EVENT_RESULT CGUIControlGroupList::SendMouseEvent(const CPoint &point, const CMouseEvent &event) { // transform our position into child coordinates CPoint childPoint(point); m_transform.InverseTransformPosition(childPoint.x, childPoint.y); if (CGUIControl::CanFocus()) { float pos = 0; float alignOffset = GetAlignOffset(); for (ciControls i = m_children.begin(); i != m_children.end(); ++i) { CGUIControl *child = *i; if (child->IsVisible()) { if (IsControlOnScreen(pos, child)) { // we're on screen float offsetX = m_orientation == VERTICAL ? m_posX : m_posX + alignOffset + pos - m_scroller.GetValue(); float offsetY = m_orientation == VERTICAL ? m_posY + alignOffset + pos - m_scroller.GetValue() : m_posY; EVENT_RESULT ret = child->SendMouseEvent(childPoint - CPoint(offsetX, offsetY), event); if (ret) { // we've handled the action, and/or have focused an item return ret; } } pos += Size(child) + m_itemGap; } } // none of our children want the event, but we may want it. EVENT_RESULT ret; if (HitTest(childPoint) && (ret = OnMouseEvent(childPoint, event))) return ret; } m_focusedControl = 0; return EVENT_RESULT_UNHANDLED; }
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); }
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); }
void CGUIControlGroupList::UnfocusFromPoint(const CPoint &point) { float pos = 0; CPoint controlCoords(point); m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y); float alignOffset = GetAlignOffset(); for (iControls it = m_children.begin(); it != m_children.end(); ++it) { CGUIControl *child = *it; if (child->IsVisible()) { if (IsControlOnScreen(pos, child)) { // we're on screen CPoint offset = (m_orientation == VERTICAL) ? CPoint(m_posX, m_posY + alignOffset + pos - m_scroller.GetValue()) : CPoint(m_posX + alignOffset + pos - m_scroller.GetValue(), m_posY); child->UnfocusFromPoint(controlCoords - offset); } pos += Size(child) + m_itemGap; } } CGUIControl::UnfocusFromPoint(point); }
void CGUIControlGroupList::Render() { // we run through the controls, rendering as we go bool render(g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height)); float pos = GetAlignOffset(); float focusedPos = 0; CGUIControl *focusedControl = NULL; 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_renderFocusedLast && control->HasFocus()) { focusedControl = control; focusedPos = pos; } else { 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->DoRender(); } if (control->IsVisible()) pos += Size(control) + m_itemGap; g_graphicsContext.RestoreOrigin(); } if (focusedControl) { if (m_orientation == VERTICAL) g_graphicsContext.SetOrigin(m_posX, m_posY + focusedPos - m_scroller.GetValue()); else g_graphicsContext.SetOrigin(m_posX + focusedPos - m_scroller.GetValue(), m_posY); focusedControl->DoRender(); } if (render) g_graphicsContext.RestoreClipRegion(); CGUIControl::Render(); }
void CGUIControlGroupList::Render() { if (m_scrollSpeed != 0) { m_offset += m_scrollSpeed * (m_renderTime - 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 = m_renderTime; // 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 bool render(g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height)); float pos = GetAlignOffset(); float focusedPos = 0; CGUIControl *focusedControl = NULL; 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_renderFocusedLast && control->HasFocus()) { focusedControl = control; focusedPos = pos; } else { 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->DoRender(m_renderTime); } if (control->IsVisible()) pos += Size(control) + m_itemGap; g_graphicsContext.RestoreOrigin(); } if (focusedControl) { if (m_orientation == VERTICAL) g_graphicsContext.SetOrigin(m_posX, m_posY + focusedPos - m_offset); else g_graphicsContext.SetOrigin(m_posX + focusedPos - m_offset, m_posY); focusedControl->DoRender(m_renderTime); } if (render) g_graphicsContext.RestoreClipRegion(); CGUIControl::Render(); }