Example #1
0
void CGUIControlGroupList::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  if (m_scroller.Update(currentTime))
    MarkDirtyRegion();

  // first we update visibility of all our items, to ensure our size and
  // alignment computations are correct.
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    CGUIControl *control = *it;
    GUIPROFILER_VISIBILITY_BEGIN(control);
    control->UpdateVisibility();
    GUIPROFILER_VISIBILITY_END(control);
  }

  ValidateOffset();
  if (m_pageControl && m_lastScrollerValue != m_scroller.GetValue())
  {
    CGUIMessage message(GUI_MSG_LABEL_RESET, GetParentID(), m_pageControl, (int)Size(), (int)m_totalSize);
    SendWindowMessage(message);
    CGUIMessage message2(GUI_MSG_ITEM_SELECT, GetParentID(), m_pageControl, (int)m_scroller.GetValue());
    SendWindowMessage(message2);
    m_lastScrollerValue = m_scroller.GetValue();
  }
  // we run through the controls, rendering as we go
  int index = 0;
  float pos = GetAlignOffset();
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    // note we render all controls, even if they're offscreen, as then they'll be updated
    // with respect to animations
    CGUIControl *control = *it;
    if (m_orientation == VERTICAL)
      g_graphicsContext.SetOrigin(m_posX, m_posY + pos - m_scroller.GetValue());
    else
      g_graphicsContext.SetOrigin(m_posX + pos - m_scroller.GetValue(), m_posY);
    control->DoProcess(currentTime, dirtyregions);

    if (control->IsVisible())
    {
      if (IsControlOnScreen(pos, control))
      {
        if (control->HasFocus())
          m_focusedPosition = index;
        index++;
      }

      pos += Size(control) + m_itemGap;
    }
    g_graphicsContext.RestoreOrigin();
  }
  CGUIControl::Process(currentTime, dirtyregions);
}
Example #2
0
void CGUIControlGroupList::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  if (m_scrollSpeed != 0)
  {
    MarkDirtyRegion();
    m_offset += m_scrollSpeed * (currentTime - m_scrollLastTime);
    if ((m_scrollSpeed < 0 && m_offset < m_scrollOffset) ||
        (m_scrollSpeed > 0 && m_offset > m_scrollOffset))
    {
      m_offset = m_scrollOffset;
      m_scrollSpeed = 0;
    }
  }
  m_scrollLastTime = currentTime;

  // first we update visibility of all our items, to ensure our size and
  // alignment computations are correct.
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    CGUIControl *control = *it;
    GUIPROFILER_VISIBILITY_BEGIN(control);
    control->UpdateVisibility();
    GUIPROFILER_VISIBILITY_END(control);
  }

  ValidateOffset();
  if (m_pageControl)
  {
    CGUIMessage message(GUI_MSG_LABEL_RESET, GetParentID(), m_pageControl, (int)m_height, (int)m_totalSize);
    SendWindowMessage(message);
    CGUIMessage message2(GUI_MSG_ITEM_SELECT, GetParentID(), m_pageControl, (int)m_offset);
    SendWindowMessage(message2);
  }
  // we run through the controls, rendering as we go
  float pos = GetAlignOffset();
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    // note we render all controls, even if they're offscreen, as then they'll be updated
    // with respect to animations
    CGUIControl *control = *it;
    if (m_orientation == VERTICAL)
      g_graphicsContext.SetOrigin(m_posX, m_posY + pos - m_offset);
    else
      g_graphicsContext.SetOrigin(m_posX + pos - m_offset, m_posY);
    control->DoProcess(currentTime, dirtyregions);

    if (control->IsVisible())
      pos += Size(control) + m_itemGap;
    g_graphicsContext.RestoreOrigin();
  }
  CGUIControl::Process(currentTime, dirtyregions);
}
Example #3
0
void CGUIControlGroup::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  CPoint pos(GetPosition());
  g_graphicsContext.SetOrigin(pos.x, pos.y);

  CRect rect;
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    CGUIControl *control = *it;
    control->UpdateVisibility();
    unsigned int oldDirty = dirtyregions.size();
    control->DoProcess(currentTime, dirtyregions);
    if (control->IsVisible() || (oldDirty != dirtyregions.size())) // visible or dirty (was visible?)
      rect.Union(control->GetRenderRegion());
  }

  g_graphicsContext.RestoreOrigin();
  CGUIControl::Process(currentTime, dirtyregions);
  m_renderRegion = rect;
}
Example #4
0
void CGUIListGroup::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  CServiceBroker::GetWinSystem()->GetGfxContext().SetOrigin(m_posX, m_posY);

  CRect rect;
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    CGUIControl *control = *it;
    control->UpdateVisibility(m_item);
    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;
  m_item = NULL;
}
void CGUIWindowSettingsScreenCalibration::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  MarkDirtyRegion();

  for (int i = CONTROL_TOP_LEFT; i <= CONTROL_PIXEL_RATIO; i++)
    SET_CONTROL_HIDDEN(i);

  m_needsScaling = true;
  CGUIWindow::DoProcess(currentTime, dirtyregions);
  m_needsScaling = false;

  g_graphicsContext.SetRenderingResolution(m_Res[m_iCurRes], false);
  g_graphicsContext.ResetWindowTransform();

  // process the movers etc.
  for (int i = CONTROL_TOP_LEFT; i <= CONTROL_PIXEL_RATIO; i++)
  {
    SET_CONTROL_VISIBLE(i);
    CGUIControl *control = (CGUIControl *)GetControl(i);
    if (control)
      control->DoProcess(currentTime, dirtyregions);
  }
}