void CGUIControlGroup::UnfocusFromPoint(const CPoint &point)
{
  CPoint controlCoords(point);
  m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y);
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    CGUIControl *child = *it;
    child->UnfocusFromPoint(controlCoords - CPoint(m_posX, m_posY));
  }
  CGUIControl::UnfocusFromPoint(point);
}
void CGUIControlGroupList::UnfocusFromPoint(const CPoint &point)
{
  float pos = 0;
  CPoint controlCoords(point);
  m_transform.InverseTransformPosition(controlCoords.x, controlCoords.y);
  for (iControls it = m_children.begin(); it != m_children.end(); ++it)
  {
    CGUIControl *child = *it;
    if (child->IsVisible())
    {
      if (pos + Size(child) > m_offset && pos < m_offset + Size())
      { // we're on screen
        CPoint offset = (m_orientation == VERTICAL) ? CPoint(m_posX, m_posY + pos - m_offset) : CPoint(m_posX + pos - m_offset, m_posY);
        child->UnfocusFromPoint(controlCoords - offset);
      }
      pos += Size(child) + m_itemGap;
    }
  }
  CGUIControl::UnfocusFromPoint(point);
}