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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 "GUIPanelContainer.h"
#include "FileItem.h"
#include "GUIListItemLayout.h"
#include "GUIMessage.h"
#include "guilib/guiinfo/GUIInfoLabels.h"
#include "input/Key.h"
#include "utils/StringUtils.h"
#include <cassert>
CGUIPanelContainer::CGUIPanelContainer(int parentID, int controlID, float posX, float posY, float width, float height, ORIENTATION orientation, const CScroller& scroller, int preloadItems)
: CGUIBaseContainer(parentID, controlID, posX, posY, width, height, orientation, scroller, preloadItems)
{
ControlType = GUICONTAINER_PANEL;
m_type = VIEW_TYPE_ICON;
m_itemsPerRow = 1;
}
CGUIPanelContainer::~CGUIPanelContainer(void) = default;
void CGUIPanelContainer::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
ValidateOffset();
if (m_bInvalidated)
UpdateLayout();
if (!m_layout || !m_focusedLayout)
return;
UpdateScrollOffset(currentTime);
int offset = (int)(m_scroller.GetValue() / m_layout->Size(m_orientation));
int cacheBefore, cacheAfter;
GetCacheOffsets(cacheBefore, cacheAfter);
// Free memory not used on screen
if ((int)m_items.size() > m_itemsPerPage + cacheBefore + cacheAfter)
FreeMemory(CorrectOffset(offset - cacheBefore, 0), CorrectOffset(offset + m_itemsPerPage + 1 + cacheAfter, 0));
CPoint origin = CPoint(m_posX, m_posY) + m_renderOffset;
float pos = (m_orientation == VERTICAL) ? origin.y : origin.x;
float end = (m_orientation == VERTICAL) ? m_posY + m_height : m_posX + m_width;
pos += (offset - cacheBefore) * m_layout->Size(m_orientation) - m_scroller.GetValue();
end += cacheAfter * m_layout->Size(m_orientation);
int current = (offset - cacheBefore) * m_itemsPerRow;
int col = 0;
while (pos < end && m_items.size())
{
if (current >= (int)m_items.size())
break;
if (current >= 0)
{
CGUIListItemPtr item = m_items[current];
item->SetCurrentItem(current + 1);
bool focused = (current == GetOffset() * m_itemsPerRow + GetCursor()) && m_bHasFocus;
if (m_orientation == VERTICAL)
ProcessItem(origin.x + col * m_layout->Size(HORIZONTAL), pos, item, focused, currentTime, dirtyregions);
else
ProcessItem(pos, origin.y + col * m_layout->Size(VERTICAL), item, focused, currentTime, dirtyregions);
}
// increment our position
if (col < m_itemsPerRow - 1)
col++;
else
{
pos += m_layout->Size(m_orientation);
col = 0;
}
current++;
}
// when we are scrolling up, offset will become lower (integer division, see offset calc)
// to have same behaviour when scrolling down, we need to set page control to offset+1
UpdatePageControl(offset + (m_scroller.IsScrollingDown() ? 1 : 0));
CGUIControl::Process(currentTime, dirtyregions);
}
void CGUIPanelContainer::Render()
{
if (!m_layout || !m_focusedLayout)
return;
int offset = (int)(m_scroller.GetValue() / m_layout->Size(m_orientation));
int cacheBefore, cacheAfter;
GetCacheOffsets(cacheBefore, cacheAfter);
if (CServiceBroker::GetWinSystem()->GetGfxContext().SetClipRegion(m_posX, m_posY, m_width, m_height))
{
CPoint origin = CPoint(m_posX, m_posY) + m_renderOffset;
float pos = (m_orientation == VERTICAL) ? origin.y : origin.x;
float end = (m_orientation == VERTICAL) ? m_posY + m_height : m_posX + m_width;
pos += (offset - cacheBefore) * m_layout->Size(m_orientation) - m_scroller.GetValue();
end += cacheAfter * m_layout->Size(m_orientation);
float focusedPos = 0;
int focusedCol = 0;
CGUIListItemPtr focusedItem;
int current = (offset - cacheBefore) * m_itemsPerRow;
int col = 0;
while (pos < end && m_items.size())
{
if (current >= (int)m_items.size())
break;
if (current >= 0)
{
CGUIListItemPtr item = m_items[current];
bool focused = (current == GetOffset() * m_itemsPerRow + GetCursor()) && m_bHasFocus;
// render our item
if (focused)
{
focusedPos = pos;
focusedCol = col;
focusedItem = item;
}
else
{
if (m_orientation == VERTICAL)
RenderItem(origin.x + col * m_layout->Size(HORIZONTAL), pos, item.get(), false);
else
RenderItem(pos, origin.y + col * m_layout->Size(VERTICAL), item.get(), false);
}
}
// increment our position
if (col < m_itemsPerRow - 1)
col++;
else
{
pos += m_layout->Size(m_orientation);
col = 0;
}
current++;
}
// and render the focused item last (for overlapping purposes)
if (focusedItem)
{
if (m_orientation == VERTICAL)
RenderItem(origin.x + focusedCol * m_layout->Size(HORIZONTAL), focusedPos, focusedItem.get(), true);
else
RenderItem(focusedPos, origin.y + focusedCol * m_layout->Size(VERTICAL), focusedItem.get(), true);
}
CServiceBroker::GetWinSystem()->GetGfxContext().RestoreClipRegion();
}
CGUIControl::Render();
}
bool CGUIPanelContainer::OnAction(const CAction &action)
{
switch (action.GetID())
{
case ACTION_PAGE_UP:
{
if (GetOffset() == 0)
{ // already on the first page, so move to the first item
SetCursor(0);
}
else
{ // scroll up to the previous page
Scroll( -m_itemsPerPage);
}
return true;
}
break;
case ACTION_PAGE_DOWN:
{
if ((GetOffset() + m_itemsPerPage) * m_itemsPerRow >= (int)m_items.size() || (int)m_items.size() < m_itemsPerPage)
{ // already at the last page, so move to the last item.
SetCursor(m_items.size() - GetOffset() * m_itemsPerRow - 1);
}
else
{ // scroll down to the next page
Scroll(m_itemsPerPage);
}
return true;
}
break;
// smooth scrolling (for analog controls)
case ACTION_SCROLL_UP:
{
m_analogScrollCount += action.GetAmount() * action.GetAmount();
bool handled = false;
while (m_analogScrollCount > AnalogScrollSpeed())
{
handled = true;
m_analogScrollCount -= AnalogScrollSpeed();
if (GetOffset() > 0)// && GetCursor() <= m_itemsPerPage * m_itemsPerRow / 2)
{
Scroll(-1);
}
else if (GetCursor() > 0)
{
SetCursor(GetCursor() - 1);
}
}
return handled;
}
break;
case ACTION_SCROLL_DOWN:
{
m_analogScrollCount += action.GetAmount() * action.GetAmount();
bool handled = false;
while (m_analogScrollCount > AnalogScrollSpeed())
{
handled = true;
m_analogScrollCount -= AnalogScrollSpeed();
if ((GetOffset() + m_itemsPerPage) * m_itemsPerRow < (int)m_items.size())// && GetCursor() >= m_itemsPerPage * m_itemsPerRow / 2)
{
Scroll(1);
}
else if (GetCursor() < m_itemsPerPage * m_itemsPerRow - 1 && GetOffset() * m_itemsPerRow + GetCursor() < (int)m_items.size() - 1)
{
SetCursor(GetCursor() + 1);
}
}
return handled;
}
break;
}
return CGUIBaseContainer::OnAction(action);
}
bool CGUIPanelContainer::OnMessage(CGUIMessage& message)
{
if (message.GetControlId() == GetID() )
{
if (message.GetMessage() == GUI_MSG_LABEL_RESET)
{
SetCursor(0);
// fall through to base class
}
}
return CGUIBaseContainer::OnMessage(message);
}
void CGUIPanelContainer::OnLeft()
{
CGUIAction action = GetAction(ACTION_MOVE_LEFT);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == VERTICAL && MoveLeft(wrapAround))
return;
if (m_orientation == HORIZONTAL && MoveUp(wrapAround))
return;
CGUIControl::OnLeft();
}
void CGUIPanelContainer::OnRight()
{
CGUIAction action = GetAction(ACTION_MOVE_RIGHT);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == VERTICAL && MoveRight(wrapAround))
return;
if (m_orientation == HORIZONTAL && MoveDown(wrapAround))
return;
return CGUIControl::OnRight();
}
void CGUIPanelContainer::OnUp()
{
CGUIAction action = GetAction(ACTION_MOVE_UP);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == VERTICAL && MoveUp(wrapAround))
return;
if (m_orientation == HORIZONTAL && MoveLeft(wrapAround))
return;
CGUIControl::OnUp();
}
void CGUIPanelContainer::OnDown()
{
CGUIAction action = GetAction(ACTION_MOVE_DOWN);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == VERTICAL && MoveDown(wrapAround))
return;
if (m_orientation == HORIZONTAL && MoveRight(wrapAround))
return;
return CGUIControl::OnDown();
}
bool CGUIPanelContainer::MoveDown(bool wrapAround)
{
if (GetCursor() + m_itemsPerRow < m_itemsPerPage * m_itemsPerRow && (GetOffset() + 1 + GetCursor() / m_itemsPerRow) * m_itemsPerRow < (int)m_items.size())
{ // move to last item if necessary
if ((GetOffset() + 1)*m_itemsPerRow + GetCursor() >= (int)m_items.size())
SetCursor((int)m_items.size() - 1 - GetOffset()*m_itemsPerRow);
else
SetCursor(GetCursor() + m_itemsPerRow);
}
else if ((GetOffset() + 1 + GetCursor() / m_itemsPerRow) * m_itemsPerRow < (int)m_items.size())
{ // we scroll to the next row, and move to last item if necessary
if ((GetOffset() + 1)*m_itemsPerRow + GetCursor() >= (int)m_items.size())
SetCursor((int)m_items.size() - 1 - (GetOffset() + 1)*m_itemsPerRow);
ScrollToOffset(GetOffset() + 1);
}
else if (wrapAround)
{ // move first item in list
SetCursor(GetCursor() % m_itemsPerRow);
ScrollToOffset(0);
SetContainerMoving(1);
}
else
return false;
return true;
}
bool CGUIPanelContainer::MoveUp(bool wrapAround)
{
if (GetCursor() >= m_itemsPerRow)
SetCursor(GetCursor() - m_itemsPerRow);
else if (GetOffset() > 0)
ScrollToOffset(GetOffset() - 1);
else if (wrapAround)
{ // move last item in list in this column
SetCursor((GetCursor() % m_itemsPerRow) + (m_itemsPerPage - 1) * m_itemsPerRow);
int offset = std::max((int)GetRows() - m_itemsPerPage, 0);
// should check here whether cursor is actually allowed here, and reduce accordingly
if (offset * m_itemsPerRow + GetCursor() >= (int)m_items.size())
SetCursor((int)m_items.size() - offset * m_itemsPerRow - 1);
ScrollToOffset(offset);
SetContainerMoving(-1);
}
else
return false;
return true;
}
bool CGUIPanelContainer::MoveLeft(bool wrapAround)
{
int col = GetCursor() % m_itemsPerRow;
if (col > 0)
SetCursor(GetCursor() - 1);
else if (wrapAround)
{ // wrap around
SetCursor(GetCursor() + m_itemsPerRow - 1);
if (GetOffset() * m_itemsPerRow + GetCursor() >= (int)m_items.size())
SetCursor((int)m_items.size() - GetOffset() * m_itemsPerRow - 1);
}
else
return false;
return true;
}
bool CGUIPanelContainer::MoveRight(bool wrapAround)
{
int col = GetCursor() % m_itemsPerRow;
if (col + 1 < m_itemsPerRow && GetOffset() * m_itemsPerRow + GetCursor() + 1 < (int)m_items.size())
SetCursor(GetCursor() + 1);
else if (wrapAround) // move first item in row
SetCursor(GetCursor() - col);
else
return false;
return true;
}
// scrolls the said amount
void CGUIPanelContainer::Scroll(int amount)
{
// increase or decrease the offset
int offset = GetOffset() + amount;
if (offset > ((int)GetRows() - m_itemsPerPage) * m_itemsPerRow)
{
offset = ((int)GetRows() - m_itemsPerPage) * m_itemsPerRow;
}
if (offset < 0) offset = 0;
ScrollToOffset(offset);
}
void CGUIPanelContainer::ValidateOffset()
{
if (!m_layout) return;
// first thing is we check the range of our offset
// don't validate offset if we are scrolling in case the tween image exceed <0, 1> range
if (GetOffset() > (int)GetRows() - m_itemsPerPage || (!m_scroller.IsScrolling() && m_scroller.GetValue() > ((int)GetRows() - m_itemsPerPage) * m_layout->Size(m_orientation)))
{
SetOffset(std::max(0, (int)GetRows() - m_itemsPerPage));
m_scroller.SetValue(GetOffset() * m_layout->Size(m_orientation));
}
if (GetOffset() < 0 || (!m_scroller.IsScrolling() && m_scroller.GetValue() < 0))
{
SetOffset(0);
m_scroller.SetValue(0);
}
}
void CGUIPanelContainer::SetCursor(int cursor)
{
if (cursor > m_itemsPerPage * m_itemsPerRow - 1)
cursor = m_itemsPerPage * m_itemsPerRow - 1;
if (cursor < 0) cursor = 0;
if (!m_wasReset)
SetContainerMoving(cursor - GetCursor());
CGUIBaseContainer::SetCursor(cursor);
}
void CGUIPanelContainer::CalculateLayout()
{
GetCurrentLayouts();
if (!m_layout || !m_focusedLayout) return;
// calculate the number of items to display
if (m_orientation == HORIZONTAL)
{
m_itemsPerRow = (int)(m_height / m_layout->Size(VERTICAL));
m_itemsPerPage = (int)(m_width / m_layout->Size(HORIZONTAL));
}
else
{
m_itemsPerRow = (int)(m_width / m_layout->Size(HORIZONTAL));
m_itemsPerPage = (int)(m_height / m_layout->Size(VERTICAL));
}
if (m_itemsPerRow < 1) m_itemsPerRow = 1;
if (m_itemsPerPage < 1) m_itemsPerPage = 1;
// ensure that the scroll offset is a multiple of our size
m_scroller.SetValue(GetOffset() * m_layout->Size(m_orientation));
}
unsigned int CGUIPanelContainer::GetRows() const
{
assert(m_itemsPerRow > 0);
return (m_items.size() + m_itemsPerRow - 1) / m_itemsPerRow;
}
float CGUIPanelContainer::AnalogScrollSpeed() const
{
return 10.0f / m_itemsPerPage;
}
int CGUIPanelContainer::CorrectOffset(int offset, int cursor) const
{
return offset * m_itemsPerRow + cursor;
}
int CGUIPanelContainer::GetCursorFromPoint(const CPoint &point, CPoint *itemPoint) const
{
if (!m_layout)
return -1;
float sizeX = m_orientation == VERTICAL ? m_layout->Size(HORIZONTAL) : m_layout->Size(VERTICAL);
float sizeY = m_orientation == VERTICAL ? m_layout->Size(VERTICAL) : m_layout->Size(HORIZONTAL);
float posY = m_orientation == VERTICAL ? point.y : point.x;
for (int y = 0; y < m_itemsPerPage + 1; y++) // +1 to ensure if we have a half item we can select it
{
float posX = m_orientation == VERTICAL ? point.x : point.y;
for (int x = 0; x < m_itemsPerRow; x++)
{
int item = x + y * m_itemsPerRow;
if (posX < sizeX && posY < sizeY && item + GetOffset() < (int)m_items.size())
{ // found
return item;
}
posX -= sizeX;
}
posY -= sizeY;
}
return -1;
}
bool CGUIPanelContainer::SelectItemFromPoint(const CPoint &point)
{
int cursor = GetCursorFromPoint(point);
if (cursor < 0)
return false;
SetCursor(cursor);
return true;
}
int CGUIPanelContainer::GetCurrentRow() const
{
return m_itemsPerRow > 0 ? GetCursor() / m_itemsPerRow : 0;
}
int CGUIPanelContainer::GetCurrentColumn() const
{
return GetCursor() % m_itemsPerRow;
}
bool CGUIPanelContainer::GetCondition(int condition, int data) const
{
int row = GetCurrentRow();
int col = GetCurrentColumn();
if (m_orientation == HORIZONTAL)
std::swap(row, col);
switch (condition)
{
case CONTAINER_ROW:
return (row == data);
case CONTAINER_COLUMN:
return (col == data);
default:
return CGUIBaseContainer::GetCondition(condition, data);
}
}
std::string CGUIPanelContainer::GetLabel(int info) const
{
int row = GetCurrentRow();
int col = GetCurrentColumn();
if (m_orientation == HORIZONTAL)
std::swap(row, col);
switch (info)
{
case CONTAINER_ROW:
return std::to_string(row);
case CONTAINER_COLUMN:
return std::to_string(col);
default:
return CGUIBaseContainer::GetLabel(info);
}
return StringUtils::Empty;
}
void CGUIPanelContainer::SelectItem(int item)
{
// Check that our offset is valid
ValidateOffset();
// only select an item if it's in a valid range
if (item >= 0 && item < (int)m_items.size())
{
// Select the item requested
if (item >= GetOffset() * m_itemsPerRow && item < (GetOffset() + m_itemsPerPage) * m_itemsPerRow)
{ // the item is on the current page, so don't change it.
SetCursor(item - GetOffset() * m_itemsPerRow);
}
else if (item < GetOffset() * m_itemsPerRow)
{ // item is on a previous page - make it the first item on the page
SetCursor(item % m_itemsPerRow);
ScrollToOffset((item - GetCursor()) / m_itemsPerRow);
}
else // (item >= GetOffset()+m_itemsPerPage)
{ // item is on a later page - make it the last row on the page
SetCursor(item % m_itemsPerRow + m_itemsPerRow * (m_itemsPerPage - 1));
ScrollToOffset((item - GetCursor()) / m_itemsPerRow);
}
}
}
bool CGUIPanelContainer::HasPreviousPage() const
{
return (GetOffset() > 0);
}
bool CGUIPanelContainer::HasNextPage() const
{
return (GetOffset() != (int)GetRows() - m_itemsPerPage && (int)GetRows() > m_itemsPerPage);
}
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