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GUIFixedListContainer.cpp
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GUIFixedListContainer.cpp
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/*
* Copyright (C) 2005-2008 Team XBMC
* http://www.xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "include.h"
#include "GUIFixedListContainer.h"
#include "GUIListItem.h"
#include "utils/GUIInfoManager.h"
CGUIFixedListContainer::CGUIFixedListContainer(DWORD dwParentID, DWORD dwControlId, float posX, float posY, float width, float height, ORIENTATION orientation, int scrollTime, int fixedPosition)
: CGUIBaseContainer(dwParentID, dwControlId, posX, posY, width, height, orientation, scrollTime)
{
ControlType = GUICONTAINER_FIXEDLIST;
m_type = VIEW_TYPE_LIST;
m_cursor = fixedPosition;
}
CGUIFixedListContainer::~CGUIFixedListContainer(void)
{
}
void CGUIFixedListContainer::Render()
{
ValidateOffset();
if (m_bInvalidated)
UpdateLayout();
if (!m_focusedLayout || !m_layout) return;
UpdateScrollOffset();
int offset = (int)(m_scrollOffset / m_layout->Size(m_orientation));
// Free memory not used on screen at the moment, do this first so there's more memory for the new items.
FreeMemory(CorrectOffset(offset, 0), CorrectOffset(offset, m_itemsPerPage + 1));
g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height);
float posX = m_posX;
float posY = m_posY;
if (m_orientation == VERTICAL)
posY += (offset * m_layout->Size(m_orientation) - m_scrollOffset);
else
posX += (offset * m_layout->Size(m_orientation) - m_scrollOffset);;
float focusedPosX = 0;
float focusedPosY = 0;
CGUIListItemPtr focusedItem;
int current = offset;
while (posX < m_posX + m_width && posY < m_posY + m_height && m_items.size())
{
if (current >= (int)m_items.size())
break;
bool focused = (current == m_offset + m_cursor);
if (current >= 0)
{
CGUIListItemPtr item = m_items[current];
// render our item
if (focused)
{
focusedPosX = posX;
focusedPosY = posY;
focusedItem = item;
}
else
RenderItem(posX, posY, item.get(), focused);
}
// increment our position
if (m_orientation == VERTICAL)
posY += focused ? m_focusedLayout->Size(m_orientation) : m_layout->Size(m_orientation);
else
posX += focused ? m_focusedLayout->Size(m_orientation) : m_layout->Size(m_orientation);
current++;
}
// and render the focused item last (for overlapping purposes)
if (focusedItem)
RenderItem(focusedPosX, focusedPosY, focusedItem.get(), true);
g_graphicsContext.RestoreClipRegion();
if (m_pageControl)
{ // tell our pagecontrol (scrollbar or whatever) to update
CGUIMessage msg(GUI_MSG_ITEM_SELECT, GetID(), m_pageControl, offset);
SendWindowMessage(msg);
}
CGUIBaseContainer::Render();
}
bool CGUIFixedListContainer::OnAction(const CAction &action)
{
switch (action.wID)
{
case ACTION_PAGE_UP:
{
if (m_offset + m_cursor < m_itemsPerPage)
{ // already on the first page, so move to the first item
Scroll(m_offset + m_cursor - m_itemsPerPage);
}
else
{ // scroll up to the previous page
Scroll(-m_itemsPerPage);
}
return true;
}
break;
case ACTION_PAGE_DOWN:
{
if (m_offset + m_cursor >= (int)m_items.size() || (int)m_items.size() < m_itemsPerPage)
{ // already at the last page, so move to the last item.
Scroll(m_items.size() - 1 - m_offset + m_cursor);
}
else
{ // scroll down to the next page
Scroll(m_itemsPerPage);
}
return true;
}
break;
// smooth scrolling (for analog controls)
case ACTION_SCROLL_UP:
{
m_analogScrollCount += action.fAmount1 * action.fAmount1;
bool handled = false;
while (m_analogScrollCount > 0.4)
{
handled = true;
m_analogScrollCount -= 0.4f;
if (m_offset > -m_cursor)
Scroll(-1);
}
return handled;
}
break;
case ACTION_SCROLL_DOWN:
{
m_analogScrollCount += action.fAmount1 * action.fAmount1;
bool handled = false;
while (m_analogScrollCount > 0.4)
{
handled = true;
m_analogScrollCount -= 0.4f;
if (m_offset < (int)m_items.size() - 1)
Scroll(1);
}
return handled;
}
break;
}
return CGUIBaseContainer::OnAction(action);
}
bool CGUIFixedListContainer::OnMessage(CGUIMessage& message)
{
if (message.GetControlId() == GetID() )
{
if (message.GetMessage() == GUI_MSG_ITEM_SELECT)
{
SelectItem(message.GetParam1());
return true;
}
}
return CGUIBaseContainer::OnMessage(message);
}
bool CGUIFixedListContainer::MoveUp(bool wrapAround)
{
if (m_offset > -m_cursor)
ScrollToOffset(m_offset - 1);
else if (wrapAround)
{
if (m_items.size() > 0)
{ // move 2 last item in list
int offset = m_items.size() - m_cursor - 1;
if (offset < -m_cursor) offset = -m_cursor;
ScrollToOffset(offset);
g_infoManager.SetContainerMoving(GetID(), -1);
}
}
else
return false;
return true;
}
bool CGUIFixedListContainer::MoveDown(bool wrapAround)
{
if (m_offset + m_cursor + 1 < (int)m_items.size())
{
ScrollToOffset(m_offset + 1);
}
else if (wrapAround)
{ // move first item in list
ScrollToOffset(-m_cursor);
g_infoManager.SetContainerMoving(GetID(), 1);
}
else
return false;
return true;
}
// scrolls the said amount
void CGUIFixedListContainer::Scroll(int amount)
{
// increase or decrease the offset
int offset = m_offset + amount;
if (offset >= (int)m_items.size() - m_cursor)
{
offset = m_items.size() - m_cursor - 1;
}
if (offset < -m_cursor) offset = -m_cursor;
ScrollToOffset(offset);
}
void CGUIFixedListContainer::ValidateOffset()
{ // first thing is we check the range of m_offset
if (!m_layout) return;
if (m_offset > (int)m_items.size() - m_cursor)
{
m_offset = m_items.size() - m_cursor;
m_scrollOffset = m_offset * m_layout->Size(m_orientation);
}
if (m_offset < -m_cursor)
{
m_offset = -m_cursor;
m_scrollOffset = m_offset * m_layout->Size(m_orientation);
}
}
bool CGUIFixedListContainer::SelectItemFromPoint(const CPoint &point)
{
if (!m_focusedLayout || !m_layout)
return false;
const float mouse_scroll_speed = 0.05f;
const float mouse_max_amount = 1.5f; // max speed: 1 item per frame
float sizeOfItem = m_layout->Size(m_orientation);
// see if the point is either side of our focused item
float start = m_cursor * sizeOfItem;
float end = start + m_focusedLayout->Size(m_orientation);
float pos = (m_orientation == VERTICAL) ? point.y : point.x;
if (pos < start - 0.5f * sizeOfItem)
{ // scroll backward
if (!InsideLayout(m_layout, point))
return false;
float amount = std::min((start - pos) / sizeOfItem, mouse_max_amount);
m_analogScrollCount += amount * amount * mouse_scroll_speed;
if (m_analogScrollCount > 1)
{
Scroll(-1);
m_analogScrollCount-=1.0f;
}
return true;
}
else if (pos > end + 0.5f * sizeOfItem)
{
if (!InsideLayout(m_layout, point))
return false;
// scroll forward
float amount = std::min((pos - end) / sizeOfItem, mouse_max_amount);
m_analogScrollCount += amount * amount * mouse_scroll_speed;
if (m_analogScrollCount > 1)
{
Scroll(1);
m_analogScrollCount-=1.0f;
}
return true;
}
return InsideLayout(m_focusedLayout, point);
}
void CGUIFixedListContainer::SelectItem(int item)
{
// Check that m_offset is valid
ValidateOffset();
// only select an item if it's in a valid range
if (item >= 0 && item < (int)m_items.size())
{
// Select the item requested
ScrollToOffset(item - m_cursor);
}
}
bool CGUIFixedListContainer::HasPreviousPage() const
{
return (m_offset > 0);
}
bool CGUIFixedListContainer::HasNextPage() const
{
return (m_offset != (int)m_items.size() - m_itemsPerPage && (int)m_items.size() >= m_itemsPerPage);
}
int CGUIFixedListContainer::GetCurrentPage() const
{
int offset = CorrectOffset(m_offset, m_cursor);
if (offset + m_itemsPerPage - m_cursor >= (int)GetRows()) // last page
return (GetRows() + m_itemsPerPage - 1) / m_itemsPerPage;
return offset / m_itemsPerPage + 1;
}