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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 "GUIWindow.h"
#include "GUIAudioManager.h"
#include "GUIComponent.h"
#include "GUIControlFactory.h"
#include "GUIControlGroup.h"
#include "GUIControlProfiler.h"
#include "GUIInfoManager.h"
#include "GUIWindowManager.h"
#include "ServiceBroker.h"
#include "addons/Skin.h"
#include "input/Key.h"
#include "input/WindowTranslator.h"
#include "messaging/ApplicationMessenger.h"
#include "settings/AdvancedSettings.h"
#include "settings/SettingsComponent.h"
#include "threads/SingleLock.h"
#include "utils/ColorUtils.h"
#include "utils/StringUtils.h"
#include "utils/TimeUtils.h"
#include "utils/Variant.h"
#include "utils/XMLUtils.h"
#include "utils/log.h"
#include <mutex>
bool CGUIWindow::icompare::operator()(const std::string &s1, const std::string &s2) const
{
return StringUtils::CompareNoCase(s1, s2) < 0;
}
CGUIWindow::CGUIWindow(int id, const std::string &xmlFile)
{
CGUIWindow::SetID(id);
SetProperty("xmlfile", xmlFile);
m_lastControlID = 0;
m_needsScaling = true;
m_windowLoaded = false;
m_loadType = LOAD_EVERY_TIME;
m_closing = false;
m_active = false;
m_renderOrder = RENDER_ORDER_WINDOW;
m_dynamicResourceAlloc = true;
m_previousWindow = WINDOW_INVALID;
m_animationsEnabled = true;
m_manualRunActions = false;
m_exclusiveMouseControl = 0;
m_clearBackground = 0xff000000; // opaque black -> always clear
m_menuControlID = 0;
m_menuLastFocusedControlID = 0;
m_custom = false;
}
CGUIWindow::~CGUIWindow()
{
}
bool CGUIWindow::Load(const std::string& strFileName, bool bContainsPath)
{
if (m_windowLoaded || !g_SkinInfo)
return true; // no point loading if it's already there
#ifdef _DEBUG
const auto start = std::chrono::steady_clock::now();
#endif
const char* strLoadType;
switch (m_loadType)
{
case LOAD_ON_GUI_INIT:
strLoadType = "LOAD_ON_GUI_INIT";
break;
case KEEP_IN_MEMORY:
strLoadType = "KEEP_IN_MEMORY";
break;
case LOAD_EVERY_TIME:
default:
strLoadType = "LOAD_EVERY_TIME";
break;
}
CLog::Log(LOGINFO, "Loading skin file: {}, load type: {}", strFileName, strLoadType);
// Find appropriate skin folder + resolution to load from
std::string strPath;
std::string strLowerPath;
if (bContainsPath)
strPath = strFileName;
else
{
// FIXME: strLowerPath needs to eventually go since resToUse can get incorrectly overridden
std::string strFileNameLower = strFileName;
StringUtils::ToLower(strFileNameLower);
strLowerPath = g_SkinInfo->GetSkinPath(strFileNameLower, &m_coordsRes);
strPath = g_SkinInfo->GetSkinPath(strFileName, &m_coordsRes);
}
bool ret = LoadXML(strPath, strLowerPath);
if (ret)
{
m_windowLoaded = true;
OnWindowLoaded();
#ifdef _DEBUG
const auto end = std::chrono::steady_clock::now();
const std::chrono::duration<double, std::milli> duration = end - start;
CLog::Log(LOGDEBUG, "Skin file {} loaded in {:.2f} ms", strPath, duration.count());
#endif
}
return ret;
}
bool CGUIWindow::LoadXML(const std::string &strPath, const std::string &strLowerPath)
{
// load window xml if we don't have it stored yet
if (!m_windowXMLRootElement)
{
CXBMCTinyXML xmlDoc;
std::string strPathLower = strPath;
StringUtils::ToLower(strPathLower);
if (!xmlDoc.LoadFile(strPath) && !xmlDoc.LoadFile(strPathLower) && !xmlDoc.LoadFile(strLowerPath))
{
CLog::Log(LOGERROR, "Unable to load window XML: {}. Line {}\n{}", strPath, xmlDoc.ErrorRow(),
xmlDoc.ErrorDesc());
SetID(WINDOW_INVALID);
return false;
}
// xml need a <window> root element
if (!StringUtils::EqualsNoCase(xmlDoc.RootElement()->Value(), "window"))
{
CLog::Log(LOGERROR, "XML file {} does not contain a <window> root element",
GetProperty("xmlfile").asString());
return false;
}
// store XML for further processing if window's load type is LOAD_EVERY_TIME or a reload is needed
m_windowXMLRootElement.reset(static_cast<TiXmlElement*>(xmlDoc.RootElement()->Clone()));
}
else
CLog::Log(LOGDEBUG, "Using already stored xml root node for {}", strPath);
return Load(Prepare(m_windowXMLRootElement).get());
}
std::unique_ptr<TiXmlElement> CGUIWindow::Prepare(const std::unique_ptr<TiXmlElement>& rootElement)
{
if (!rootElement)
return nullptr;
// copy the root element as we will manipulate it
auto preparedRoot = std::make_unique<TiXmlElement>(*rootElement);
// Resolve any includes, constants, expressions that may be present
// and save include's conditions to the given map
g_SkinInfo->ResolveIncludes(preparedRoot.get(), &m_xmlIncludeConditions);
return preparedRoot;
}
bool CGUIWindow::Load(TiXmlElement *pRootElement)
{
if (!pRootElement)
return false;
// set the scaling resolution so that any control creation or initialisation can
// be done with respect to the correct aspect ratio
CServiceBroker::GetWinSystem()->GetGfxContext().SetScalingResolution(m_coordsRes, m_needsScaling);
// now load in the skin file
SetDefaults();
CGUIControlFactory::GetInfoColor(pRootElement, "backgroundcolor", m_clearBackground, GetID());
CGUIControlFactory::GetActions(pRootElement, "onload", m_loadActions);
CGUIControlFactory::GetActions(pRootElement, "onunload", m_unloadActions);
CRect parentRect(0, 0, static_cast<float>(m_coordsRes.iWidth), static_cast<float>(m_coordsRes.iHeight));
CGUIControlFactory::GetHitRect(pRootElement, m_hitRect, parentRect);
TiXmlElement *pChild = pRootElement->FirstChildElement();
while (pChild)
{
std::string strValue = pChild->Value();
if (strValue == "previouswindow" && pChild->FirstChild())
{
m_previousWindow = CWindowTranslator::TranslateWindow(pChild->FirstChild()->Value());
}
else if (strValue == "defaultcontrol" && pChild->FirstChild())
{
const char *always = pChild->Attribute("always");
if (always && StringUtils::EqualsNoCase(always, "true"))
m_defaultAlways = true;
m_defaultControl = atoi(pChild->FirstChild()->Value());
}
else if(strValue == "menucontrol" && pChild->FirstChild())
{
m_menuControlID = atoi(pChild->FirstChild()->Value());
}
else if (strValue == "visible" && pChild->FirstChild())
{
std::string condition;
CGUIControlFactory::GetConditionalVisibility(pRootElement, condition);
m_visibleCondition = CServiceBroker::GetGUI()->GetInfoManager().Register(condition, GetID());
}
else if (strValue == "animation" && pChild->FirstChild())
{
CRect rect(0, 0, static_cast<float>(m_coordsRes.iWidth), static_cast<float>(m_coordsRes.iHeight));
CAnimation anim;
anim.Create(pChild, rect, GetID());
m_animations.push_back(anim);
}
else if (strValue == "zorder" && pChild->FirstChild())
{
m_renderOrder = atoi(pChild->FirstChild()->Value());
}
else if (strValue == "coordinates")
{
XMLUtils::GetFloat(pChild, "posx", m_posX);
XMLUtils::GetFloat(pChild, "posy", m_posY);
XMLUtils::GetFloat(pChild, "left", m_posX);
XMLUtils::GetFloat(pChild, "top", m_posY);
TiXmlElement *originElement = pChild->FirstChildElement("origin");
while (originElement)
{
COrigin origin;
origin.x = CGUIControlFactory::ParsePosition(originElement->Attribute("x"), static_cast<float>(m_coordsRes.iWidth));
origin.y = CGUIControlFactory::ParsePosition(originElement->Attribute("y"), static_cast<float>(m_coordsRes.iHeight));
if (originElement->FirstChild())
origin.condition = CServiceBroker::GetGUI()->GetInfoManager().Register(originElement->FirstChild()->Value(), GetID());
m_origins.push_back(origin);
originElement = originElement->NextSiblingElement("origin");
}
}
else if (strValue == "camera")
{ // z is fixed
m_camera.x = CGUIControlFactory::ParsePosition(pChild->Attribute("x"), static_cast<float>(m_coordsRes.iWidth));
m_camera.y = CGUIControlFactory::ParsePosition(pChild->Attribute("y"), static_cast<float>(m_coordsRes.iHeight));
m_hasCamera = true;
}
else if (strValue == "depth" && pChild->FirstChild())
{
float stereo = static_cast<float>(atof(pChild->FirstChild()->Value()));
m_stereo = std::max(-1.f, std::min(1.f, stereo));
}
else if (strValue == "controls")
{
TiXmlElement *pControl = pChild->FirstChildElement();
while (pControl)
{
if (StringUtils::EqualsNoCase(pControl->Value(), "control"))
{
LoadControl(pControl, nullptr, CRect(0, 0, static_cast<float>(m_coordsRes.iWidth), static_cast<float>(m_coordsRes.iHeight)));
}
pControl = pControl->NextSiblingElement();
}
}
pChild = pChild->NextSiblingElement();
}
return true;
}
void CGUIWindow::LoadControl(TiXmlElement* pControl, CGUIControlGroup *pGroup, const CRect &rect)
{
// get control type
CGUIControlFactory factory;
CGUIControl* pGUIControl = factory.Create(GetID(), rect, pControl);
if (pGUIControl)
{
float maxX = pGUIControl->GetXPosition() + pGUIControl->GetWidth();
if (maxX > m_width)
{
m_width = maxX;
}
float maxY = pGUIControl->GetYPosition() + pGUIControl->GetHeight();
if (maxY > m_height)
{
m_height = maxY;
}
// if we are in a group, add to the group, else add to our window
if (pGroup)
pGroup->AddControl(pGUIControl);
else
AddControl(pGUIControl);
// if the new control is a group, then add it's controls
if (pGUIControl->IsGroup())
{
CGUIControlGroup *grp = static_cast<CGUIControlGroup*>(pGUIControl);
TiXmlElement *pSubControl = pControl->FirstChildElement("control");
CRect grpRect(grp->GetXPosition(), grp->GetYPosition(),
grp->GetXPosition() + grp->GetWidth(), grp->GetYPosition() + grp->GetHeight());
while (pSubControl)
{
LoadControl(pSubControl, grp, grpRect);
pSubControl = pSubControl->NextSiblingElement("control");
}
}
}
}
void CGUIWindow::OnWindowLoaded()
{
DynamicResourceAlloc(true);
}
void CGUIWindow::CenterWindow()
{
m_posX = (m_coordsRes.iWidth - GetWidth()) / 2;
m_posY = (m_coordsRes.iHeight - GetHeight()) / 2;
}
void CGUIWindow::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
if (!IsControlDirty() && CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_guiSmartRedraw)
return;
CServiceBroker::GetWinSystem()->GetGfxContext().SetRenderingResolution(m_coordsRes, m_needsScaling);
CServiceBroker::GetWinSystem()->GetGfxContext().AddGUITransform();
CGUIControlGroup::DoProcess(currentTime, dirtyregions);
CServiceBroker::GetWinSystem()->GetGfxContext().RemoveTransform();
// check if currently focused control can have it
// and fallback to default control if not
CGUIControl* focusedControl = GetFocusedControl();
if (focusedControl && !focusedControl->CanFocus())
SET_CONTROL_FOCUS(m_defaultControl, 0);
}
void CGUIWindow::DoRender()
{
// If we're rendering from a different thread, then we should wait for the main
// app thread to finish AllocResources(), as dynamic resources (images in particular)
// will try and be allocated from 2 different threads, which causes nasty things
// to occur.
if (!m_bAllocated) return;
CServiceBroker::GetWinSystem()->GetGfxContext().SetRenderingResolution(m_coordsRes, m_needsScaling);
CServiceBroker::GetWinSystem()->GetGfxContext().AddGUITransform();
CGUIControlGroup::DoRender();
CServiceBroker::GetWinSystem()->GetGfxContext().RemoveTransform();
if (CGUIControlProfiler::IsRunning()) CGUIControlProfiler::Instance().EndFrame();
}
void CGUIWindow::AfterRender()
{
// Check to see if we should close at this point
// We check after the controls have finished rendering, as we may have to close due to
// the controls rendering after the window has finished it's animation
// we call the base class instead of this class so that we can find the change
if (m_closing && !CGUIControlGroup::IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
Close(true);
}
void CGUIWindow::Close_Internal(bool forceClose /*= false*/, int nextWindowID /*= 0*/, bool enableSound /*= true*/)
{
std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
if (!m_active)
return;
forceClose |= (nextWindowID == WINDOW_FULLSCREEN_VIDEO ||
nextWindowID == WINDOW_FULLSCREEN_GAME);
if (!forceClose && HasAnimation(ANIM_TYPE_WINDOW_CLOSE))
{
if (!m_closing)
{
if (enableSound && IsSoundEnabled())
CServiceBroker::GetGUI()->GetAudioManager().PlayWindowSound(GetID(), SOUND_DEINIT);
// Perform the window out effect
QueueAnimation(ANIM_TYPE_WINDOW_CLOSE);
m_closing = true;
}
return;
}
m_closing = false;
CGUIMessage msg(GUI_MSG_WINDOW_DEINIT, 0, 0, nextWindowID);
OnMessage(msg);
}
void CGUIWindow::Close(bool forceClose /*= false*/, int nextWindowID /*= 0*/, bool enableSound /*= true*/, bool bWait /* = true */)
{
if (!CServiceBroker::GetAppMessenger()->IsProcessThread())
{
// make sure graphics lock is not held
CSingleExit leaveIt(CServiceBroker::GetWinSystem()->GetGfxContext());
int param2 = (forceClose ? 0x01 : 0) | (enableSound ? 0x02 : 0);
if (bWait)
CServiceBroker::GetAppMessenger()->SendMsg(TMSG_GUI_WINDOW_CLOSE, nextWindowID, param2,
static_cast<void*>(this));
else
CServiceBroker::GetAppMessenger()->PostMsg(TMSG_GUI_WINDOW_CLOSE, nextWindowID, param2,
static_cast<void*>(this));
}
else
Close_Internal(forceClose, nextWindowID, enableSound);
}
bool CGUIWindow::OnAction(const CAction &action)
{
if (action.IsMouse() || action.IsGesture())
return EVENT_RESULT_UNHANDLED != OnMouseAction(action);
CGUIControl *focusedControl = GetFocusedControl();
if (focusedControl)
{
if (focusedControl->OnAction(action))
return true;
}
else
{
// no control has focus?
// set focus to the default control then
CGUIMessage msg(GUI_MSG_SETFOCUS, GetID(), m_defaultControl);
OnMessage(msg);
}
// default implementations
switch(action.GetID())
{
case ACTION_NAV_BACK:
case ACTION_PREVIOUS_MENU:
return OnBack(action.GetID());
case ACTION_SHOW_INFO:
return OnInfo(action.GetID());
case ACTION_MENU:
if (m_menuControlID > 0)
{
CGUIControl *menu = GetControl(m_menuControlID);
if (menu)
{
int focusControlId;
if (!menu->HasFocus())
{
// focus the menu control
focusControlId = m_menuControlID;
// To support a toggle behaviour we store the last focused control id
// to restore (focus) this control if the menu control has the focus
// while you press the menu button again.
m_menuLastFocusedControlID = GetFocusedControlID();
}
else
{
// restore the last focused control or if not exists use the default control
focusControlId = m_menuLastFocusedControlID > 0 ? m_menuLastFocusedControlID : m_defaultControl;
}
CGUIMessage msg = CGUIMessage(GUI_MSG_SETFOCUS, GetID(), focusControlId);
return OnMessage(msg);
}
}
break;
}
return false;
}
CPoint CGUIWindow::GetPosition() const
{
for (unsigned int i = 0; i < m_origins.size(); i++)
{
// no condition implies true
if (!m_origins[i].condition || m_origins[i].condition->Get(INFO::DEFAULT_CONTEXT))
{ // found origin
return CPoint(m_origins[i].x, m_origins[i].y);
}
}
return CGUIControlGroup::GetPosition();
}
// OnMouseAction - called by OnAction()
EVENT_RESULT CGUIWindow::OnMouseAction(const CAction &action)
{
CServiceBroker::GetWinSystem()->GetGfxContext().SetScalingResolution(m_coordsRes, m_needsScaling);
CPoint mousePoint(action.GetAmount(0), action.GetAmount(1));
CServiceBroker::GetWinSystem()->GetGfxContext().InvertFinalCoords(mousePoint.x, mousePoint.y);
// create the mouse event
CMouseEvent event(action.GetID(), action.GetHoldTime(), action.GetAmount(2), action.GetAmount(3));
if (m_exclusiveMouseControl)
{
CGUIControl *child = GetControl(m_exclusiveMouseControl);
if (child)
{
CPoint renderPos = child->GetRenderPosition() - CPoint(child->GetXPosition(), child->GetYPosition());
return child->OnMouseEvent(mousePoint - renderPos, event);
}
}
UnfocusFromPoint(mousePoint);
return SendMouseEvent(mousePoint, event);
}
EVENT_RESULT CGUIWindow::OnMouseEvent(const CPoint &point, const CMouseEvent &event)
{
if (event.m_id == ACTION_MOUSE_RIGHT_CLICK)
{ // no control found to absorb this click - go to previous menu
return OnAction(CAction(ACTION_PREVIOUS_MENU)) ? EVENT_RESULT_HANDLED : EVENT_RESULT_UNHANDLED;
}
return EVENT_RESULT_UNHANDLED;
}
/// \brief Called on window open.
/// * Restores the control state(s)
/// * Sets initial visibility of controls
/// * Queue WindowOpen animation
/// * Set overlay state
/// Override this function and do any window-specific initialisation such
/// as filling control contents and setting control focus before
/// calling the base method.
void CGUIWindow::OnInitWindow()
{
// Play the window specific init sound
if (IsSoundEnabled())
CServiceBroker::GetGUI()->GetAudioManager().PlayWindowSound(GetID(), SOUND_INIT);
// set our rendered state
m_hasProcessed = false;
m_closing = false;
m_active = true;
ResetAnimations(); // we need to reset our animations as those windows that don't dynamically allocate
// need their anims reset. An alternative solution is turning off all non-dynamic
// allocation (which in some respects may be nicer, but it kills hdd spindown and the like)
// set our initial control visibility before restoring control state and
// focusing the default control, and again afterward to make sure that
// any controls that depend on the state of the focused control (and or on
// control states) are active.
SetInitialVisibility();
RestoreControlStates();
SetInitialVisibility();
QueueAnimation(ANIM_TYPE_WINDOW_OPEN);
if (!m_manualRunActions)
{
RunLoadActions();
}
}
// Called on window close.
// * Saves control state(s)
// Override this function and call the base class before doing any dynamic memory freeing
void CGUIWindow::OnDeinitWindow(int nextWindowID)
{
if (!m_manualRunActions)
{
RunUnloadActions();
}
SaveControlStates();
m_active = false;
}
bool CGUIWindow::OnMessage(CGUIMessage& message)
{
switch ( message.GetMessage() )
{
case GUI_MSG_WINDOW_LOAD:
{
Initialize();
return true;
}
break;
case GUI_MSG_WINDOW_INIT:
{
CLog::Log(LOGDEBUG, "------ Window Init ({}) ------", GetProperty("xmlfile").asString());
if (m_dynamicResourceAlloc || !m_bAllocated) AllocResources(false);
OnInitWindow();
return true;
}
break;
case GUI_MSG_WINDOW_DEINIT:
{
CLog::Log(LOGDEBUG, "------ Window Deinit ({}) ------", GetProperty("xmlfile").asString());
OnDeinitWindow(message.GetParam1());
// now free the window
if (m_dynamicResourceAlloc) FreeResources();
return true;
}
break;
case GUI_MSG_UNFOCUS_ALL:
{
//unfocus the current focused control in this window
CGUIControl *control = GetFocusedControl();
if(control)
{
//tell focused control that it has lost the focus
CGUIMessage msgLostFocus(GUI_MSG_LOSTFOCUS, GetID(), control->GetID(), control->GetID());
control->OnMessage(msgLostFocus);
CLog::Log(LOGDEBUG, "Unfocus WindowID: {}, ControlID: {}", GetID(), control->GetID());
}
return true;
}
case GUI_MSG_FOCUSED:
{ // a control has been focused
if (HasID(message.GetSenderId()))
{
m_focusedControl = message.GetControlId();
// We ensure that all others childrens have focus disabled,
// this can happen when one control overlap the other one in the same
// coordinates with similar sizes and the mouse pointer is over them
// in this case only the control in the highest layer will have the focus
for (CGUIControl* control : m_children)
{
if (control->GetID() != m_focusedControl)
control->SetFocus(false);
}
return true;
}
break;
}
case GUI_MSG_LOSTFOCUS:
{
// nothing to do at the window level when we lose focus
return true;
}
case GUI_MSG_MOVE:
{
if (HasID(message.GetSenderId()))
return OnMove(message.GetControlId(), message.GetParam1());
break;
}
case GUI_MSG_SETFOCUS:
{
// CLog::Log(LOGDEBUG,"set focus to control:{} window:{} ({})", message.GetControlId(),message.GetSenderId(), GetID());
if ( message.GetControlId() )
{
// first unfocus the current control
CGUIControl *control = GetFocusedControl();
if (control)
{
CGUIMessage msgLostFocus(GUI_MSG_LOSTFOCUS, GetID(), control->GetID(), message.GetControlId());
control->OnMessage(msgLostFocus);
}
// get the control to focus
CGUIControl* pFocusedControl = GetFirstFocusableControl(message.GetControlId());
if (!pFocusedControl) pFocusedControl = GetControl(message.GetControlId());
// and focus it
if (pFocusedControl)
return pFocusedControl->OnMessage(message);
}
return true;
}
break;
case GUI_MSG_EXCLUSIVE_MOUSE:
{
m_exclusiveMouseControl = message.GetSenderId();
return true;
}
break;
case GUI_MSG_GESTURE_NOTIFY:
{
CAction action(ACTION_GESTURE_NOTIFY, 0, static_cast<float>(message.GetParam1()), static_cast<float>(message.GetParam2()), 0, 0);
EVENT_RESULT result = OnMouseAction(action);
auto res = new int(result);
message.SetPointer(static_cast<void*>(res));
return result != EVENT_RESULT_UNHANDLED;
}
case GUI_MSG_ADD_CONTROL:
{
if (message.GetPointer())
{
CGUIControl *control = static_cast<CGUIControl*>(message.GetPointer());
control->AllocResources();
AddControl(control);
}
return true;
}
case GUI_MSG_REMOVE_CONTROL:
{
if (message.GetPointer())
{
CGUIControl *control = static_cast<CGUIControl*>(message.GetPointer());
RemoveControl(control);
control->FreeResources(true);
delete control;
}
return true;
}
case GUI_MSG_NOTIFY_ALL:
{
// only process those notifications that come from this window, or those intended for every window
if (HasID(message.GetSenderId()) || !message.GetSenderId())
{
if (message.GetParam1() == GUI_MSG_PAGE_CHANGE ||
message.GetParam1() == GUI_MSG_REFRESH_THUMBS ||
message.GetParam1() == GUI_MSG_REFRESH_LIST ||
message.GetParam1() == GUI_MSG_WINDOW_RESIZE)
{ // alter the message accordingly, and send to all controls
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
{
CGUIControl *control = *it;
CGUIMessage msg(message.GetParam1(), message.GetControlId(), control->GetID(), message.GetParam2());
control->OnMessage(msg);
}
}
else if (message.GetParam1() == GUI_MSG_STATE_CHANGED)
MarkDirtyRegion(DIRTY_STATE_CHILD); //Don't force an dirtyRect, we don't know if / what has changed.
}
}
break;
}
return CGUIControlGroup::OnMessage(message);
}
bool CGUIWindow::NeedLoad() const
{
return !m_windowLoaded || CServiceBroker::GetGUI()->GetInfoManager().ConditionsChangedValues(m_xmlIncludeConditions);
}
void CGUIWindow::AllocResources(bool forceLoad /*= false */)
{
std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
#ifdef _DEBUG
const auto start = std::chrono::steady_clock::now();
#endif
// use forceLoad to determine if window needs (re)loading
forceLoad |= NeedLoad() || (m_loadType == LOAD_EVERY_TIME);
// if window is loaded and load is forced we have to free window resources first
if (m_windowLoaded && forceLoad)
FreeResources(true);
if (forceLoad)
{
std::string xmlFile = GetProperty("xmlfile").asString();
if (xmlFile.size())
{
bool bHasPath =
xmlFile.find('\\') != std::string::npos || xmlFile.find('/') != std::string::npos;
Load(xmlFile, bHasPath);
}
}
#ifdef _DEBUG
const auto skinLoadEnd = std::chrono::steady_clock::now();
#endif
// and now allocate resources
CGUIControlGroup::AllocResources();
#ifdef _DEBUG
const auto end = std::chrono::steady_clock::now();
const std::chrono::duration<double, std::milli> skinLoadDuration = skinLoadEnd - start;
const std::chrono::duration<double, std::milli> duration = end - start;
if (forceLoad)
CLog::Log(LOGDEBUG, "Alloc resources: {:.2f} ms ({:.2f} ms skin load)", duration.count(),
skinLoadDuration.count());
else
{
CLog::Log(LOGDEBUG, "Window {} was already loaded", GetProperty("xmlfile").asString());
CLog::Log(LOGDEBUG, "Alloc resources: {:.2f} ms", duration.count());
}
#endif
m_bAllocated = true;
}
void CGUIWindow::FreeResources(bool forceUnload /*= false */)
{
m_bAllocated = false;
CGUIControlGroup::FreeResources();
//CServiceBroker::GetGUI()->GetTextureManager().Dump();
// unload the skin
if (m_loadType == LOAD_EVERY_TIME || forceUnload) ClearAll();
if (forceUnload)
{
m_windowXMLRootElement.reset();
m_xmlIncludeConditions.clear();
}
}
void CGUIWindow::DynamicResourceAlloc(bool bOnOff)
{
m_dynamicResourceAlloc = bOnOff;
CGUIControlGroup::DynamicResourceAlloc(bOnOff);
}
void CGUIWindow::ClearAll()
{
OnWindowUnload();
CGUIControlGroup::ClearAll();
m_windowLoaded = false;
m_dynamicResourceAlloc = true;
m_visibleCondition.reset();
}
bool CGUIWindow::Initialize()
{
if (!CServiceBroker::GetGUI()->GetWindowManager().Initialized())
return false;
if (!NeedLoad())
return true;
if (CServiceBroker::GetAppMessenger()->IsProcessThread())
AllocResources(false);
else
{
// if not app thread, send gui msg via app messenger
// and wait for results, so windowLoaded flag would be updated
CGUIMessage msg(GUI_MSG_WINDOW_LOAD, 0, 0);
CServiceBroker::GetAppMessenger()->SendGUIMessage(msg, GetID(), true);
}
return m_windowLoaded;
}
void CGUIWindow::SetInitialVisibility()
{
// reset our info manager caches
CGUIInfoManager& infoMgr = CServiceBroker::GetGUI()->GetInfoManager();
infoMgr.ResetCache();
infoMgr.GetInfoProviders().GetGUIControlsInfoProvider().ResetContainerMovingCache();
CGUIControlGroup::SetInitialVisibility();
}
bool CGUIWindow::IsActive() const
{
return CServiceBroker::GetGUI()->GetWindowManager().IsWindowActive(GetID());
}
bool CGUIWindow::CheckAnimation(ANIMATION_TYPE animType)
{
// special cases first
if (animType == ANIM_TYPE_WINDOW_CLOSE)
{
if (!m_bAllocated || !HasProcessed()) // can't process an animation if we aren't allocated or haven't processed
return false;
// make sure we update our visibility prior to queuing the window close anim
for (unsigned int i = 0; i < m_children.size(); i++)
m_children[i]->UpdateVisibility(nullptr);
}
return true;
}
bool CGUIWindow::IsAnimating(ANIMATION_TYPE animType)
{
if (!m_animationsEnabled)
return false;
if (animType == ANIM_TYPE_WINDOW_CLOSE)
return m_closing;
return CGUIControlGroup::IsAnimating(animType);
}
bool CGUIWindow::Animate(unsigned int currentTime)
{
if (m_animationsEnabled)
return CGUIControlGroup::Animate(currentTime);
else
{
m_transform.Reset();
return false;
}
}
void CGUIWindow::DisableAnimations()
{
m_animationsEnabled = false;
}
// returns true if the control group with id groupID has controlID as
// its focused control
bool CGUIWindow::ControlGroupHasFocus(int groupID, int controlID)
{
// 1. Run through and get control with groupID (assume unique)
// 2. Get it's selected item.
CGUIControl *group = GetFirstFocusableControl(groupID);
if (!group) group = GetControl(groupID);
if (group && group->IsGroup())
{
if (controlID == 0)
{ // just want to know if the group is focused
return group->HasFocus();
}
else
{
CGUIMessage message(GUI_MSG_ITEM_SELECTED, GetID(), group->GetID());
group->OnMessage(message);
return (controlID == message.GetParam1());
}
}
return false;
}
void CGUIWindow::SaveControlStates()
{
ResetControlStates();
if (!m_defaultAlways)
m_lastControlID = GetFocusedControlID();
for (iControls it = m_children.begin(); it != m_children.end(); ++it)
(*it)->SaveStates(m_controlStates);
}
void CGUIWindow::RestoreControlStates()
{
for (const auto& it : m_controlStates)
{
CGUIMessage message(GUI_MSG_ITEM_SELECT, GetID(), it.m_id, it.m_data);
OnMessage(message);
}
int focusControl = (!m_defaultAlways && m_lastControlID) ? m_lastControlID : m_defaultControl;
SET_CONTROL_FOCUS(focusControl, 0);
}
void CGUIWindow::ResetControlStates()
{
m_lastControlID = 0;
m_focusedControl = 0;
m_controlStates.clear();
}
bool CGUIWindow::OnBack(int actionID)
{
CServiceBroker::GetGUI()->GetWindowManager().PreviousWindow();
return true;
}
bool CGUIWindow::OnMove(int fromControl, int moveAction)
{
const CGUIControl *control = GetFirstFocusableControl(fromControl);
if (!control) control = GetControl(fromControl);
if (!control)
{ // no current control??
CLog::Log(LOGERROR, "Unable to find control {} in window {}", fromControl, GetID());
return false;
}
std::vector<int> moveHistory;
int nextControl = fromControl;
while (control)
{ // grab the next control direction
moveHistory.push_back(nextControl);
CGUIAction action = control->GetAction(moveAction);
action.ExecuteActions(nextControl, GetParentID());
nextControl = action.GetNavigation();
if (!nextControl) // 0 isn't valid control id
return false;
// check our history - if the nextControl is in it, we can't focus it
for (unsigned int i = 0; i < moveHistory.size(); i++)
{
if (nextControl == moveHistory[i])
return false; // no control to focus so do nothing
}
control = GetFirstFocusableControl(nextControl);
if (control)
break; // found a focusable control
control = GetControl(nextControl); // grab the next control and try again
}
if (!control)
return false; // no control to focus
// if we get here we have our new control so focus it (and unfocus the current control)
SET_CONTROL_FOCUS(nextControl, 0);
return true;
}
void CGUIWindow::SetDefaults()
{
m_renderOrder = RENDER_ORDER_WINDOW;
m_defaultAlways = false;
m_defaultControl = 0;
m_posX = m_posY = m_width = m_height = 0;
m_previousWindow = WINDOW_INVALID;
m_animations.clear();
m_origins.clear();
m_hasCamera = false;
m_stereo = 0.f;
m_animationsEnabled = true;
m_clearBackground = 0xff000000; // opaque black -> clear
m_hitRect.SetRect(0, 0, static_cast<float>(m_coordsRes.iWidth), static_cast<float>(m_coordsRes.iHeight));
m_menuControlID = 0;
m_menuLastFocusedControlID = 0;
}
CRect CGUIWindow::GetScaledBounds() const
{
std::unique_lock<CCriticalSection> lock(CServiceBroker::GetWinSystem()->GetGfxContext());
CServiceBroker::GetWinSystem()->GetGfxContext().SetScalingResolution(m_coordsRes, m_needsScaling);
CPoint pos(GetPosition());
CRect rect(pos.x, pos.y, pos.x + m_width, pos.y + m_height);
float z = 0;
CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalCoords(rect.x1, rect.y1, z);
CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalCoords(rect.x2, rect.y2, z);
return rect;
}
void CGUIWindow::OnEditChanged(int id, std::string &text)
{
CGUIMessage msg(GUI_MSG_ITEM_SELECTED, GetID(), id);
OnMessage(msg);
text = msg.GetLabel();
}
bool CGUIWindow::SendMessage(int message, int id, int param1 /* = 0*/, int param2 /* = 0*/)
{
CGUIMessage msg(message, GetID(), id, param1, param2);
return OnMessage(msg);
}
#ifdef _DEBUG
void CGUIWindow::DumpTextureUse()
{
CLog::Log(LOGDEBUG, "{} for window {}", __FUNCTION__, GetID());
CGUIControlGroup::DumpTextureUse();
}
#endif
void CGUIWindow::SetProperty(const std::string &strKey, const CVariant &value)
{
std::unique_lock<CCriticalSection> lock(*this);
m_mapProperties[strKey] = value;
}
CVariant CGUIWindow::GetProperty(const std::string &strKey) const
{
std::unique_lock<CCriticalSection> lock(const_cast<CGUIWindow&>(*this));
std::map<std::string, CVariant, icompare>::const_iterator iter = m_mapProperties.find(strKey);
if (iter == m_mapProperties.end())
return CVariant(CVariant::VariantTypeNull);
return iter->second;
}
void CGUIWindow::ClearProperties()
{
std::unique_lock<CCriticalSection> lock(*this);
m_mapProperties.clear();
}
void CGUIWindow::SetRunActionsManually()
{
m_manualRunActions = true;
}
void CGUIWindow::RunLoadActions() const
{
m_loadActions.ExecuteActions(GetID(), GetParentID());
}
void CGUIWindow::RunUnloadActions() const
{
m_unloadActions.ExecuteActions(GetID(), GetParentID());
}
void CGUIWindow::ClearBackground()
{
m_clearBackground.Update();
UTILS::COLOR::Color color = m_clearBackground;
if (color)
CServiceBroker::GetWinSystem()->GetGfxContext().Clear(color);
}
void CGUIWindow::SetID(int id)
{
CGUIControlGroup::SetID(id);
m_idRange.clear();
m_idRange.push_back(id);
}
bool CGUIWindow::HasID(int controlID) const
{
for (const auto& it : m_idRange)
{
if (controlID == it)
return true;
}
return false;
}
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