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 CGUIAction beforeAction = GetNavigateAction((m_orientation == VERTICAL) ? ACTION_MOVE_UP : ACTION_MOVE_LEFT); CGUIAction afterAction = GetNavigateAction((m_orientation == VERTICAL) ? ACTION_MOVE_DOWN : ACTION_MOVE_RIGHT); 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 (!afterAction.HasActionsMeetingCondition() || afterAction.GetNavigation() == GetID()) // we're wrapping around bottom->top, so we have to update the last item before = m_children[m_children.size() - 1]; if (!beforeAction.HasActionsMeetingCondition() || beforeAction.GetNavigation() == GetID()) // we're wrapping around top->bottom beforeAction = CGUIAction(m_children[m_children.size() - 1]->GetID()); afterAction = CGUIAction(after->GetID()); } else if (position == (int)m_children.size()) { // inserting at the end before = m_children[m_children.size() - 1]; if (!beforeAction.HasActionsMeetingCondition() || beforeAction.GetNavigation() == GetID()) // we're wrapping around top->bottom, so we have to update the first item after = m_children[0]; if (!afterAction.HasActionsMeetingCondition() || afterAction.GetNavigation() == GetID()) // we're wrapping around bottom->top afterAction = CGUIAction(m_children[0]->GetID()); beforeAction = CGUIAction(before->GetID()); } else { // inserting somewhere in the middle before = m_children[position - 1]; after = m_children[position]; beforeAction = CGUIAction(before->GetID()); afterAction = CGUIAction(after->GetID()); } if (m_orientation == VERTICAL) { if (before) // update the DOWN action to point to us before->SetNavigationAction(ACTION_MOVE_DOWN, CGUIAction(control->GetID())); if (after) // update the UP action to point to us after->SetNavigationAction(ACTION_MOVE_UP, CGUIAction(control->GetID())); } else { if (before) // update the RIGHT action to point to us before->SetNavigationAction(ACTION_MOVE_RIGHT, CGUIAction(control->GetID())); if (after) // update the LEFT action to point to us after->SetNavigationAction(ACTION_MOVE_LEFT, CGUIAction(control->GetID())); } } // now the control's nav // set navigation path on orientation axis // and try to apply other nav actions from grouplist // don't override them if child have already defined actions if (m_orientation == VERTICAL) { control->SetNavigationAction(ACTION_MOVE_UP, beforeAction); control->SetNavigationAction(ACTION_MOVE_DOWN, afterAction); control->SetNavigationAction(ACTION_MOVE_LEFT, GetNavigateAction(ACTION_MOVE_LEFT), false); control->SetNavigationAction(ACTION_MOVE_RIGHT, GetNavigateAction(ACTION_MOVE_RIGHT), false); } else { control->SetNavigationAction(ACTION_MOVE_LEFT, beforeAction); control->SetNavigationAction(ACTION_MOVE_RIGHT, afterAction); control->SetNavigationAction(ACTION_MOVE_UP, GetNavigateAction(ACTION_MOVE_UP), false); control->SetNavigationAction(ACTION_MOVE_DOWN, GetNavigateAction(ACTION_MOVE_DOWN), false); } control->SetNavigationAction(ACTION_NAV_BACK, GetNavigateAction(ACTION_NAV_BACK), false); if (!m_useControlPositions) control->SetPosition(0,0); CGUIControlGroup::AddControl(control, position); m_totalSize = GetTotalSize(); } }