Example #1
0
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 %i in window %u",
              fromControl, GetID());
    return false;
  }
  vector<int> moveHistory;
  int nextControl = fromControl;
  while (control)
  { // grab the next control direction
    moveHistory.push_back(nextControl);
    CGUIAction action;
    if (!control->GetNavigationAction(moveAction, action))
      return false;
    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;
}
Example #2
0
void CGUIControlGroupList::AddControl(CGUIControl *control, int position /*= -1*/)
{
  // NOTE: We override control navigation here, but we don't override the <onleft> etc. builtins
  //       if specified.
  if (position < 0 || position > (int)m_children.size()) // add at the end
    position = (int)m_children.size();

  if (control)
  { // set the navigation of items so that they form a list
    CGUIAction beforeAction = GetAction((m_orientation == VERTICAL) ? ACTION_MOVE_UP : ACTION_MOVE_LEFT);
    CGUIAction afterAction = GetAction((m_orientation == VERTICAL) ? ACTION_MOVE_DOWN : ACTION_MOVE_RIGHT);
    if (m_children.size())
    {
      // we're inserting at the given position, so grab the items above and below and alter
      // their navigation accordingly
      CGUIControl *before = NULL;
      CGUIControl *after = NULL;
      if (position == 0)
      { // inserting at the beginning
        after = m_children[0];
        if (!afterAction.HasActionsMeetingCondition() || afterAction.GetNavigation() == GetID()) // we're wrapping around bottom->top, so we have to update the last item
          before = m_children[m_children.size() - 1];
        if (!beforeAction.HasActionsMeetingCondition() || beforeAction.GetNavigation() == GetID())   // we're wrapping around top->bottom
          beforeAction = CGUIAction(m_children[m_children.size() - 1]->GetID());
        afterAction = CGUIAction(after->GetID());
      }
      else if (position == (int)m_children.size())
      { // inserting at the end
        before = m_children[m_children.size() - 1];
        if (!beforeAction.HasActionsMeetingCondition() || beforeAction.GetNavigation() == GetID())   // we're wrapping around top->bottom, so we have to update the first item
          after = m_children[0];
        if (!afterAction.HasActionsMeetingCondition() || afterAction.GetNavigation() == GetID()) // we're wrapping around bottom->top
          afterAction = CGUIAction(m_children[0]->GetID());
        beforeAction = CGUIAction(before->GetID());
      }
      else
      { // inserting somewhere in the middle
        before = m_children[position - 1];
        after = m_children[position];
        beforeAction = CGUIAction(before->GetID());
        afterAction = CGUIAction(after->GetID());
      }
      if (m_orientation == VERTICAL)
      {
        if (before) // update the DOWN action to point to us
          before->SetAction(ACTION_MOVE_DOWN, CGUIAction(control->GetID()));
        if (after) // update the UP action to point to us
          after->SetAction(ACTION_MOVE_UP, CGUIAction(control->GetID()));
      }
      else
      {
        if (before) // update the RIGHT action to point to us
          before->SetAction(ACTION_MOVE_RIGHT, CGUIAction(control->GetID()));
        if (after) // update the LEFT action to point to us
          after->SetAction(ACTION_MOVE_LEFT, CGUIAction(control->GetID()));
      }
    }
    // now the control's nav
    // set navigation path on orientation axis
    // and try to apply other nav actions from grouplist
    // don't override them if child have already defined actions
    if (m_orientation == VERTICAL)
    {
      control->SetAction(ACTION_MOVE_UP, beforeAction);
      control->SetAction(ACTION_MOVE_DOWN, afterAction);
      control->SetAction(ACTION_MOVE_LEFT, GetAction(ACTION_MOVE_LEFT), false);
      control->SetAction(ACTION_MOVE_RIGHT, GetAction(ACTION_MOVE_RIGHT), false);
    }
    else
    {
      control->SetAction(ACTION_MOVE_LEFT, beforeAction);
      control->SetAction(ACTION_MOVE_RIGHT, afterAction);
      control->SetAction(ACTION_MOVE_UP, GetAction(ACTION_MOVE_UP), false);
      control->SetAction(ACTION_MOVE_DOWN, GetAction(ACTION_MOVE_DOWN), false);
    }
    control->SetAction(ACTION_NAV_BACK, GetAction(ACTION_NAV_BACK), false);

    if (!m_useControlPositions)
      control->SetPosition(0,0);
    CGUIControlGroup::AddControl(control, position);
    m_totalSize = GetTotalSize();
  }
}