コード例 #1
0
void CGUIControllerWindow::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  /*
   * Apply the faded focus texture to the current controller when unfocused
   */

  CGUIControl* control = nullptr; // The controller button
  bool bAlphaFaded = false; // True if the controller button has been focused and faded this frame

  if (m_controllerList && m_controllerList->GetFocusedController() >= 0)
  {
    control = GetFirstFocusableControl(CONTROL_CONTROLLER_BUTTONS_START + m_controllerList->GetFocusedController());
    if (control && !control->HasFocus())
    {
      if (control->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
      {
        control->SetFocus(true);
        static_cast<CGUIButtonControl*>(control)->SetAlpha(0x80);
        bAlphaFaded = true;
      }
    }
  }

  CGUIDialog::DoProcess(currentTime, dirtyregions);

  if (control && bAlphaFaded)
  {
    control->SetFocus(false);
    if (control->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
      static_cast<CGUIButtonControl*>(control)->SetAlpha(0xFF);
  }
}
コード例 #2
0
ファイル: GUIDialogSettingsBase.cpp プロジェクト: 7orlum/xbmc
void CGUIDialogSettingsBase::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  // update alpha status of current button
  bool bAlphaFaded = false;
  CGUIControl *control = GetFirstFocusableControl(CONTROL_SETTINGS_START_BUTTONS + m_iCategory);
  if (control && !control->HasFocus())
  {
    if (control->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
    {
      control->SetFocus(true);
      ((CGUIButtonControl *)control)->SetAlpha(0x80);
      bAlphaFaded = true;
    }
    else if (control->GetControlType() == CGUIControl::GUICONTROL_TOGGLEBUTTON)
    {
      control->SetFocus(true);
      ((CGUIButtonControl *)control)->SetSelected(true);
      bAlphaFaded = true;
    }
  }
  CGUIDialog::DoProcess(currentTime, dirtyregions);
  if (control && bAlphaFaded)
  {
    control->SetFocus(false);
    if (control->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
      ((CGUIButtonControl *)control)->SetAlpha(0xFF);
    else
      ((CGUIButtonControl *)control)->SetSelected(false);
  }
}
コード例 #3
0
void CGUIDialogAddonSettings::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  // update status of current section button
  bool alphaFaded = false;
  CGUIControl *control = GetFirstFocusableControl(CONTROL_START_SECTION + m_currentSection);
  if (control && !control->HasFocus())
  {
    if (control->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
    {
      control->SetFocus(true);
      ((CGUIButtonControl *)control)->SetAlpha(0x80);
      alphaFaded = true;
    }
    else if (control->GetControlType() == CGUIControl::GUICONTROL_TOGGLEBUTTON)
    {
      control->SetFocus(true);
      ((CGUIButtonControl *)control)->SetSelected(true);
      alphaFaded = true;
    }
  }
  CGUIDialogBoxBase::DoProcess(currentTime, dirtyregions);
  if (alphaFaded && m_active) // dialog may close
  {
    control->SetFocus(false);
    if (control->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
      ((CGUIButtonControl *)control)->SetAlpha(0xFF);
    else
      ((CGUIButtonControl *)control)->SetSelected(false);
  }
}
コード例 #4
0
ファイル: GUIListGroup.cpp プロジェクト: 2BReality/xbmc
void CGUIListGroup::SelectItemFromPoint(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;
    if (child->GetControlType() == CGUIControl::GUICONTROL_MULTISELECT)
      ((CGUIMultiSelectTextControl *)child)->SelectItemFromPoint(point);
    else if (child->GetControlType() == CGUIControl::GUICONTROL_LISTGROUP)
      ((CGUIListGroup *)child)->SelectItemFromPoint(point);
  }
}
コード例 #5
0
ファイル: GUIListGroup.cpp プロジェクト: 68foxboris/xbmc
void CGUIListGroup::SelectItemFromPoint(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;
    if (child->GetControlType() == CGUIControl::GUICONTROL_LISTGROUP)
      static_cast<CGUIListGroup*>(child)->SelectItemFromPoint(point);
  }
}
コード例 #6
0
ファイル: GUIDialogBusy.cpp プロジェクト: Montellese/xbmc
void CGUIDialogBusy::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  bool visible = g_windowManager.IsModalDialogTopmost(WINDOW_DIALOG_BUSY);
  if(!visible && m_bLastVisible)
    dirtyregions.push_back(CDirtyRegion(m_renderRegion));
  m_bLastVisible = visible;

  // update the progress control if available
  CGUIControl *control = GetControl(PROGRESS_CONTROL);
  if (control && control->GetControlType() == CGUIControl::GUICONTROL_PROGRESS)
  {
    CGUIProgressControl *progress = static_cast<CGUIProgressControl*>(control);
    progress->SetPercentage(m_progress);
    progress->SetVisible(m_progress > -1);
  }

  CGUIDialog::DoProcess(currentTime, dirtyregions);
}
コード例 #7
0
void CGUIWindow::ChangeButtonToEdit(int id, bool singleLabel /* = false*/)
{
#ifdef PRE_SKIN_VERSION_9_10_COMPATIBILITY
  CGUIControl *name = (CGUIControl *)GetControl(id);
  if (name && name->GetControlType() == CGUIControl::GUICONTROL_BUTTON)
  { // change it to an edit control
    CGUIEditControl *edit = new CGUIEditControl(*(const CGUIButtonControl *)name);
    if (edit)
    {
      if (singleLabel)
        edit->SetLabel("");
      InsertControl(edit, name);
      RemoveControl(name);
      name->FreeResources();
      delete name;
    }
  }
#endif
}
コード例 #8
0
ファイル: Window.cpp プロジェクト: totesmuhgoats/xbmc
CGUIControl* CGUIAddonWindow::GetAddonControl(int controlId, CGUIControl::GUICONTROLTYPES type, const std::string& typeName)
{
  CGUIControl* pGUIControl = dynamic_cast<CGUIControl*>(GetControl(controlId));
  if (!pGUIControl)
  {
    CLog::Log(LOGERROR, "CGUIAddonGUI_Window::%s: %s - Requested GUI control Id '%i' for '%s' not present!",
                __FUNCTION__,
                m_addon->Name().c_str(),
                controlId, typeName.c_str());
    return nullptr;
  }
  else if (pGUIControl->GetControlType() != type)
  {
    CLog::Log(LOGERROR, "CGUIAddonGUI_Window::%s: %s - Requested GUI control Id '%i' not the type '%s'!",
                __FUNCTION__,
                m_addon->Name().c_str(),
                controlId, typeName.c_str());
    return nullptr;
  }

  return pGUIControl;
}
コード例 #9
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 #10
0
void CGUIWindowDebugInfo::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  g_graphicsContext.SetRenderingResolution(g_graphicsContext.GetResInfo(), false);

  g_cpuInfo.getUsedPercentage(); // must call it to recalculate pct values

  static int yShift = 20;
  static int xShift = 40;
  static unsigned int lastShift = time(nullptr);
  time_t now = time(nullptr);
  if (now - lastShift > 10)
  {
    yShift *= -1;
    if (now % 5 == 0)
      xShift *= -1;
    lastShift = now;
    MarkDirtyRegion();
  }

  if (!m_layout)
  {
    CGUIFont *font13 = g_fontManager.GetDefaultFont();
    CGUIFont *font13border = g_fontManager.GetDefaultFont(true);
    if (font13)
      m_layout = new CGUITextLayout(font13, true, 0, font13border);
  }
  if (!m_layout)
    return;

  std::string info;
  if (LOG_LEVEL_DEBUG_FREEMEM <= g_advancedSettings.m_logLevel)
  {
    MEMORYSTATUSEX stat;
    stat.dwLength = sizeof(MEMORYSTATUSEX);
    GlobalMemoryStatusEx(&stat);
    std::string profiling = CGUIControlProfiler::IsRunning() ? " (profiling)" : "";
    std::string strCores = g_cpuInfo.GetCoresUsageString();
    std::string lcAppName = CCompileInfo::GetAppName();
    StringUtils::ToLower(lcAppName);
#if !defined(TARGET_POSIX)
    info = StringUtils::Format("LOG: %s%s.log\nMEM: %" PRIu64"/%" PRIu64" KB - FPS: %2.1f fps\nCPU: %s%s", CSpecialProtocol::TranslatePath("special://logpath").c_str(), lcAppName.c_str(),
                               stat.ullAvailPhys/1024, stat.ullTotalPhys/1024, g_infoManager.GetFPS(), strCores.c_str(), profiling.c_str());
#else
    double dCPU = m_resourceCounter.GetCPUUsage();
    std::string ucAppName = lcAppName;
    StringUtils::ToUpper(ucAppName);
    info = StringUtils::Format("LOG: %s%s.log\n" 
                                "MEM: %" PRIu64"/%" PRIu64" KB - FPS: %2.1f fps\n"
                                "CPU: %s (CPU-%s %4.2f%%%s)",
                                CSpecialProtocol::TranslatePath("special://logpath").c_str(), lcAppName.c_str(),
                                stat.ullAvailPhys/1024, stat.ullTotalPhys/1024, g_infoManager.GetFPS(),
                                strCores.c_str(), ucAppName.c_str(), dCPU, profiling.c_str());
#endif
  }

  // render the skin debug info
  if (g_SkinInfo->IsDebugging())
  {
    if (!info.empty())
      info += "\n";
    CGUIWindow *window = g_windowManager.GetWindow(g_windowManager.GetFocusedWindow());
    CGUIWindow *pointer = g_windowManager.GetWindow(WINDOW_DIALOG_POINTER);
    CPoint point;
    if (pointer)
      point = CPoint(pointer->GetXPosition(), pointer->GetYPosition());
    if (window)
    {
      std::string windowName = CWindowTranslator::TranslateWindow(window->GetID());
      if (!windowName.empty())
        windowName += " (" + std::string(window->GetProperty("xmlfile").asString()) + ")";
      else
        windowName = window->GetProperty("xmlfile").asString();
      info += "Window: " + windowName + "\n";
      // transform the mouse coordinates to this window's coordinates
      g_graphicsContext.SetScalingResolution(window->GetCoordsRes(), true);
      point.x *= g_graphicsContext.GetGUIScaleX();
      point.y *= g_graphicsContext.GetGUIScaleY();
      g_graphicsContext.SetRenderingResolution(g_graphicsContext.GetResInfo(), false);
    }
    info += StringUtils::Format("Mouse: (%d,%d)  ", static_cast<int>(point.x), static_cast<int>(point.y));
    if (window)
    {
      CGUIControl *control = window->GetFocusedControl();
      if (control)
        info += StringUtils::Format("Focused: %i (%s)", control->GetID(), CGUIControlFactory::TranslateControlType(control->GetControlType()).c_str());
    }
  }

  float w, h;
  if (m_layout->Update(info))
    MarkDirtyRegion();
  m_layout->GetTextExtent(w, h);

  float x = xShift + 0.04f * g_graphicsContext.GetWidth();
  float y = yShift + 0.04f * g_graphicsContext.GetHeight();
  m_renderRegion.SetRect(x, y, x+w, y+h);
}
コード例 #11
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 #12
0
ファイル: InputManager.cpp プロジェクト: Razzeee/xbmc
bool CInputManager::OnKey(const CKey& key)
{
  for (std::vector<KEYBOARD::IKeyboardHandler*>::iterator it = m_keyboardHandlers.begin(); it != m_keyboardHandlers.end(); ++it)
  {
    if ((*it)->OnKeyPress(key))
      return true;
  }

  // Turn the mouse off, as we've just got a keypress from controller or remote
  m_Mouse.SetActive(false);

  // get the current active window
  int iWin = g_windowManager.GetActiveWindowID();

  // this will be checked for certain keycodes that need
  // special handling if the screensaver is active
  CAction action = m_buttonTranslator->GetAction(iWin, key);

  // a key has been pressed.
  // reset Idle Timer
  g_application.ResetSystemIdleTimer();
  bool processKey = AlwaysProcess(action);

  if (StringUtils::StartsWithNoCase(action.GetName(), "CECToggleState") || StringUtils::StartsWithNoCase(action.GetName(), "CECStandby"))
  {
    // do not wake up the screensaver right after switching off the playing device
    if (StringUtils::StartsWithNoCase(action.GetName(), "CECToggleState"))
    {
      CLog::LogF(LOGDEBUG, "action %s [%d], toggling state of playing device", action.GetName().c_str(), action.GetID());
      bool result;
      CApplicationMessenger::GetInstance().SendMsg(TMSG_CECTOGGLESTATE, 0, 0, static_cast<void*>(&result));
      if (!result)
        return true;
    }
    else
    {
      CApplicationMessenger::GetInstance().PostMsg(TMSG_CECSTANDBY);
      return true;
    }
  }

  g_application.ResetScreenSaver();

  // allow some keys to be processed while the screensaver is active
  if (g_application.WakeUpScreenSaverAndDPMS(processKey) && !processKey)
  {
    CLog::LogF(LOGDEBUG, "%s pressed, screen saver/dpms woken up", m_Keyboard.GetKeyName((int)key.GetButtonCode()).c_str());
    return true;
  }

  if (iWin != WINDOW_FULLSCREEN_VIDEO)
  {
    // current active window isnt the fullscreen window
    // just use corresponding section from keymap.xml
    // to map key->action

    // first determine if we should use keyboard input directly
    bool useKeyboard = key.FromKeyboard() && (iWin == WINDOW_DIALOG_KEYBOARD || iWin == WINDOW_DIALOG_NUMERIC);
    CGUIWindow *window = g_windowManager.GetWindow(iWin);
    if (window)
    {
      CGUIControl *control = window->GetFocusedControl();
      if (control)
      {
        // If this is an edit control set usekeyboard to true. This causes the
        // keypress to be processed directly not through the key mappings.
        if (control->GetControlType() == CGUIControl::GUICONTROL_EDIT)
          useKeyboard = true;

        // If the key pressed is shift-A to shift-Z set usekeyboard to true.
        // This causes the keypress to be used for list navigation.
        if (control->IsContainer() && key.GetModifiers() == CKey::MODIFIER_SHIFT && key.GetVKey() >= XBMCVK_A && key.GetVKey() <= XBMCVK_Z)
          useKeyboard = true;
      }
    }
    if (useKeyboard)
    {
      // use the virtualkeyboard section of the keymap, and send keyboard-specific or navigation
      // actions through if that's what they are
      CAction action = m_buttonTranslator->GetAction(WINDOW_DIALOG_KEYBOARD, key);
      if (!(action.GetID() == ACTION_MOVE_LEFT ||
        action.GetID() == ACTION_MOVE_RIGHT ||
        action.GetID() == ACTION_MOVE_UP ||
        action.GetID() == ACTION_MOVE_DOWN ||
        action.GetID() == ACTION_SELECT_ITEM ||
        action.GetID() == ACTION_ENTER ||
        action.GetID() == ACTION_PREVIOUS_MENU ||
        action.GetID() == ACTION_NAV_BACK ||
        action.GetID() == ACTION_VOICE_RECOGNIZE))
      {
        // the action isn't plain navigation - check for a keyboard-specific keymap
        action = m_buttonTranslator->GetAction(WINDOW_DIALOG_KEYBOARD, key, false);
        if (!(action.GetID() >= REMOTE_0 && action.GetID() <= REMOTE_9) ||
            action.GetID() == ACTION_BACKSPACE ||
            action.GetID() == ACTION_SHIFT ||
            action.GetID() == ACTION_SYMBOLS ||
            action.GetID() == ACTION_CURSOR_LEFT ||
            action.GetID() == ACTION_CURSOR_RIGHT)
            action = CAction(0); // don't bother with this action
      }
      // else pass the keys through directly
      if (!action.GetID())
      {
        if (key.GetFromService())
          action = CAction(key.GetButtonCode() != KEY_INVALID ? key.GetButtonCode() : 0, key.GetUnicode());
        else
        {
          // Check for paste keypress
#ifdef TARGET_WINDOWS
          // In Windows paste is ctrl-V
          if (key.GetVKey() == XBMCVK_V && key.GetModifiers() == CKey::MODIFIER_CTRL)
#elif defined(TARGET_LINUX)
          // In Linux paste is ctrl-V
          if (key.GetVKey() == XBMCVK_V && key.GetModifiers() == CKey::MODIFIER_CTRL)
#elif defined(TARGET_DARWIN_OSX)
          // In OSX paste is cmd-V
          if (key.GetVKey() == XBMCVK_V && key.GetModifiers() == CKey::MODIFIER_META)
#else
          // Placeholder for other operating systems
          if (false)
#endif
            action = CAction(ACTION_PASTE);
          // If the unicode is non-zero the keypress is a non-printing character
          else if (key.GetUnicode())
            action = CAction(key.GetAscii() | KEY_ASCII, key.GetUnicode());
          // The keypress is a non-printing character
          else
            action = CAction(key.GetVKey() | KEY_VKEY);
        }
      }

      CLog::LogF(LOGDEBUG, "%s pressed, trying keyboard action %x", m_Keyboard.GetKeyName((int)key.GetButtonCode()).c_str(), action.GetID());

      if (g_application.OnAction(action))
        return true;
      // failed to handle the keyboard action, drop down through to standard action
    }
    if (key.GetFromService())
    {
      if (key.GetButtonCode() != KEY_INVALID)
        action = m_buttonTranslator->GetAction(iWin, key);
    }
    else
      action = m_buttonTranslator->GetAction(iWin, key);
  }
  if (!key.IsAnalogButton())
    CLog::LogF(LOGDEBUG, "%s pressed, action is %s", m_Keyboard.GetKeyName((int)key.GetButtonCode()).c_str(), action.GetName().c_str());

  return ExecuteInputAction(action);
}
コード例 #13
0
void CGUIWindowDebugInfo::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
  g_graphicsContext.SetRenderingResolution(g_graphicsContext.GetResInfo(), false);

  g_cpuInfo.getUsedPercentage(); // must call it to recalculate pct values

  static int yShift = 20;
  static int xShift = 40;
  static unsigned int lastShift = time(NULL);
  time_t now = time(NULL);
  if (now - lastShift > 10)
  {
    yShift *= -1;
    if (now % 5 == 0)
      xShift *= -1;
    lastShift = now;
    MarkDirtyRegion();
  }

  if (!m_layout)
  {
    CGUIFont *font13 = g_fontManager.GetDefaultFont();
    CGUIFont *font13border = g_fontManager.GetDefaultFont(true);
    if (font13)
      m_layout = new CGUITextLayout(font13, true, 0, font13border);
  }
  if (!m_layout)
    return;

  CStdString info;
  if (LOG_LEVEL_DEBUG_FREEMEM <= g_advancedSettings.m_logLevel)
  {
    MEMORYSTATUS stat;
    GlobalMemoryStatus(&stat);
    CStdString profiling = CGUIControlProfiler::IsRunning() ? " (profiling)" : "";
    CStdString strCores = g_cpuInfo.GetCoresUsageString();
#if !defined(_LINUX)
    info.Format("LOG: %sxbmc.log\nMEM: %d/%d KB - FPS: %2.1f fps\nCPU: %s%s", g_settings.m_logFolder.c_str(),
                stat.dwAvailPhys/1024, stat.dwTotalPhys/1024, g_infoManager.GetFPS(), strCores.c_str(), profiling.c_str());
#else
    double dCPU = m_resourceCounter.GetCPUUsage();
    info.Format("LOG: %sxbmc.log\nMEM: %"PRIu64"/%"PRIu64" KB - FPS: %2.1f fps\nCPU: %s (CPU-XBMC %4.2f%%%s)", g_settings.m_logFolder.c_str(),
                stat.dwAvailPhys/1024, stat.dwTotalPhys/1024, g_infoManager.GetFPS(), strCores.c_str(), dCPU, profiling.c_str());
#endif
  }

  // render the skin debug info
  if (g_SkinInfo->IsDebugging())
  {
    if (!info.IsEmpty())
      info += "\n";
    CGUIWindow *window = g_windowManager.GetWindow(g_windowManager.GetFocusedWindow());
    CGUIWindow *pointer = g_windowManager.GetWindow(WINDOW_DIALOG_POINTER);
    CPoint point;
    if (pointer)
      point = CPoint(pointer->GetXPosition(), pointer->GetYPosition());
    if (window)
    {
      CStdString windowName = CButtonTranslator::TranslateWindow(window->GetID());
      if (!windowName.IsEmpty())
        windowName += " (" + window->GetProperty("xmlfile") + ")";
      else
        windowName = window->GetProperty("xmlfile");
      info += "Window: " + windowName + "  ";
      // transform the mouse coordinates to this window's coordinates
      g_graphicsContext.SetScalingResolution(window->GetCoordsRes(), true);
      point.x *= g_graphicsContext.GetGUIScaleX();
      point.y *= g_graphicsContext.GetGUIScaleY();
      g_graphicsContext.SetRenderingResolution(g_graphicsContext.GetResInfo(), false);
    }
    info.AppendFormat("Mouse: (%d,%d)  ", (int)point.x, (int)point.y);
    if (window)
    {
      CGUIControl *control = window->GetFocusedControl();
      if (control)
        info.AppendFormat("Focused: %i (%s)", control->GetID(), CGUIControlFactory::TranslateControlType(control->GetControlType()).c_str());
    }
  }

  float w, h;
  if (m_layout->Update(info))
    MarkDirtyRegion();
  m_layout->GetTextExtent(w, h);

  float x = xShift + 0.04f * g_graphicsContext.GetWidth();
  float y = yShift + 0.04f * g_graphicsContext.GetHeight();
  m_renderRegion.SetRect(x, y, x+w, y+h);
}