/* 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; }
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); } }
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()); // try inserting context buttons at position specified by template // button, if template button is not in grouplist fallback to adding // new buttons at the end of grouplist if (!pGroupList->InsertControl(pButton, pButtonTemplate)) 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++; }
/* 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 CSingleLock 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; 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; }
void CGUIDialogContextMenu::DoModal(int iWindowID /*= WINDOW_INVALID */, const CStdString ¶m) { // 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_dwDefaultFocusControlID <= BUTTON_TEMPLATE || m_dwDefaultFocusControlID > (DWORD)(BUTTON_TEMPLATE + m_iNumButtons)) m_dwDefaultFocusControlID = BUTTON_TEMPLATE + 1; // check the default control has focus... while (m_dwDefaultFocusControlID <= (DWORD)(BUTTON_TEMPLATE + m_iNumButtons) && !(GetControl(m_dwDefaultFocusControlID)->CanFocus())) m_dwDefaultFocusControlID++; CGUIDialog::DoModal(); }
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); }
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()); if (after) // update the UP action to point to us after->SetNavigation(control->GetID(), after->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight()); } else { if (before) // update the RIGHT action to point to us before->SetNavigation(GetControlIdUp(), GetControlIdDown(), before->GetControlIdLeft(), control->GetID()); if (after) // update the LEFT action to point to us after->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), after->GetControlIdRight()); } } // now the control's nav std::vector<CGUIActionDescriptor> empty; if (m_orientation == VERTICAL) { control->SetNavigation(beforeID, afterID, GetControlIdLeft(), GetControlIdRight()); control->SetNavigationActions(empty, empty, m_leftActions, m_rightActions, false); } else { control->SetNavigation(GetControlIdUp(), GetControlIdDown(), beforeID, afterID); control->SetNavigationActions(m_upActions, m_downActions, empty, empty, false); } if (!m_useControlPositions) control->SetPosition(0,0); CGUIControlGroup::AddControl(control, position); } }
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++; }