コード例 #1
0
ファイル: GUIDialogContextMenu.cpp プロジェクト: RoboSK/xbmc
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++;
}
コード例 #2
0
void CGUIControlGroupList::AddControl(CGUIControl *control)
{
  // NOTE: We override control navigation here, but we don't override the <onleft> etc. builtins
  //       if specified.
  if (control)
  { // set the navigation of items so that they form a list
    if (m_orientation == VERTICAL)
    {
      DWORD upID = GetControlIdUp();
      DWORD downID = GetControlIdDown();
      if (m_children.size())
      {
        CGUIControl *top = m_children[0];
        if (downID == GetID())
          downID = top->GetID();
        if (upID == GetID())
          top->SetNavigation(control->GetID(), top->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight());
        CGUIControl *prev = m_children[m_children.size() - 1];
        upID = prev->GetID();
        prev->SetNavigation(prev->GetControlIdUp(), control->GetID(), GetControlIdLeft(), GetControlIdRight());
      }
      control->SetNavigation(upID, downID, GetControlIdLeft(), GetControlIdRight());
    }
    else
    {

      DWORD leftID = GetControlIdLeft();
      DWORD rightID = GetControlIdRight();
      if (m_children.size())
      {
        CGUIControl *left = m_children[0];
        if (rightID == GetID())
          rightID = left->GetID();
        if (leftID == GetID())
          left->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), left->GetControlIdRight());
        CGUIControl *prev = m_children[m_children.size() - 1];
        leftID = prev->GetID();
        prev->SetNavigation(GetControlIdUp(), GetControlIdDown(), prev->GetControlIdLeft(), control->GetID());
      }
      control->SetNavigation(GetControlIdUp(), GetControlIdDown(), leftID, rightID);
    }
    // old versions of the grouplist used to set the positions of all controls
    // directly.  The new version (with <usecontrolcoords>true</usecontrolcoords>)
    // allows offsets to be set via the posx, posy coordinates.
    if (!m_useControlPositions)
      control->SetPosition(0,0);
    CGUIControlGroup::AddControl(control);
  }
}
コード例 #3
0
ファイル: GUIDialogContextMenu.cpp プロジェクト: Kr0nZ/boxee
void CGUIDialogContextMenu::DoModal(int iWindowID /*= WINDOW_INVALID */, const CStdString &param)
{
  // update the navigation of the first and last buttons
  CGUIControl *pControl = (CGUIControl *)GetControl(BUTTON_TEMPLATE + 1);
  if (pControl)
    pControl->SetNavigation(BUTTON_TEMPLATE + m_iNumButtons, pControl->GetControlIdDown(), pControl->GetControlIdLeft(), pControl->GetControlIdRight());
  pControl = (CGUIControl *)GetControl(BUTTON_TEMPLATE + m_iNumButtons);
  if (pControl)
    pControl->SetNavigation(pControl->GetControlIdUp(), BUTTON_TEMPLATE + 1, pControl->GetControlIdLeft(), pControl->GetControlIdRight());
  // update our default control
  if (m_defaultControl <= BUTTON_TEMPLATE || m_defaultControl > (BUTTON_TEMPLATE + m_iNumButtons))
    m_defaultControl = BUTTON_TEMPLATE + 1;
  // check the default control has focus...
  while (m_defaultControl <= (BUTTON_TEMPLATE + m_iNumButtons) && !(GetControl(m_defaultControl)->CanFocus()))
    m_defaultControl++;
  CGUIDialog::DoModal();
}
コード例 #4
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);

  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++;
}
コード例 #5
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;
  }
コード例 #6
0
ファイル: GUIControlGroupList.cpp プロジェクト: AWilco/xbmc
void CGUIControlGroupList::AddControl(CGUIControl *control, int position /*= -1*/)
{
  // NOTE: We override control navigation here, but we don't override the <onleft> etc. builtins
  //       if specified.
  if (position < 0 || position > (int)m_children.size()) // add at the end
    position = (int)m_children.size();

  if (control)
  { // set the navigation of items so that they form a list
    int beforeID = (m_orientation == VERTICAL) ? GetControlIdUp() : GetControlIdLeft();
    int afterID = (m_orientation == VERTICAL) ? GetControlIdDown() : GetControlIdRight();
    if (m_children.size())
    {
      // we're inserting at the given position, so grab the items above and below and alter
      // their navigation accordingly
      CGUIControl *before = NULL;
      CGUIControl *after = NULL;
      if (position == 0)
      { // inserting at the beginning
        after = m_children[0];
        if (afterID == GetID()) // we're wrapping around bottom->top, so we have to update the last item
          before = m_children[m_children.size() - 1];
        if (beforeID == GetID())   // we're wrapping around top->bottom
          beforeID = m_children[m_children.size() - 1]->GetID();
        afterID = after->GetID();
      }
      else if (position == (int)m_children.size())
      { // inserting at the end
        before = m_children[m_children.size() - 1];
        if (beforeID == GetID())   // we're wrapping around top->bottom, so we have to update the first item
          after = m_children[0];
        if (afterID == GetID()) // we're wrapping around bottom->top
          afterID = m_children[0]->GetID();
        beforeID = before->GetID();
      }
      else
      { // inserting somewhere in the middle
        before = m_children[position - 1];
        after = m_children[position];
        beforeID = before->GetID();
        afterID = after->GetID();
      }
      if (m_orientation == VERTICAL)
      {
        if (before) // update the DOWN action to point to us
          before->SetNavigation(before->GetControlIdUp(), control->GetID(), GetControlIdLeft(), GetControlIdRight(), GetControlIdBack());
        if (after) // update the UP action to point to us
          after->SetNavigation(control->GetID(), after->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight(), GetControlIdBack());
      }
      else
      {
        if (before) // update the RIGHT action to point to us
          before->SetNavigation(GetControlIdUp(), GetControlIdDown(), before->GetControlIdLeft(), control->GetID(), GetControlIdBack());
        if (after) // update the LEFT action to point to us
          after->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), after->GetControlIdRight(), GetControlIdBack());
      }
    }
    // now the control's nav
    std::vector<CGUIActionDescriptor> empty;
    if (m_orientation == VERTICAL)
    {
      control->SetNavigation(beforeID, afterID, GetControlIdLeft(), GetControlIdRight(), GetControlIdBack());
      control->SetNavigationActions(empty, empty, m_leftActions, m_rightActions, empty, false);
    }
    else
    {
      control->SetNavigation(GetControlIdUp(), GetControlIdDown(), beforeID, afterID, GetControlIdBack());
      control->SetNavigationActions(m_upActions, m_downActions, empty, empty, empty, false);
    }

    if (!m_useControlPositions)
      control->SetPosition(0,0);
    CGUIControlGroup::AddControl(control, position);
  }
}
コード例 #7
0
ファイル: Window.cpp プロジェクト: 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;
    }
コード例 #8
0
void CGUIWindowMusicSongs::UpdateButtons()
{
  CGUIWindowMusicBase::UpdateButtons();

  bool bIsPlaying = g_application.IsPlayingAudio();
  bool bCanRecord = false;
  bool bIsRecording = false;

  if (bIsPlaying)
  {
    bCanRecord = g_application.m_pPlayer->CanRecord();
    bIsRecording = g_application.m_pPlayer->IsRecording();
  }

  // Update Record button
  if (bIsPlaying && bCanRecord)
  {
    CONTROL_ENABLE(CONTROL_BTNREC);
    if (bIsRecording)
    {
      SET_CONTROL_LABEL(CONTROL_BTNREC, 265); //Stop Recording
    }
    else
    {
      SET_CONTROL_LABEL(CONTROL_BTNREC, 264); //Record
    }
  }
  else
  {
    SET_CONTROL_LABEL(CONTROL_BTNREC, 264); //Record
    CONTROL_DISABLE(CONTROL_BTNREC);
  }

  // Update CDDA Rip button
  CCdInfo *pCdInfo = CDetectDVDMedia::GetCdInfo();
  if (CDetectDVDMedia::IsDiscInDrive() && pCdInfo && pCdInfo->IsAudio(1))
  {
    CONTROL_ENABLE(CONTROL_BTNRIP);
  }
  else
  {
    CONTROL_DISABLE(CONTROL_BTNRIP);
  }

  // Disable scan button if shoutcast
  if (m_vecItems->IsVirtualDirectoryRoot() || m_vecItems->IsShoutCast() || 
      m_vecItems->IsLastFM() || m_vecItems->IsMusicDb())
  {
    CONTROL_DISABLE(CONTROL_BTNSCAN);
  }
  else
  {
    CONTROL_ENABLE(CONTROL_BTNSCAN);
  }
  static int iOldLeftControl=-1;
  if (m_vecItems->IsShoutCast() || m_vecItems->IsLastFM())
  {
    CONTROL_DISABLE(CONTROL_BTNVIEWASICONS);
    CGUIControl* pControl = (CGUIControl*)GetControl(CONTROL_LIST);
    if (pControl)
      if (pControl->GetControlIdLeft() == CONTROL_BTNVIEWASICONS)
      {
        iOldLeftControl = pControl->GetControlIdLeft();
        pControl->SetNavigation(pControl->GetControlIdUp(),pControl->GetControlIdDown(),
                                CONTROL_BTNSORTBY,pControl->GetControlIdRight());
      }
  }
  else
  {
    CONTROL_ENABLE(CONTROL_BTNVIEWASICONS);
    if (iOldLeftControl != -1)
    {
      CGUIControl* pControl = (CGUIControl*)GetControl(CONTROL_LIST);
      if (pControl)
        pControl->SetNavigation(pControl->GetControlIdUp(),pControl->GetControlIdDown(),
                                CONTROL_BTNVIEWASICONS,pControl->GetControlIdRight());
    }
  }

  CGUIDialogMusicScan *musicScan = (CGUIDialogMusicScan *)m_gWindowManager.GetWindow(WINDOW_DIALOG_MUSIC_SCAN);
  if (musicScan && musicScan->IsScanning())
  {
    SET_CONTROL_LABEL(CONTROL_BTNSCAN, 14056); // Stop Scan
  }
  else
  {
    SET_CONTROL_LABEL(CONTROL_BTNSCAN, 102); // Scan
  }

  // Update object count label
  CStdString items;
  items.Format("%i %s", m_vecItems->GetObjectCount(), g_localizeStrings.Get(127).c_str());
  SET_CONTROL_LABEL(CONTROL_LABELFILES, items);
}