bOnOff;
m_texture->DynamicResourceAlloc(bOnOff);
CGUIControl::DynamicResourceAlloc(bOnOff);
}
bool CGUIImage::CanFocus() const
{
return false;
}
float CGUIImage::GetTextureWidth() const
{
return m_texture->GetTextureWidth();
}
float CGUIImage::GetTextureHeight() const
{
return m_texture->GetTextureHeight();
}
CRect CGUIImage::CalcRenderRegion() const
{
CRect region = m_texture->GetRenderRect();
for (const auto& itr : m_fadingTextures)
region.Union(itr->m_texture->GetRenderRect());
return CGUIControl::CalcRenderRegion().Intersect(region);
}
const std::string &CGUIImage::GetFileName() const
{
return m_texture->GetFileName();
}
void CGUIImage::SetAspectRatio(const CAspectRatio &aspect)
{
m_texture->SetAspectRatio(aspect);
}
void CGUIImage::SetCrossFade(unsigned int time)
{
m_crossFadeTime = time;
if (!m_crossFadeTime && m_texture->IsLazyLoaded() && !m_info.GetFallback().empty())
m_crossFadeTime = 1;
}
void CGUIImage::SetFileName(const std::string& strFileName, bool setConstant, const bool useCache)
{
if (setConstant)
m_info.SetLabel(strFileName, "", GetParentID());
// Set whether or not to use cache
m_texture->SetUseCache(useCache);
if (m_crossFadeTime)
{
// set filename on the next texture
if (m_currentTexture == strFileName)
return; // nothing to do - we already have this image
if (m_texture->ReadyToRender() || m_texture->GetFileName().empty())
{ // save the current image
m_fadingTextures.push_back(new CFadingTexture(m_texture.get(), m_currentFadeTime));
MarkDirtyRegion();
}
m_currentFadeTime = 0;
}
if (m_currentTexture != strFileName)
{ // texture is changing - attempt to load it, and save the name in m_currentTexture.
// we'll check whether it loaded or not in Render()
m_currentTexture = strFileName;
if (m_texture->SetFileName(m_currentTexture))
MarkDirtyRegion();
}
}
#ifdef _DEBUG
void CGUIImage::DumpTextureUse()
{
if (m_texture->IsAllocated())
{
if (GetID())
CLog::Log(LOGDEBUG, "Image control {} using texture {}", GetID(), m_texture->GetFileName());
else
CLog::Log(LOGDEBUG, "Using texture {}", m_texture->GetFileName());
}
}
#endif
void CGUIImage::SetWidth(float width)
{
m_texture->SetWidth(width);
CGUIControl::SetWidth(m_texture->GetWidth());
}
void CGUIImage::SetHeight(float height)
{
m_texture->SetHeight(height);
CGUIControl::SetHeight(m_texture->GetHeight());
}
void CGUIImage::SetPosition(float posX, float posY)
{
m_texture->SetPosition(posX, posY);
CGUIControl::SetPosition(posX, posY);
}
void CGUIImage::SetInfo(const GUIINFO::CGUIInfoLabel &info)
{
m_info = info;
// a constant image never needs updating
if (m_info.IsConstant())
m_texture->SetFileName(m_info.GetLabel(0));
}
unsigned char CGUIImage::GetFadeLevel(unsigned int time) const
{
float amount = (float)time / m_crossFadeTime;
// we want a semi-transparent image, so we need to use a more complicated
// fade technique. Assuming a black background (not generally true, but still...)
// we have
// b(t) = [a - b(1-t)*a] / a*(1-b(1-t)*a),
// where a = alpha, and b(t):[0,1] -> [0,1] is the blend function.
// solving, we get
// b(t) = [1 - (1-a)^t] / a
const float alpha = 0.7f;
return (unsigned char)(255.0f * (1 - pow(1-alpha, amount))/alpha);
}
std::string CGUIImage::GetDescription(void) const
{
return GetFileName();
}
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