Пример #1
0
bool CGUIWindowManager::OnAction(const CAction &action) const
{
  CSingleLock lock(g_graphicsContext);
  unsigned int topMost = m_activeDialogs.size();
  while (topMost)
  {
    CGUIWindow *dialog = m_activeDialogs[--topMost];
    lock.Leave();
    if (dialog->IsModalDialog())
    { // we have the topmost modal dialog
      if (!dialog->IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
      {
        bool fallThrough = (dialog->GetID() == WINDOW_DIALOG_FULLSCREEN_INFO);
        if (dialog->OnAction(action))
          return true;
        // dialog didn't want the action - we'd normally return false
        // but for some dialogs we want to drop the actions through
        if (fallThrough)
          break;
        return false;
      }
      return true; // do nothing with the action until the anim is finished
    }
    lock.Enter();
    if (topMost > m_activeDialogs.size())
      topMost = m_activeDialogs.size();
  }
  lock.Leave();
  CGUIWindow* window = GetWindow(GetActiveWindow());
  if (window)
    return window->OnAction(action);
  return false;
}
Пример #2
0
bool CGUIWindowManager::OnAction(const CAction &action)
{
  if (g_powerManager.IsSuspended())
  {
    g_powerManager.Resume();
    return true;
  }
  
  // If the screen saver is active, it is on top of
  // existing dialogs. Pass the actions to the screen
  // saver and not to the dialogs
  if (!g_application.GetInSlideshowScreensaver()) 
  {
    CSingleLock lock(g_graphicsContext);
    unsigned int topMost = m_activeDialogs.size();
    while (topMost)
    {
      CGUIWindow *dialog = m_activeDialogs[--topMost];
      lock.Leave();
      if (dialog->IsModalDialog())
      { // we have the topmost modal dialog
        if (!dialog->IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
        {
          bool fallThrough = (dialog->GetID() == WINDOW_DIALOG_FULLSCREEN_INFO);
          if (dialog->OnAction(action))
            return true;
          // dialog didn't want the action - we'd normally return false
          // but for some dialogs we want to drop the actions through
          if (fallThrough)
            break;
          return false;
        }
        return true; // do nothing with the action until the anim is finished
      }
      // music or video overlay are handled as a special case, as they're modeless, but we allow
      // clicking on them with the mouse.
      if (action.id == ACTION_MOUSE && (dialog->GetID() == WINDOW_VIDEO_OVERLAY ||
                                        dialog->GetID() == WINDOW_MUSIC_OVERLAY))
      {
        if (dialog->OnAction(action))
          return true;
      }
      lock.Enter();
      if (topMost > m_activeDialogs.size())
        topMost = m_activeDialogs.size();
    }
    lock.Leave();
  }

  CGUIWindow* window = GetWindow(GetActiveWindow());
  if (window)
    return window->OnAction(action);
  return false;
}
Пример #3
0
bool CGUIWindowManager::OnAction(const CAction &action)
{
/*
	参数:
		1、

	返回:
		1、

	说明:
		1、
*/
	CSingleLock lock(g_graphicsContext);
	unsigned int topMost = m_activeDialogs.size();
	while (topMost)
	{
		CGUIWindow *dialog = m_activeDialogs[--topMost];
		lock.Leave();
		if (dialog->IsModalDialog())
		{ // we have the topmost modal dialog
			if (!dialog->IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
			{
				bool fallThrough = (dialog->GetID() == WINDOW_DIALOG_FULLSCREEN_INFO);
				if (dialog->OnAction(action))
					return true;
				// dialog didn't want the action - we'd normally return false
				// but for some dialogs we want to drop the actions through
				if (fallThrough)
					break;
				return false;
			}
			return true; // do nothing with the action until the anim is finished
		}
		// music or video overlay are handled as a special case, as they're modeless, but we allow
		// clicking on them with the mouse.
		if (action.IsMouse() && (dialog->GetID() == WINDOW_DIALOG_VIDEO_OVERLAY || dialog->GetID() == WINDOW_DIALOG_MUSIC_OVERLAY))
		{
			if (dialog->OnAction(action))
				return true;
		}
		lock.Enter();
		if (topMost > m_activeDialogs.size())
			topMost = m_activeDialogs.size();
	}
	lock.Leave();
	
	CGUIWindow* window = GetWindow(GetActiveWindow());
	if (window)
		return window->OnAction(action);
	
	return false;
}
Пример #4
0
/// \brief Get the ID of the top most routed window
/// \return id ID of the window or WINDOW_INVALID if no routed window available
int CGUIWindowManager::GetTopMostModalDialogID(bool ignoreClosing /*= false*/) const
{
  CSingleLock lock(g_graphicsContext);
  for (crDialog it = m_activeDialogs.rbegin(); it != m_activeDialogs.rend(); ++it)
  {
    CGUIWindow *dialog = *it;
    if (dialog->IsModalDialog() && (!ignoreClosing || !dialog->IsAnimating(ANIM_TYPE_WINDOW_CLOSE)))
    { // have a modal window
      return dialog->GetID();
    }
  }
  return WINDOW_INVALID;
}
Пример #5
0
/// \brief Get the ID of the top most routed window
/// \return id ID of the window or WINDOW_INVALID if no routed window available
int CGUIWindowManager::GetTopMostModalDialogID() const
{
  CSingleLock lock(g_graphicsContext);
  for (crDialog it = m_activeDialogs.rbegin(); it != m_activeDialogs.rend(); ++it)
  {
    CGUIWindow *dialog = *it;
    if (dialog->IsModalDialog())
    { // have a modal window
      return dialog->GetID();
    }
  }
  return WINDOW_INVALID;
}
Пример #6
0
bool CGUIWindowManager::HasModalDialog() const
{
  CSingleLock lock(g_graphicsContext);
  for (ciDialog it = m_activeDialogs.begin(); it != m_activeDialogs.end(); ++it)
  {
    CGUIWindow *window = *it;
    if (window->IsModalDialog())
    { // have a modal window
      if (!window->IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
        return true;
    }
  }
  return false;
}
Пример #7
0
/// \brief Get the ID of the top most routed window
/// \return id ID of the window or WINDOW_INVALID if no routed window available
int CGUIWindowManager::GetTopMostModalDialogID() const
{
  // If the screen saver is active, don't tell anyone that there
  // are any dialogs open, so the window will get the events and
  // not the dialogs
  if (g_application.GetInSlideshowScreensaver())
     return WINDOW_INVALID;

  CSingleLock lock(g_graphicsContext);
  for (crDialog it = m_activeDialogs.rbegin(); it != m_activeDialogs.rend(); ++it)
  {
    CGUIWindow *dialog = *it;
    if (dialog->IsModalDialog())
    { // have a modal window
      return dialog->GetID();
    }
  }
  return WINDOW_INVALID;
}
Пример #8
0
bool CGUIWindowManager::HasModalDialog() const
{
  // If the screen saver is active, don't tell anyone that there
  // are any dialogs open, so the window will get the events and
  // not the dialogs
  if (g_application.GetInSlideshowScreensaver())
     return false;

  CSingleLock lock(g_graphicsContext);
  for (ciDialog it = m_activeDialogs.begin(); it != m_activeDialogs.end(); ++it)
  {
    CGUIWindow *window = *it;
    if (window->IsModalDialog())
    { // have a modal window
      if (!window->IsAnimating(ANIM_TYPE_WINDOW_CLOSE))
        return true;
    }
  }
  return false;
}
Пример #9
0
bool CGUIWindowManager::SendMessage(CGUIMessage& message)
{
  bool handled = false;
//  CLog::Log(LOGDEBUG,"SendMessage: mess=%d send=%d control=%d param1=%d", message.GetMessage(), message.GetSenderId(), message.GetControlId(), message.GetParam1());
  // Send the message to all none window targets
  for (int i = 0; i < (int) m_vecMsgTargets.size(); i++)
  {
    IMsgTargetCallback* pMsgTarget = m_vecMsgTargets[i];

    if (pMsgTarget)
    {
      if (pMsgTarget->OnMessage( message )) handled = true;
    }
  }

  //  A GUI_MSG_NOTIFY_ALL is send to any active modal dialog
  //  and all windows whether they are active or not
  if (message.GetMessage()==GUI_MSG_NOTIFY_ALL)
  {
    CSingleLock lock(g_graphicsContext);
    for (rDialog it = m_activeDialogs.rbegin(); it != m_activeDialogs.rend(); ++it)
    {
      CGUIWindow *dialog = *it;
      dialog->OnMessage(message);
    }

    for (WindowMap::iterator it = m_mapWindows.begin(); it != m_mapWindows.end(); it++)
    {
      CGUIWindow *pWindow = (*it).second;
      pWindow->OnMessage(message);
    }
    return true;
  }

  // Normal messages are sent to:
  // 1. All active modeless dialogs
  // 2. The topmost dialog that accepts the message
  // 3. The underlying window (only if it is the sender or receiver if a modal dialog is active)

  bool hasModalDialog(false);
  bool modalAcceptedMessage(false);
  // don't use an iterator for this loop, as some messages mean that m_activeDialogs is altered,
  // which will invalidate any iterator
  CSingleLock lock(g_graphicsContext);
  unsigned int topWindow = m_activeDialogs.size();
  while (topWindow)
  {
    CGUIWindow* dialog = m_activeDialogs[--topWindow];
    lock.Leave();
    if (!modalAcceptedMessage && dialog->IsModalDialog())
    { // modal window
      hasModalDialog = true;
      if (!modalAcceptedMessage && dialog->OnMessage( message ))
      {
        modalAcceptedMessage = handled = true;
      }
    }
    else if (!dialog->IsModalDialog())
    { // modeless
      if (dialog->OnMessage( message ))
        handled = true;
    }
    lock.Enter();
    if (topWindow > m_activeDialogs.size())
      topWindow = m_activeDialogs.size();
  }
  lock.Leave();

  // now send to the underlying window
  CGUIWindow* window = GetWindow(GetActiveWindow());
  if (window)
  {
    if (hasModalDialog)
    {
      // only send the message to the underlying window if it's the recipient
      // or sender (or we have no sender)
      if (message.GetSenderId() == window->GetID() ||
          message.GetControlId() == window->GetID() ||
          message.GetSenderId() == 0 )
      {
        if (window->OnMessage(message)) handled = true;
      }
    }
    else
    {
      if (window->OnMessage(message)) handled = true;
    }
  }
  return handled;
}