Example #1
0
int CGUIDialogContextMenu::AddButton(const CStdString &strLabel)
{ // add a button to our control
  CGUIButtonControl *pButtonTemplate = (CGUIButtonControl *)GetFirstFocusableControl(BUTTON_TEMPLATE);
  if (!pButtonTemplate) pButtonTemplate = (CGUIButtonControl *)GetControl(BUTTON_TEMPLATE);
  if (!pButtonTemplate) return 0;
  CGUIButtonControl *pButton = new CGUIButtonControl(*pButtonTemplate);
  if (!pButton) return 0;
  // set the button's ID and position
  m_iNumButtons++;
  int id = BUTTON_TEMPLATE + m_iNumButtons;
  pButton->SetID(id);
  pButton->SetPosition(pButtonTemplate->GetXPosition(), (m_iNumButtons - 1)*(pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
  pButton->SetVisible(true);
  pButton->SetNavigation(id - 1, id + 1, id, id);
  pButton->SetLabel(strLabel);
  AddControl(pButton);
  // and update the size of our menu
  CGUIControl *pControl = (CGUIControl *)GetControl(BACKGROUND_IMAGE);
  if (pControl)
  {
    pControl->SetHeight(m_iNumButtons*(pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
    CGUIControl *pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
    if (pControl2)
      pControl2->SetPosition(pControl2->GetXPosition(), pControl->GetYPosition() + pControl->GetHeight());
  }
  return m_iNumButtons;
}
void CGUIDialogFileStacking::Render()
{
#ifdef PRE_SKIN_VERSION_2_1_COMPATIBILITY
  if (m_iFrames <= 25)
  {
    // slide in...
    int dwScreenWidth = g_settings.m_ResInfo[m_coordsRes].iWidth;
    for (int i = 1; i <= m_iNumberOfFiles; ++i)
    {
      CGUIControl* pControl = (CGUIControl*)GetControl(i);
      if (pControl)
      {
        DWORD dwEndPos = dwScreenWidth - ((m_iNumberOfFiles - i) * 32) - 140;
        DWORD dwStartPos = dwScreenWidth;
        float fStep = (float)(dwStartPos - dwEndPos);
        fStep /= 25.0f;
        fStep *= m_iFrames;
        pControl->SetPosition((float)dwStartPos - fStep, pControl->GetYPosition() );
      }
    }
    m_iFrames++;
  }
#endif
  CGUIDialog::Render();
}
Example #3
0
void CGUIDialogContextMenu::SetupButtons()
{
  if (!m_buttons.size())
    return;

  // disable the template button control
  CGUIButtonControl *pButtonTemplate = (CGUIButtonControl *)GetFirstFocusableControl(BUTTON_TEMPLATE);
  if (!pButtonTemplate) pButtonTemplate = (CGUIButtonControl *)GetControl(BUTTON_TEMPLATE);
  if (!pButtonTemplate)
    return;
  pButtonTemplate->SetVisible(false);

  // add our buttons
  for (unsigned int i = 0; i < m_buttons.size(); i++)
  {
    CGUIButtonControl *pButton = new CGUIButtonControl(*pButtonTemplate);
    if (pButton)
    { // set the button's ID and position
      int id = BUTTON_START + i;
      pButton->SetID(id);
      pButton->SetPosition(pButtonTemplate->GetXPosition(), i*(pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
      pButton->SetVisible(true);
      pButton->SetNavigation(id - 1, id + 1, id, id);
      pButton->SetLabel(m_buttons[i].second);
      AddControl(pButton);
    }
  }

  // update the navigation of the first and last buttons
  CGUIControl *pControl = (CGUIControl *)GetControl(BUTTON_START);
  if (pControl)
    pControl->SetNavigation(BUTTON_END, pControl->GetControlIdDown(), pControl->GetControlIdLeft(), pControl->GetControlIdRight());
  pControl = (CGUIControl *)GetControl(BUTTON_END);
  if (pControl)
    pControl->SetNavigation(pControl->GetControlIdUp(), BUTTON_START, pControl->GetControlIdLeft(), pControl->GetControlIdRight());

  // fix up the height of the background image
  pControl = (CGUIControl *)GetControl(BACKGROUND_IMAGE);
  if (pControl)
  {
    pControl->SetHeight(m_buttons.size() * (pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
    CGUIControl *pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
    if (pControl2)
      pControl2->SetPosition(pControl2->GetXPosition(), pControl->GetYPosition() + pControl->GetHeight());
  }

  // update our default control
  if (m_defaultControl < BUTTON_START || m_defaultControl > BUTTON_END)
    m_defaultControl = BUTTON_START;
  while (m_defaultControl <= BUTTON_END && !(GetControl(m_defaultControl)->CanFocus()))
    m_defaultControl++;
}
Example #4
0
void CGUIWindow::LoadControl(TiXmlElement* pControl, CGUIControlGroup *pGroup)
{
  // get control type
  CGUIControlFactory factory;

  CRect rect(0, 0, (float)m_coordsRes.iWidth, (float)m_coordsRes.iHeight);
  if (pGroup)
  {
    rect.x1 = pGroup->GetXPosition();
    rect.y1 = pGroup->GetYPosition();
    rect.x2 = rect.x1 + pGroup->GetWidth();
    rect.y2 = rect.y1 + pGroup->GetHeight();
  }
  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())
    {
      TiXmlElement *pSubControl = pControl->FirstChildElement("control");
      while (pSubControl)
      {
        LoadControl(pSubControl, (CGUIControlGroup *)pGUIControl);
        pSubControl = pSubControl->NextSiblingElement("control");
      }
    }
  }
}
Example #5
0
// OnMouseAction - called by OnAction()
EVENT_RESULT CGUIWindow::OnMouseAction(const CAction &action)
{
  g_graphicsContext.SetScalingResolution(m_coordsRes, m_needsScaling);
  CPoint mousePoint(action.GetAmount(0), action.GetAmount(1));
  g_graphicsContext.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 = (CGUIControl *)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);
}
Example #6
0
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 = (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 CGUIDialogContextMenu::SetupButtons()
{
  if (!m_buttons.size())
    return;

  // disable the template button control
  CGUIButtonControl *pButtonTemplate = (CGUIButtonControl *)GetFirstFocusableControl(BUTTON_TEMPLATE);
  if (!pButtonTemplate) pButtonTemplate = (CGUIButtonControl *)GetControl(BUTTON_TEMPLATE);
  if (!pButtonTemplate)
    return;
  pButtonTemplate->SetVisible(false);

  CGUIControlGroupList* pGroupList = NULL;
  {
    const CGUIControl* pControl = GetControl(GROUP_LIST);
    if (pControl && pControl->GetControlType() == GUICONTROL_GROUPLIST)
      pGroupList = (CGUIControlGroupList*)pControl;
  }

  // add our buttons
  for (unsigned int i = 0; i < m_buttons.size(); i++)
  {
    CGUIButtonControl *pButton = new CGUIButtonControl(*pButtonTemplate);
    if (pButton)
    { // set the button's ID and position
      int id = BUTTON_START + i;
      pButton->SetID(id);
      pButton->SetVisible(true);
      pButton->SetLabel(m_buttons[i].second);
      if (pGroupList)
      {
        pButton->SetPosition(pButtonTemplate->GetXPosition(), pButtonTemplate->GetYPosition());
        pGroupList->AddControl(pButton);
      }
#if PRE_SKIN_VERSION_11_COMPATIBILITY
      else
      {
        pButton->SetPosition(pButtonTemplate->GetXPosition(), i*(pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
        pButton->SetNavigation(id - 1, id + 1, id, id);
        AddControl(pButton);
      }
#endif
    }
  }

  CGUIControl *pControl = NULL;
#if PRE_SKIN_VERSION_11_COMPATIBILITY
  if (!pGroupList)
  {
    // if we don't have grouplist update the navigation of the first and last buttons
    pControl = (CGUIControl *)GetControl(BUTTON_START);
    if (pControl)
      pControl->SetNavigation(BUTTON_END, pControl->GetControlIdDown(), pControl->GetControlIdLeft(), pControl->GetControlIdRight());
    pControl = (CGUIControl *)GetControl(BUTTON_END);
    if (pControl)
      pControl->SetNavigation(pControl->GetControlIdUp(), BUTTON_START, pControl->GetControlIdLeft(), pControl->GetControlIdRight());
  }
#endif

  // fix up background images placement and size
  pControl = (CGUIControl *)GetControl(BACKGROUND_IMAGE);
  if (pControl)
  {
    // first set size of background image
    if (pGroupList)
    {
      if (pGroupList->GetOrientation() == VERTICAL)
      {
        // keep gap between bottom edges of grouplist and background image
        pControl->SetHeight(pControl->GetHeight() - pGroupList->Size() + pGroupList->GetHeight());
      }
      else
      {
        // keep gap between right edges of grouplist and background image
        pControl->SetWidth(pControl->GetWidth() - pGroupList->Size() + pGroupList->GetWidth());
      }
    }
#if PRE_SKIN_VERSION_11_COMPATIBILITY
    else
      pControl->SetHeight(m_buttons.size() * (pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));

    if (pGroupList && pGroupList->GetOrientation() == HORIZONTAL)
    {
      // if there is grouplist control with horizontal orientation - adjust width of top and bottom background
      CGUIControl* pControl2 = (CGUIControl *)GetControl(BACKGROUND_TOP);
      if (pControl2)
        pControl2->SetWidth(pControl->GetWidth());

      pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
      if (pControl2)
        pControl2->SetWidth(pControl->GetWidth());
    }
    else
    {
      // adjust position of bottom background
      CGUIControl* pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
      if (pControl2)
        pControl2->SetPosition(pControl2->GetXPosition(), pControl->GetYPosition() + pControl->GetHeight());
    }
#endif
  }

  // update our default control
  if (m_defaultControl < BUTTON_START || m_defaultControl > BUTTON_END)
    m_defaultControl = BUTTON_START;
  while (m_defaultControl <= BUTTON_END && !(GetControl(m_defaultControl)->CanFocus()))
    m_defaultControl++;
}
Example #8
0
  /* Searches for a control in Window->vecControls
   * If we can't find any but the window has the controlId (in case of a not python window)
   * we create a new control with basic functionality
   */
  Control* Window_GetControlById(Window* self, int iControlId)
  {
    Control* pControl = NULL;

    // find in window vector first!!!
    // this saves us from creating a complete new control
    vector<Control*>::iterator it = self->vecControls.begin();
    while (it != self->vecControls.end())
    {
      Control* control = *it;
      if (control->iControlId == iControlId)
      {
        Py_INCREF(control);
        return control;
      } else ++it;
    }

    // lock xbmc GUI before accessing data from it
    GilSafeSingleLock lock(g_graphicsContext);

    // check if control exists
    CGUIControl* pGUIControl = (CGUIControl*)self->pWindow->GetControl(iControlId);
    if (!pGUIControl)
    {
      // control does not exist.
      CStdString error;
      error.Format("Non-Existent Control %d",iControlId);
      PyErr_SetString(PyExc_TypeError, error.c_str());
      return NULL;
    }

    // allocate a new control with a new reference
    CLabelInfo li;
    switch(pGUIControl->GetControlType())
    {
    case CGUIControl::GUICONTROL_BUTTON:
      pControl = (Control*)ControlButton_Type.tp_alloc(&ControlButton_Type, 0);
      new(&((ControlButton*)pControl)->strFont) string();
      new(&((ControlButton*)pControl)->strText) string();
      new(&((ControlButton*)pControl)->strText2) string();
      new(&((ControlButton*)pControl)->strTextureFocus) string();
      new(&((ControlButton*)pControl)->strTextureNoFocus) string();

      li = ((CGUIButtonControl *)pGUIControl)->GetLabelInfo();

      // note: conversion from infocolors -> plain colors here
      ((ControlButton*)pControl)->disabledColor = li.disabledColor;
      ((ControlButton*)pControl)->focusedColor  = li.focusedColor;
      ((ControlButton*)pControl)->textColor  = li.textColor;
      ((ControlButton*)pControl)->shadowColor   = li.shadowColor;
      if (li.font) ((ControlButton*)pControl)->strFont = li.font->GetFontName();
      ((ControlButton*)pControl)->align = li.align;
      break;
    case CGUIControl::GUICONTROL_CHECKMARK:
      pControl = (Control*)ControlCheckMark_Type.tp_alloc(&ControlCheckMark_Type, 0);
      new(&((ControlCheckMark*)pControl)->strFont) string();
      new(&((ControlCheckMark*)pControl)->strText) string();
      new(&((ControlCheckMark*)pControl)->strTextureFocus) string();
      new(&((ControlCheckMark*)pControl)->strTextureNoFocus) string();

      li = ((CGUICheckMarkControl *)pGUIControl)->GetLabelInfo();

      // note: conversion to plain colors from infocolors.
      ((ControlCheckMark*)pControl)->disabledColor = li.disabledColor;
      //((ControlCheckMark*)pControl)->shadowColor = li.shadowColor;
      ((ControlCheckMark*)pControl)->textColor  = li.textColor;
      if (li.font) ((ControlCheckMark*)pControl)->strFont = li.font->GetFontName();
      ((ControlCheckMark*)pControl)->align = li.align;
      break;
    case CGUIControl::GUICONTROL_LABEL:
      pControl = (Control*)ControlLabel_Type.tp_alloc(&ControlLabel_Type, 0);
      new(&((ControlLabel*)pControl)->strText) string();
      new(&((ControlLabel*)pControl)->strFont) string();
      break;
    case CGUIControl::GUICONTROL_SPIN:
      pControl = (Control*)ControlSpin_Type.tp_alloc(&ControlSpin_Type, 0);
      new(&((ControlSpin*)pControl)->strTextureUp) string();
      new(&((ControlSpin*)pControl)->strTextureDown) string();
      new(&((ControlSpin*)pControl)->strTextureUpFocus) string();
      new(&((ControlSpin*)pControl)->strTextureDownFocus) string();
      break;
    case CGUIControl::GUICONTROL_FADELABEL:
      pControl = (Control*)ControlFadeLabel_Type.tp_alloc(&ControlFadeLabel_Type, 0);
      new(&((ControlFadeLabel*)pControl)->strFont) string();
      new(&((ControlFadeLabel*)pControl)->vecLabels) std::vector<string>();
      break;
    case CGUIControl::GUICONTROL_TEXTBOX:
      pControl = (Control*)ControlTextBox_Type.tp_alloc(&ControlTextBox_Type, 0);
      new(&((ControlTextBox*)pControl)->strFont) string();
      break;
    case CGUIControl::GUICONTROL_IMAGE:
      pControl = (Control*)ControlImage_Type.tp_alloc(&ControlImage_Type, 0);
      new(&((ControlImage*)pControl)->strFileName) string();
      break;
    case CGUIControl::GUICONTROL_PROGRESS:
      pControl = (Control*)ControlProgress_Type.tp_alloc(&ControlProgress_Type, 0);
      new(&((ControlProgress*)pControl)->strTextureLeft) string();
      new(&((ControlProgress*)pControl)->strTextureMid) string();
      new(&((ControlProgress*)pControl)->strTextureRight) string();
      new(&((ControlProgress*)pControl)->strTextureBg) string();
      new(&((ControlProgress*)pControl)->strTextureOverlay) string();
      break;
    case CGUIControl::GUICONTROL_SLIDER:
      pControl = (Control*)ControlSlider_Type.tp_alloc(&ControlSlider_Type, 0);
      new(&((ControlSlider*)pControl)->strTextureBack) string();
      new(&((ControlSlider*)pControl)->strTexture) string();
      new(&((ControlSlider*)pControl)->strTextureFoc) string();        
      break;			
    case CGUIControl::GUICONTAINER_LIST:
    case CGUIControl::GUICONTAINER_WRAPLIST:
    case CGUIControl::GUICONTAINER_FIXEDLIST:
    case CGUIControl::GUICONTAINER_PANEL:
      pControl = (Control*)ControlList_Type.tp_alloc(&ControlList_Type, 0);
      new(&((ControlList*)pControl)->strFont) string();
      new(&((ControlList*)pControl)->strTextureButton) string();
      new(&((ControlList*)pControl)->strTextureButtonFocus) string();
      new(&((ControlList*)pControl)->vecItems) std::vector<PYXBMC::ListItem*>();
      // create a python spin control
      ((ControlList*)pControl)->pControlSpin = (ControlSpin*)ControlSpin_New();
      break;
    case CGUIControl::GUICONTROL_GROUP:
      pControl = (Control*)ControlGroup_Type.tp_alloc(&ControlGroup_Type, 0);
      break;
    case CGUIControl::GUICONTROL_RADIO:
      pControl = (Control*)ControlRadioButton_Type.tp_alloc(&ControlRadioButton_Type, 0);
      new(&((ControlRadioButton*)pControl)->strFont) string();
      new(&((ControlRadioButton*)pControl)->strText) string();
      new(&((ControlRadioButton*)pControl)->strTextureFocus) string();
      new(&((ControlRadioButton*)pControl)->strTextureNoFocus) string();
      new(&((ControlRadioButton*)pControl)->strTextureRadioFocus) string();
      new(&((ControlRadioButton*)pControl)->strTextureRadioNoFocus) string();

      li = ((CGUIRadioButtonControl *)pGUIControl)->GetLabelInfo();

      // note: conversion from infocolors -> plain colors here
      ((ControlRadioButton*)pControl)->disabledColor = li.disabledColor;
      ((ControlRadioButton*)pControl)->focusedColor  = li.focusedColor;
      ((ControlRadioButton*)pControl)->textColor  = li.textColor;
      ((ControlRadioButton*)pControl)->shadowColor   = li.shadowColor;
      if (li.font) ((ControlRadioButton*)pControl)->strFont = li.font->GetFontName();
      ((ControlRadioButton*)pControl)->align = li.align;
      break;
    case CGUIControl::GUICONTROL_EDIT:
      pControl = (Control*)ControlEdit_Type.tp_alloc(&ControlEdit_Type, 0);
      new(&((ControlEdit*)pControl)->strFont) string();
      new(&((ControlEdit*)pControl)->strText) string();
      new(&((ControlEdit*)pControl)->strTextureFocus) string();
      new(&((ControlEdit*)pControl)->strTextureNoFocus) string();

      li = ((CGUIEditControl *)pGUIControl)->GetLabelInfo();

      // note: conversion from infocolors -> plain colors here
      ((ControlEdit*)pControl)->disabledColor = li.disabledColor;
      ((ControlEdit*)pControl)->textColor  = li.textColor;
      if (li.font) ((ControlEdit*)pControl)->strFont = li.font->GetFontName();
      ((ControlButton*)pControl)->align = li.align;
      break;
    default:
      break;
    }

    if (!pControl)
    {
      // throw an exeption
      PyErr_SetString(PyExc_Exception, "Unknown control type for python");
      return NULL;
    }

    Py_INCREF(pControl);
    // we have a valid control here, fill in all the 'Control' data
    pControl->pGUIControl = pGUIControl;
    pControl->iControlId = pGUIControl->GetID();
    pControl->iParentId = self->iWindowId;
    pControl->dwHeight = (int)pGUIControl->GetHeight();
    pControl->dwWidth = (int)pGUIControl->GetWidth();
    pControl->dwPosX = (int)pGUIControl->GetXPosition();
    pControl->dwPosY = (int)pGUIControl->GetYPosition();
    pControl->iControlUp = pGUIControl->GetControlIdUp();
    pControl->iControlDown = pGUIControl->GetControlIdDown();
    pControl->iControlLeft = pGUIControl->GetControlIdLeft();
    pControl->iControlRight = pGUIControl->GetControlIdRight();

    // It got this far so means the control isn't actually in the vector of controls
    // so lets add it to save doing all that next time
    self->vecControls.push_back(pControl);

    // return the control with increased reference (+1)
    return pControl;
  }
Example #9
0
File: Window.cpp Project: A600/xbmc
    /* Searches for a control in Window->vecControls
     * If we can't find any but the window has the controlId (in case of a not python window)
     * we create a new control with basic functionality
     */
    Control* Window::GetControlById(int iControlId) throw (WindowException)
    {
      TRACE;

      // find in window vector first!!!
      // this saves us from creating a complete new control
      std::vector<AddonClass::Ref<Control> >::iterator it = vecControls.begin();
      while (it != vecControls.end())
      {
        AddonClass::Ref<Control> control = (*it);
        if (control->iControlId == iControlId)
        {
          return control.get();
        } else ++it;
      }

      // lock xbmc GUI before accessing data from it
      CSingleLock lock(g_graphicsContext);

      // check if control exists
      CGUIControl* pGUIControl = (CGUIControl*)ref(window)->GetControl(iControlId); 
      if (!pGUIControl)
      {
        // control does not exist.
        throw WindowException("Non-Existent Control %d",iControlId);
      }

      // allocate a new control with a new reference
      CLabelInfo li;

      Control* pControl = NULL;

      // TODO: Yuck! Should probably be done with a Factory pattern
      switch(pGUIControl->GetControlType())
      {
      case CGUIControl::GUICONTROL_BUTTON:
        pControl = new ControlButton();

        li = ((CGUIButtonControl *)pGUIControl)->GetLabelInfo();

        // note: conversion from infocolors -> plain colors here
        ((ControlButton*)pControl)->disabledColor = li.disabledColor;
        ((ControlButton*)pControl)->focusedColor  = li.focusedColor;
        ((ControlButton*)pControl)->textColor  = li.textColor;
        ((ControlButton*)pControl)->shadowColor   = li.shadowColor;
        if (li.font) ((ControlButton*)pControl)->strFont = li.font->GetFontName();
        ((ControlButton*)pControl)->align = li.align;
        break;
      case CGUIControl::GUICONTROL_CHECKMARK:
        pControl = new ControlCheckMark();

        li = ((CGUICheckMarkControl *)pGUIControl)->GetLabelInfo();

        // note: conversion to plain colors from infocolors.
        ((ControlCheckMark*)pControl)->disabledColor = li.disabledColor;
        //((ControlCheckMark*)pControl)->shadowColor = li.shadowColor;
        ((ControlCheckMark*)pControl)->textColor  = li.textColor;
        if (li.font) ((ControlCheckMark*)pControl)->strFont = li.font->GetFontName();
        ((ControlCheckMark*)pControl)->align = li.align;
        break;
      case CGUIControl::GUICONTROL_LABEL:
        pControl = new ControlLabel();
        break;
      case CGUIControl::GUICONTROL_SPIN:
        pControl = new ControlSpin();
        break;
      case CGUIControl::GUICONTROL_FADELABEL:
        pControl = new ControlFadeLabel();
        break;
      case CGUIControl::GUICONTROL_TEXTBOX:
        pControl = new ControlTextBox();
        break;
      case CGUIControl::GUICONTROL_IMAGE:
        pControl = new ControlImage();
        break;
      case CGUIControl::GUICONTROL_PROGRESS:
        pControl = new ControlProgress();
        break;
      case CGUIControl::GUICONTROL_SLIDER:
        pControl = new ControlSlider();
        break;			
      case CGUIControl::GUICONTAINER_LIST:
      case CGUIControl::GUICONTAINER_WRAPLIST:
      case CGUIControl::GUICONTAINER_FIXEDLIST:
      case CGUIControl::GUICONTAINER_PANEL:
        pControl = new ControlList();
        // create a python spin control
        ((ControlList*)pControl)->pControlSpin = new ControlSpin();
        break;
      case CGUIControl::GUICONTROL_GROUP:
        pControl = new ControlGroup();
        break;
      case CGUIControl::GUICONTROL_RADIO:
        pControl = new ControlRadioButton();

        li = ((CGUIRadioButtonControl *)pGUIControl)->GetLabelInfo();

        // note: conversion from infocolors -> plain colors here
        ((ControlRadioButton*)pControl)->disabledColor = li.disabledColor;
        ((ControlRadioButton*)pControl)->focusedColor  = li.focusedColor;
        ((ControlRadioButton*)pControl)->textColor  = li.textColor;
        ((ControlRadioButton*)pControl)->shadowColor   = li.shadowColor;
        if (li.font) ((ControlRadioButton*)pControl)->strFont = li.font->GetFontName();
        ((ControlRadioButton*)pControl)->align = li.align;
        break;
      case CGUIControl::GUICONTROL_EDIT:
        pControl = new ControlEdit();

        li = ((CGUIEditControl *)pGUIControl)->GetLabelInfo();

        // note: conversion from infocolors -> plain colors here
        ((ControlEdit*)pControl)->disabledColor = li.disabledColor;
        ((ControlEdit*)pControl)->textColor  = li.textColor;
        if (li.font) ((ControlEdit*)pControl)->strFont = li.font->GetFontName();
        ((ControlButton*)pControl)->align = li.align;
        break;
      default:
        break;
      }

      if (!pControl)
        // throw an exeption
        throw WindowException("Unknown control type for python");

      // we have a valid control here, fill in all the 'Control' data
      pControl->pGUIControl = pGUIControl;
      pControl->iControlId = pGUIControl->GetID();
      pControl->iParentId = iWindowId;
      pControl->dwHeight = (int)pGUIControl->GetHeight();
      pControl->dwWidth = (int)pGUIControl->GetWidth();
      pControl->dwPosX = (int)pGUIControl->GetXPosition();
      pControl->dwPosY = (int)pGUIControl->GetYPosition();
      pControl->iControlUp = pGUIControl->GetControlIdUp();
      pControl->iControlDown = pGUIControl->GetControlIdDown();
      pControl->iControlLeft = pGUIControl->GetControlIdLeft();
      pControl->iControlRight = pGUIControl->GetControlIdRight();

      // It got this far so means the control isn't actually in the vector of controls
      // so lets add it to save doing all that next time
      vecControls.push_back(AddonClass::Ref<Control>(pControl));

      // return the control with increased reference (+1)
      return pControl;
    }
void CGUIDialogVisualisationSettings::SetupPage()
{
  // cleanup first, if necessary
  FreeControls();
  m_pOriginalSpin = (CGUISpinControlEx*)GetControl(CONTROL_DEFAULT_SPIN);
  m_pOriginalRadioButton = (CGUIRadioButtonControl *)GetControl(CONTROL_DEFAULT_RADIOBUTTON);
  m_pOriginalSettingsButton = (CGUIButtonControl *)GetControl(CONTROL_DEFAULT_BUTTON);
  if (!m_pOriginalSpin || !m_pOriginalRadioButton || !m_pOriginalSettingsButton)
    return;
  m_pOriginalSpin->SetVisible(false);
  m_pOriginalRadioButton->SetVisible(false);
  m_pOriginalSettingsButton->SetVisible(false);

  // update our settings label
  CStdString strSettings;
  strSettings.Format("%s %s", g_infoManager.GetLabel(402).c_str(), g_localizeStrings.Get(5));
  SET_CONTROL_LABEL(CONTROL_SETTINGS_LABEL, strSettings);

  CGUIControlGroupList *group = (CGUIControlGroupList *)GetControl(CONTROL_GROUP_LIST);
#ifdef PRE_SKIN_VERSION_2_1_COMPATIBILITY
  if (!group || group->GetControlType() != CGUIControl::GUICONTROL_GROUPLIST)
  {
    // our controls for layout...
    CGUIControl *pArea = (CGUIControl *)GetControl(CONTROL_AREA);
    const CGUIControl *pGap = GetControl(CONTROL_GAP);
    if (!pArea || !pGap)
      return;
    Remove(CONTROL_AREA);
    group = new CGUIControlGroupList(GetID(), CONTROL_GROUP_LIST, pArea->GetXPosition(), pArea->GetYPosition(),
                                     pArea->GetWidth(), pArea->GetHeight(), pGap->GetHeight() - m_pOriginalSettingsButton->GetHeight(),
                                     0, VERTICAL, false);
    group->SetNavigation(CONTROL_GROUP_LIST, CONTROL_GROUP_LIST, CONTROL_GROUP_LIST, CONTROL_GROUP_LIST);
    Insert(group, pGap);
    pArea->FreeResources();
    delete pArea;
    SET_CONTROL_HIDDEN(CONTROL_PAGE);
  }
#endif
  if (!group)
    return;

  if (!m_pSettings || !m_pSettings->size())
  { // no settings available
    SET_CONTROL_VISIBLE(CONTROL_NONE_AVAILABLE);
    return;
  }
  else
  {
    SET_CONTROL_HIDDEN(CONTROL_NONE_AVAILABLE);
  }


  // run through and create our controls
  for (unsigned int i = 0; i < m_pSettings->size(); i++)
  {
    VisSetting &setting = m_pSettings->at(i);
    AddSetting(setting, group->GetWidth(), CONTROL_START + i);
  }
  UpdateSettings();
}