Example #1
0
//#ifdef PRE_SKIN_VERSION_9_10_COMPATIBILITY
void CGUIListItemLayout::CreateListControlLayouts(float width, float height, bool focused, const CLabelInfo &labelInfo, const CLabelInfo &labelInfo2, const CTextureInfo &texture, const CTextureInfo &textureFocus, float texHeight, float iconWidth, float iconHeight, int nofocusCondition, int focusCondition)
{
  m_width = width;
  m_height = height;
  m_focused = focused;
  CGUIImage *tex = new CGUIImage(0, 0, 0, 0, width, texHeight, texture);
  tex->SetVisibleCondition(nofocusCondition, false);
  m_group.AddControl(tex);
  if (focused)
  {
    CGUIImage *tex = new CGUIImage(0, 0, 0, 0, width, texHeight, textureFocus);
    tex->SetVisibleCondition(focusCondition, false);
    m_group.AddControl(tex);
  }
  CGUIImage *image = new CGUIImage(0, 0, 8, 0, iconWidth, texHeight, CTextureInfo(""));
  image->SetInfo(CGUIInfoLabel("$INFO[ListItem.Icon]"));
  image->SetAspectRatio(CAspectRatio::AR_KEEP);
  m_group.AddControl(image);
  float x = iconWidth + labelInfo.offsetX + 10;
  CGUIListLabel *label = new CGUIListLabel(0, 0, x, labelInfo.offsetY, width - x - 18, height, labelInfo, CGUIInfoLabel("$INFO[ListItem.Label]"), false);
  m_group.AddControl(label);
  x = labelInfo2.offsetX ? labelInfo2.offsetX : m_width - 16;
  label = new CGUIListLabel(0, 0, x, labelInfo2.offsetY, x - iconWidth - 20, height, labelInfo2, CGUIInfoLabel("$INFO[ListItem.Label2]"), false);
  m_group.AddControl(label);
}
Example #2
0
//#ifdef GUILIB_PYTHON_COMPATIBILITY
void CGUIListItemLayout::CreateListControlLayouts(float width, float height, bool focused, const CLabelInfo &labelInfo, const CLabelInfo &labelInfo2, const CTextureInfo &texture, const CTextureInfo &textureFocus, float texHeight, float iconWidth, float iconHeight, const std::string &nofocusCondition, const std::string &focusCondition)
{
  m_width = width;
  m_height = height;
  m_focused = focused;
  m_isPlaying.Parse("listitem.isplaying", 0);
  CGUIImage *tex = new CGUIImage(0, 0, 0, 0, width, texHeight, texture);
  tex->SetVisibleCondition(nofocusCondition);
  m_group.AddControl(tex);
  if (focused)
  {
    CGUIImage *tex = new CGUIImage(0, 0, 0, 0, width, texHeight, textureFocus);
    tex->SetVisibleCondition(focusCondition);
    m_group.AddControl(tex);
  }
  CGUIImage *image = new CGUIImage(0, 0, 8, 0, iconWidth, texHeight, CTextureInfo(""));
  image->SetInfo(CGUIInfoLabel("$INFO[ListItem.Icon]", "", m_group.GetParentID()));
  image->SetAspectRatio(CAspectRatio::AR_KEEP);
  m_group.AddControl(image);
  float x = iconWidth + labelInfo.offsetX + 10;
  CGUIListLabel *label = new CGUIListLabel(0, 0, x, labelInfo.offsetY, width - x - 18, height, labelInfo, CGUIInfoLabel("$INFO[ListItem.Label]", "", m_group.GetParentID()), CGUIControl::FOCUS);
  m_group.AddControl(label);
  x = labelInfo2.offsetX ? labelInfo2.offsetX : m_width - 16;
  label = new CGUIListLabel(0, 0, x, labelInfo2.offsetY, x - iconWidth - 20, height, labelInfo2, CGUIInfoLabel("$INFO[ListItem.Label2]", "", m_group.GetParentID()), CGUIControl::FOCUS);
  m_group.AddControl(label);
}
Example #3
0
void CSplash::Show()
{
    g_graphicsContext.Lock();
    g_graphicsContext.Clear();
    g_graphicsContext.Flip();
#ifndef _WIN32
    g_graphicsContext.Clear();
    g_graphicsContext.Flip();
    g_graphicsContext.Clear();
    g_graphicsContext.Flip();
#endif

    float w = g_graphicsContext.GetWidth();
    float h = g_graphicsContext.GetHeight();

    if(g_graphicsContext.GetRenderLowresGraphics())
    {
        RESOLUTION res = g_graphicsContext.GetGraphicsResolution();
        w = g_settings.m_ResInfo[res].iWidth;
        h = g_settings.m_ResInfo[res].iHeight;
    }

    CGUIImage* image = new CGUIImage(0, 0, 0, 0, w, h, m_ImageName);
    image->SetAspectRatio(CAspectRatio::AR_KEEP);
    image->AllocResources();

    //render splash image
    g_Windowing.BeginRender();

    image->Render();
    image->FreeResources();
    delete image;

    //show it on screen
    g_Windowing.EndRender();
    g_graphicsContext.Flip();
    g_graphicsContext.Unlock();
}
Example #4
0
void CSplash::Process()
{
  D3DGAMMARAMP newRamp;
  D3DGAMMARAMP oldRamp;

  g_graphicsContext.Lock();
  g_graphicsContext.Get3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET, 0, 0, 0);
  
  g_graphicsContext.SetCameraPosition(CPoint(0, 0));
  float w = g_graphicsContext.GetWidth();
  float h = g_graphicsContext.GetHeight();
  CGUIImage* image = new CGUIImage(0, 0, 0, 0, w, h, m_ImageName);
  CGUIImage* image2 = new CGUIImage(0, 0, 0, 0, w, h, m_ImageName2);
  image->SetAspectRatio(CAspectRatio::AR_STRETCH);
  image2->SetAspectRatio(CAspectRatio::AR_STRETCH);
  image->AllocResources();
  image2->AllocResources();

  // Store the old gamma ramp
  g_graphicsContext.Get3DDevice()->GetGammaRamp(&oldRamp);
  float fade = 0.5f;
  for (int i = 0; i < 256; i++)
  {
    newRamp.red[i] = (int)((float)oldRamp.red[i] * fade);
    newRamp.green[i] = (int)((float)oldRamp.red[i] * fade);
    newRamp.blue[i] = (int)((float)oldRamp.red[i] * fade);
  }
  g_graphicsContext.Get3DDevice()->SetGammaRamp(GAMMA_RAMP_FLAG, &newRamp);
  //render splash image
#ifndef HAS_XBOX_D3D
  g_graphicsContext.Get3DDevice()->BeginScene();
#endif
  image->Render();
  image2->Render();
  image->FreeResources();
  image2->FreeResources();
  delete image;
  delete image2;
  //show it on screen
#ifdef HAS_XBOX_D3D
  g_graphicsContext.Get3DDevice()->BlockUntilVerticalBlank();
#else
  g_graphicsContext.Get3DDevice()->EndScene();
#endif
  g_graphicsContext.Get3DDevice()->Present( NULL, NULL, NULL, NULL );
  g_graphicsContext.Unlock();

  //fade in and wait untill the thread is stopped
  while (!m_bStop)
  {
    if (fade <= 1.f)
    {
      for (int i = 0; i < 256; i++)
      {
        newRamp.red[i] = (int)((float)oldRamp.red[i] * fade);
        newRamp.green[i] = (int)((float)oldRamp.green[i] * fade);
        newRamp.blue[i] = (int)((float)oldRamp.blue[i] * fade);
      }
      g_graphicsContext.Lock();
	  Sleep(3);
      g_graphicsContext.Get3DDevice()->SetGammaRamp(GAMMA_RAMP_FLAG, &newRamp);
      g_graphicsContext.Unlock();
      fade += 0.01f;
    }
    else
    {
      Sleep(10);
    }
  }

  g_graphicsContext.Lock();
  // fade out
  for (float fadeout = fade - 0.01f; fadeout >= 0.f; fadeout -= 0.01f)
  {
    for (int i = 0; i < 256; i++)
    {
      newRamp.red[i] = (int)((float)oldRamp.red[i] * fadeout);
      newRamp.green[i] = (int)((float)oldRamp.green[i] * fadeout);
      newRamp.blue[i] = (int)((float)oldRamp.blue[i] * fadeout);
    }
	Sleep(3);
    g_graphicsContext.Get3DDevice()->SetGammaRamp(GAMMA_RAMP_FLAG, &newRamp);
  }
  //restore original gamma ramp
  g_graphicsContext.Get3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET, 0, 0, 0);
  g_graphicsContext.Get3DDevice()->SetGammaRamp(0, &oldRamp);
  g_graphicsContext.Get3DDevice()->Present( NULL, NULL, NULL, NULL );
  g_graphicsContext.Unlock();
}