Example #1
0
    XBMCAddon::xbmcgui::ListItem* ControlList::getListItem(int index)
    {
      if (index < 0 || index >= (int)vecItems.size())
        throw WindowException("Index out of range");

      AddonClass::Ref<ListItem> pListItem = vecItems[index];
      return pListItem.get();
    }
Example #2
0
File: Window.cpp Project: A600/xbmc
    bool Window::OnMessage(CGUIMessage& message)
    {
      TRACE;
      switch (message.GetMessage())
      {
      case GUI_MSG_WINDOW_DEINIT:
        {
          g_windowManager.ShowOverlay(ref(window)->OVERLAY_STATE_SHOWN);
        }
        break;

      case GUI_MSG_WINDOW_INIT:
        {
          ref(window)->OnMessage(message);
          g_windowManager.ShowOverlay(ref(window)->OVERLAY_STATE_HIDDEN);
          return true;
        }
        break;

      case GUI_MSG_CLICKED:
        {
          int iControl=message.GetSenderId();
          AddonClass::Ref<Control> inf;
          // find python control object with same iControl
          std::vector<AddonClass::Ref<Control> >::iterator it = vecControls.begin();
          while (it != vecControls.end())
          {
            AddonClass::Ref<Control> pControl = (*it);
            if (pControl->iControlId == iControl)
            {
              inf = pControl.get();
              break;
            }
            ++it;
          }

          // did we find our control?
          if (inf.isNotNull())
          {
            // currently we only accept messages from a button or controllist with a select action
            if (inf->canAcceptMessages(message.GetParam1()))
            {
              invokeCallback(new CallbackFunction<Window,AddonClass::Ref<Control> >(this,&Window::onControl,inf.get()));
              PulseActionEvent();

              // return true here as we are handling the event
              return true;
            }
          }
          // if we get here, we didn't add the action
        }
        break;
      }

      return ref(window)->OnMessage(message);
    }
Example #3
0
    XBMCAddon::xbmcgui::ListItem* ControlList::getSelectedItem()
    {
      DelayedCallGuard dcguard(languageHook);
      LOCKGUI;

      // create message
      CGUIMessage msg(GUI_MSG_ITEM_SELECTED, iParentId, iControlId);
      AddonClass::Ref<ListItem> pListItem = NULL;

      // send message
      if ((vecItems.size() > 0) && pGUIControl)
      {
        pGUIControl->OnMessage(msg);
        if (msg.GetParam1() >= 0 && (size_t)msg.GetParam1() < vecItems.size())
          pListItem = vecItems[msg.GetParam1()];
      }

      return pListItem.get();
    }
Example #4
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;
    }