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/*!
\file guiImage.h
\brief
*/

#ifndef GUILIB_GUIIMAGECONTROL_H
#define GUILIB_GUIIMAGECONTROL_H

#pragma once

/*
* 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 "GUIControl.h"
#include "GUITexture.h"

/*!
\ingroup controls
\brief
*/

class CGUIImage : public CGUIControl
{
public:
  class CFadingTexture
  {
  public:
    CFadingTexture(const CGUITexture &texture, unsigned int fadeTime)
    {
      // create a copy of our texture, and allocate resources
      m_texture = new CGUITexture(texture);
      m_texture->AllocResources();
      m_fadeTime = fadeTime;
      m_fading = false;
    };
    ~CFadingTexture()
    {
      m_texture->FreeResources();
      delete m_texture;
    };

    CGUITexture *m_texture; ///< texture to fade out
    unsigned int m_fadeTime; ///< time to fade out (ms)
    bool m_fading; ///< whether we're fading out
  };

  CGUIImage(int parentID, int controlID, float posX, float posY, float width, float height, const CTextureInfo& texture);
  CGUIImage(const CGUIImage &left);
  virtual ~CGUIImage(void);
  virtual CGUIImage *Clone() const { return new CGUIImage(*this); };

  virtual void Render();
  virtual void UpdateVisibility(const CGUIListItem *item = NULL);
  virtual bool OnAction(const CAction &action) ;
  virtual bool OnMessage(CGUIMessage& message);
  virtual void AllocResources();
  virtual void FreeResources(bool immediately = false);
  virtual void DynamicResourceAlloc(bool bOnOff);
  virtual bool IsDynamicallyAllocated() { return m_bDynamicResourceAlloc; };
  virtual void SetInvalid();
  virtual bool CanFocus() const;
  virtual void UpdateInfo(const CGUIListItem *item = NULL);

  virtual void SetInfo(const CGUIInfoLabel &info);
  virtual void SetFileName(const CStdString& strFileName, bool setConstant = false);
  virtual void SetAspectRatio(const CAspectRatio &aspect);
  virtual void SetWidth(float width);
  virtual void SetHeight(float height);
  virtual void SetPosition(float posX, float posY);
  virtual CStdString GetDescription() const;
  void SetCrossFade(unsigned int time);

  const CStdString& GetFileName() const;
  float GetTextureWidth() const;
  float GetTextureHeight() const;

#ifdef _DEBUG
  virtual void DumpTextureUse();
#endif
protected:
  virtual void AllocateOnDemand();
  virtual void FreeTextures(bool immediately = false);
  void FreeResourcesButNotAnims();
  unsigned char GetFadeLevel(unsigned int time) const;
  bool RenderFading(CFadingTexture *texture, unsigned int frameTime);

  bool m_bDynamicResourceAlloc;

  // border + conditional info
  CTextureInfo m_image;
  CGUIInfoLabel m_info;

  CGUITexture m_texture;
  std::vector<CFadingTexture *> m_fadingTextures;
  CStdString m_currentTexture;

  unsigned int m_crossFadeTime;
  unsigned int m_currentFadeTime;
  unsigned int m_lastRenderTime;
};
#endif
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