/
GUIBaseContainer.cpp
1385 lines (1251 loc) · 39.7 KB
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GUIBaseContainer.cpp
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/*
* Copyright (C) 2005-2013 Team XBMC
* http://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, see
* <http://www.gnu.org/licenses/>.
*
*/
#include "GUIBaseContainer.h"
#include "utils/CharsetConverter.h"
#include "GUIInfoManager.h"
#include "utils/TimeUtils.h"
#include "utils/log.h"
#include "utils/SortUtils.h"
#include "utils/StringUtils.h"
#include "FileItem.h"
#include "input/Key.h"
#include "utils/MathUtils.h"
#include "utils/XBMCTinyXML.h"
#include "listproviders/IListProvider.h"
#include "settings/Settings.h"
#include "guiinfo/GUIInfoLabels.h"
#define HOLD_TIME_START 100
#define HOLD_TIME_END 3000
#define SCROLLING_GAP 200U
#define SCROLLING_THRESHOLD 300U
CGUIBaseContainer::CGUIBaseContainer(int parentID, int controlID, float posX, float posY, float width, float height, ORIENTATION orientation, const CScroller& scroller, int preloadItems)
: IGUIContainer(parentID, controlID, posX, posY, width, height)
, m_scroller(scroller)
{
m_cursor = 0;
m_offset = 0;
m_lastHoldTime = 0;
m_itemsPerPage = 10;
m_pageControl = 0;
m_orientation = orientation;
m_analogScrollCount = 0;
m_wasReset = false;
m_layout = NULL;
m_focusedLayout = NULL;
m_cacheItems = preloadItems;
m_scrollItemsPerFrame = 0.0f;
m_type = VIEW_TYPE_NONE;
m_listProvider = NULL;
m_autoScrollMoveTime = 0;
m_autoScrollDelayTime = 0;
m_autoScrollIsReversed = false;
m_lastRenderTime = 0;
}
CGUIBaseContainer::~CGUIBaseContainer(void)
{
delete m_listProvider;
}
void CGUIBaseContainer::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
CGUIControl::DoProcess(currentTime, dirtyregions);
if (m_pageChangeTimer.IsRunning() && m_pageChangeTimer.GetElapsedMilliseconds() > 200)
m_pageChangeTimer.Stop();
m_wasReset = false;
// if not visible, we reset the autoscroll timer
if (!IsVisible() && m_autoScrollMoveTime)
{
ResetAutoScrolling();
}
}
void CGUIBaseContainer::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
// update our auto-scrolling as necessary
UpdateAutoScrolling(currentTime);
ValidateOffset();
if (m_bInvalidated)
UpdateLayout();
if (!m_layout || !m_focusedLayout) return;
UpdateScrollOffset(currentTime);
int offset = (int)floorf(m_scroller.GetValue() / m_layout->Size(m_orientation));
int cacheBefore, cacheAfter;
GetCacheOffsets(cacheBefore, cacheAfter);
// Free memory not used on screen
if ((int)m_items.size() > m_itemsPerPage + cacheBefore + cacheAfter)
FreeMemory(CorrectOffset(offset - cacheBefore, 0), CorrectOffset(offset + m_itemsPerPage + 1 + cacheAfter, 0));
CPoint origin = CPoint(m_posX, m_posY) + m_renderOffset;
float pos = (m_orientation == VERTICAL) ? origin.y : origin.x;
float end = (m_orientation == VERTICAL) ? m_posY + m_height : m_posX + m_width;
// we offset our draw position to take into account scrolling and whether or not our focused
// item is offscreen "above" the list.
float drawOffset = (offset - cacheBefore) * m_layout->Size(m_orientation) - m_scroller.GetValue();
if (GetOffset() + GetCursor() < offset)
drawOffset += m_focusedLayout->Size(m_orientation) - m_layout->Size(m_orientation);
pos += drawOffset;
end += cacheAfter * m_layout->Size(m_orientation);
int current = offset - cacheBefore;
while (pos < end && m_items.size())
{
int itemNo = CorrectOffset(current, 0);
if (itemNo >= (int)m_items.size())
break;
bool focused = (current == GetOffset() + GetCursor());
if (itemNo >= 0)
{
CGUIListItemPtr item = m_items[itemNo];
// render our item
if (m_orientation == VERTICAL)
ProcessItem(origin.x, pos, item, focused, currentTime, dirtyregions);
else
ProcessItem(pos, origin.y, item, focused, currentTime, dirtyregions);
}
// increment our position
pos += focused ? m_focusedLayout->Size(m_orientation) : m_layout->Size(m_orientation);
current++;
}
// when we are scrolling up, offset will become lower (integer division, see offset calc)
// to have same behaviour when scrolling down, we need to set page control to offset+1
UpdatePageControl(offset + (m_scroller.IsScrollingDown() ? 1 : 0));
m_lastRenderTime = currentTime;
CGUIControl::Process(currentTime, dirtyregions);
}
void CGUIBaseContainer::ProcessItem(float posX, float posY, CGUIListItemPtr& item, bool focused, unsigned int currentTime, CDirtyRegionList &dirtyregions)
{
if (!m_focusedLayout || !m_layout) return;
// set the origin
g_graphicsContext.SetOrigin(posX, posY);
if (m_bInvalidated)
item->SetInvalid();
if (focused)
{
if (!item->GetFocusedLayout())
{
CGUIListItemLayout *layout = new CGUIListItemLayout(*m_focusedLayout);
item->SetFocusedLayout(layout);
}
if (item->GetFocusedLayout())
{
if (item != m_lastItem || !HasFocus())
{
item->GetFocusedLayout()->SetFocusedItem(0);
}
if (item != m_lastItem && HasFocus())
{
item->GetFocusedLayout()->ResetAnimation(ANIM_TYPE_UNFOCUS);
unsigned int subItem = 1;
if (m_lastItem && m_lastItem->GetFocusedLayout())
subItem = m_lastItem->GetFocusedLayout()->GetFocusedItem();
item->GetFocusedLayout()->SetFocusedItem(subItem ? subItem : 1);
}
item->GetFocusedLayout()->Process(item.get(), m_parentID, currentTime, dirtyregions);
}
m_lastItem = item;
}
else
{
if (item->GetFocusedLayout())
item->GetFocusedLayout()->SetFocusedItem(0); // focus is not set
if (!item->GetLayout())
{
CGUIListItemLayout *layout = new CGUIListItemLayout(*m_layout);
item->SetLayout(layout);
}
if (item->GetFocusedLayout())
item->GetFocusedLayout()->Process(item.get(), m_parentID, currentTime, dirtyregions);
if (item->GetLayout())
item->GetLayout()->Process(item.get(), m_parentID, currentTime, dirtyregions);
}
g_graphicsContext.RestoreOrigin();
}
void CGUIBaseContainer::Render()
{
if (!m_layout || !m_focusedLayout) return;
int offset = (int)floorf(m_scroller.GetValue() / m_layout->Size(m_orientation));
int cacheBefore, cacheAfter;
GetCacheOffsets(cacheBefore, cacheAfter);
if (g_graphicsContext.SetClipRegion(m_posX, m_posY, m_width, m_height))
{
CPoint origin = CPoint(m_posX, m_posY) + m_renderOffset;
float pos = (m_orientation == VERTICAL) ? origin.y : origin.x;
float end = (m_orientation == VERTICAL) ? m_posY + m_height : m_posX + m_width;
// we offset our draw position to take into account scrolling and whether or not our focused
// item is offscreen "above" the list.
float drawOffset = (offset - cacheBefore) * m_layout->Size(m_orientation) - m_scroller.GetValue();
if (GetOffset() + GetCursor() < offset)
drawOffset += m_focusedLayout->Size(m_orientation) - m_layout->Size(m_orientation);
pos += drawOffset;
end += cacheAfter * m_layout->Size(m_orientation);
float focusedPos = 0;
CGUIListItemPtr focusedItem;
int current = offset - cacheBefore;
while (pos < end && m_items.size())
{
int itemNo = CorrectOffset(current, 0);
if (itemNo >= (int)m_items.size())
break;
bool focused = (current == GetOffset() + GetCursor());
if (itemNo >= 0)
{
CGUIListItemPtr item = m_items[itemNo];
// render our item
if (focused)
{
focusedPos = pos;
focusedItem = item;
}
else
{
if (m_orientation == VERTICAL)
RenderItem(origin.x, pos, item.get(), false);
else
RenderItem(pos, origin.y, item.get(), false);
}
}
// increment our position
pos += focused ? m_focusedLayout->Size(m_orientation) : m_layout->Size(m_orientation);
current++;
}
// render focused item last so it can overlap other items
if (focusedItem)
{
if (m_orientation == VERTICAL)
RenderItem(origin.x, focusedPos, focusedItem.get(), true);
else
RenderItem(focusedPos, origin.y, focusedItem.get(), true);
}
g_graphicsContext.RestoreClipRegion();
}
CGUIControl::Render();
}
void CGUIBaseContainer::RenderItem(float posX, float posY, CGUIListItem *item, bool focused)
{
if (!m_focusedLayout || !m_layout) return;
// set the origin
g_graphicsContext.SetOrigin(posX, posY);
if (focused)
{
if (item->GetFocusedLayout())
item->GetFocusedLayout()->Render(item, m_parentID);
}
else
{
if (item->GetFocusedLayout() && item->GetFocusedLayout()->IsAnimating(ANIM_TYPE_UNFOCUS))
item->GetFocusedLayout()->Render(item, m_parentID);
else if (item->GetLayout())
item->GetLayout()->Render(item, m_parentID);
}
g_graphicsContext.RestoreOrigin();
}
bool CGUIBaseContainer::OnAction(const CAction &action)
{
if (action.GetID() >= KEY_ASCII)
{
OnJumpLetter((char)(action.GetID() & 0xff));
return true;
}
// stop the timer on any other action
m_matchTimer.Stop();
switch (action.GetID())
{
case ACTION_MOVE_LEFT:
case ACTION_MOVE_RIGHT:
case ACTION_MOVE_DOWN:
case ACTION_MOVE_UP:
case ACTION_NAV_BACK:
case ACTION_PREVIOUS_MENU:
{
if (!HasFocus()) return false;
if (action.GetHoldTime() > HOLD_TIME_START &&
((m_orientation == VERTICAL && (action.GetID() == ACTION_MOVE_UP || action.GetID() == ACTION_MOVE_DOWN)) ||
(m_orientation == HORIZONTAL && (action.GetID() == ACTION_MOVE_LEFT || action.GetID() == ACTION_MOVE_RIGHT))))
{ // action is held down - repeat a number of times
float speed = std::min(1.0f, (float)(action.GetHoldTime() - HOLD_TIME_START) / (HOLD_TIME_END - HOLD_TIME_START));
unsigned int frameDuration = std::min(CTimeUtils::GetFrameTime() - m_lastHoldTime, 50u); // max 20fps
// maximal scroll rate is at least 30 items per second, and at most (item_rows/7) items per second
// i.e. timed to take 7 seconds to traverse the list at full speed.
// minimal scroll rate is at least 10 items per second
float maxSpeed = std::max(frameDuration * 0.001f * 30, frameDuration * 0.001f * GetRows() / 7);
float minSpeed = frameDuration * 0.001f * 10;
m_scrollItemsPerFrame += std::max(minSpeed, speed*maxSpeed); // accelerate to max speed
m_lastHoldTime = CTimeUtils::GetFrameTime();
if(m_scrollItemsPerFrame < 1.0f)//not enough hold time accumulated for one step
return true;
while (m_scrollItemsPerFrame >= 1)
{
if (action.GetID() == ACTION_MOVE_LEFT || action.GetID() == ACTION_MOVE_UP)
MoveUp(false);
else
MoveDown(false);
m_scrollItemsPerFrame--;
}
return true;
}
else
{
//if HOLD_TIME_START is reached we need
//a sane initial value for calculating m_scrollItemsPerPage
m_lastHoldTime = CTimeUtils::GetFrameTime();
m_scrollItemsPerFrame = 0.0f;
return CGUIControl::OnAction(action);
}
}
case ACTION_CONTEXT_MENU:
if (OnContextMenu())
return true;
break;
case ACTION_SHOW_INFO:
if (m_listProvider)
{
int selected = GetSelectedItem();
if (selected >= 0 && selected < static_cast<int>(m_items.size()))
{
m_listProvider->OnInfo(m_items[selected]);
return true;
}
}
else if (OnInfo())
return true;
else if (action.GetID())
return OnClick(action.GetID());
else
return false;
case ACTION_FIRST_PAGE:
SelectItem(0);
return true;
case ACTION_LAST_PAGE:
if (m_items.size())
SelectItem(m_items.size() - 1);
return true;
case ACTION_NEXT_LETTER:
OnNextLetter();
return true;
case ACTION_PREV_LETTER:
OnPrevLetter();
return true;
case ACTION_JUMP_SMS2:
case ACTION_JUMP_SMS3:
case ACTION_JUMP_SMS4:
case ACTION_JUMP_SMS5:
case ACTION_JUMP_SMS6:
case ACTION_JUMP_SMS7:
case ACTION_JUMP_SMS8:
case ACTION_JUMP_SMS9:
OnJumpSMS(action.GetID() - ACTION_JUMP_SMS2 + 2);
return true;
default:
break;
}
return action.GetID() && OnClick(action.GetID());
}
bool CGUIBaseContainer::OnMessage(CGUIMessage& message)
{
if (message.GetControlId() == GetID() )
{
if (!m_listProvider)
{
if (message.GetMessage() == GUI_MSG_LABEL_BIND && message.GetPointer())
{ // bind our items
Reset();
CFileItemList *items = (CFileItemList *)message.GetPointer();
for (int i = 0; i < items->Size(); i++)
m_items.push_back(items->Get(i));
UpdateLayout(true); // true to refresh all items
UpdateScrollByLetter();
SelectItem(message.GetParam1());
return true;
}
else if (message.GetMessage() == GUI_MSG_LABEL_RESET)
{
Reset();
SetPageControlRange();
return true;
}
}
if (message.GetMessage() == GUI_MSG_ITEM_SELECT)
{
SelectItem(message.GetParam1());
return true;
}
else if (message.GetMessage() == GUI_MSG_SETFOCUS)
{
if (message.GetParam1()) // subfocus item is specified, so set the offset appropriately
{
int item = std::min(GetOffset() + (int)message.GetParam1() - 1, (int)m_items.size() - 1);
SelectItem(item);
}
}
else if (message.GetMessage() == GUI_MSG_ITEM_SELECTED)
{
message.SetParam1(GetSelectedItem());
return true;
}
else if (message.GetMessage() == GUI_MSG_PAGE_CHANGE)
{
if (message.GetSenderId() == m_pageControl && IsVisible())
{ // update our page if we're visible - not much point otherwise
if ((int)message.GetParam1() != GetOffset())
m_pageChangeTimer.StartZero();
ScrollToOffset(message.GetParam1());
return true;
}
}
else if (message.GetMessage() == GUI_MSG_REFRESH_LIST)
{ // update our list contents
for (unsigned int i = 0; i < m_items.size(); ++i)
m_items[i]->SetInvalid();
}
else if (message.GetMessage() == GUI_MSG_MOVE_OFFSET)
{
int count = (int)message.GetParam1();
while (count < 0)
{
MoveUp(true);
count++;
}
while (count > 0)
{
MoveDown(true);
count--;
}
return true;
}
}
return CGUIControl::OnMessage(message);
}
void CGUIBaseContainer::OnUp()
{
CGUIAction action = GetAction(ACTION_MOVE_UP);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == VERTICAL && MoveUp(wrapAround))
return;
// with horizontal lists it doesn't make much sense to have multiselect labels
CGUIControl::OnUp();
}
void CGUIBaseContainer::OnDown()
{
CGUIAction action = GetAction(ACTION_MOVE_DOWN);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == VERTICAL && MoveDown(wrapAround))
return;
// with horizontal lists it doesn't make much sense to have multiselect labels
CGUIControl::OnDown();
}
void CGUIBaseContainer::OnLeft()
{
CGUIAction action = GetAction(ACTION_MOVE_LEFT);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == HORIZONTAL && MoveUp(wrapAround))
return;
else if (m_orientation == VERTICAL)
{
CGUIListItemLayout *focusedLayout = GetFocusedLayout();
if (focusedLayout && focusedLayout->MoveLeft())
return;
}
CGUIControl::OnLeft();
}
void CGUIBaseContainer::OnRight()
{
CGUIAction action = GetAction(ACTION_MOVE_RIGHT);
bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition();
if (m_orientation == HORIZONTAL && MoveDown(wrapAround))
return;
else if (m_orientation == VERTICAL)
{
CGUIListItemLayout *focusedLayout = GetFocusedLayout();
if (focusedLayout && focusedLayout->MoveRight())
return;
}
CGUIControl::OnRight();
}
void CGUIBaseContainer::OnNextLetter()
{
int offset = CorrectOffset(GetOffset(), GetCursor());
for (unsigned int i = 0; i < m_letterOffsets.size(); i++)
{
if (m_letterOffsets[i].first > offset)
{
SelectItem(m_letterOffsets[i].first);
return;
}
}
}
void CGUIBaseContainer::OnPrevLetter()
{
int offset = CorrectOffset(GetOffset(), GetCursor());
if (!m_letterOffsets.size())
return;
for (int i = (int)m_letterOffsets.size() - 1; i >= 0; i--)
{
if (m_letterOffsets[i].first < offset)
{
SelectItem(m_letterOffsets[i].first);
return;
}
}
}
void CGUIBaseContainer::OnJumpLetter(char letter, bool skip /*=false*/)
{
if (m_matchTimer.GetElapsedMilliseconds() < letter_match_timeout)
m_match.push_back(letter);
else
m_match = StringUtils::Format("%c", letter);
m_matchTimer.StartZero();
// we can't jump through letters if we have none
if (0 == m_letterOffsets.size())
return;
// find the current letter we're focused on
unsigned int offset = CorrectOffset(GetOffset(), GetCursor());
unsigned int i = (offset + ((skip) ? 1 : 0)) % m_items.size();
do
{
CGUIListItemPtr item = m_items[i];
std::string label = item->GetLabel();
if (CSettings::GetInstance().GetBool(CSettings::SETTING_FILELISTS_IGNORETHEWHENSORTING))
label = SortUtils::RemoveArticles(label);
if (0 == strnicmp(label.c_str(), m_match.c_str(), m_match.size()))
{
SelectItem(i);
return;
}
i = (i+1) % m_items.size();
} while (i != offset);
// no match found - repeat with a single letter
if (m_match.size() > 1)
{
m_match.clear();
OnJumpLetter(letter, true);
}
}
void CGUIBaseContainer::OnJumpSMS(int letter)
{
static const char letterMap[8][6] = { "ABC2", "DEF3", "GHI4", "JKL5", "MNO6", "PQRS7", "TUV8", "WXYZ9" };
// only 2..9 supported
if (letter < 2 || letter > 9 || !m_letterOffsets.size())
return;
const std::string letters = letterMap[letter - 2];
// find where we currently are
int offset = CorrectOffset(GetOffset(), GetCursor());
unsigned int currentLetter = 0;
while (currentLetter + 1 < m_letterOffsets.size() && m_letterOffsets[currentLetter + 1].first <= offset)
currentLetter++;
// now switch to the next letter
std::string current = m_letterOffsets[currentLetter].second;
size_t startPos = (letters.find(current) + 1) % letters.size();
// now jump to letters[startPos], or another one in the same range if possible
size_t pos = startPos;
while (true)
{
// check if we can jump to this letter
for (size_t i = 0; i < m_letterOffsets.size(); i++)
{
if (m_letterOffsets[i].second == letters.substr(pos, 1))
{
SelectItem(m_letterOffsets[i].first);
return;
}
}
pos = (pos + 1) % letters.size();
if (pos == startPos)
return;
}
}
bool CGUIBaseContainer::MoveUp(bool wrapAround)
{
return true;
}
bool CGUIBaseContainer::MoveDown(bool wrapAround)
{
return true;
}
// scrolls the said amount
void CGUIBaseContainer::Scroll(int amount)
{
ResetAutoScrolling();
ScrollToOffset(GetOffset() + amount);
}
int CGUIBaseContainer::GetSelectedItem() const
{
return CorrectOffset(GetOffset(), GetCursor());
}
CGUIListItemPtr CGUIBaseContainer::GetListItem(int offset, unsigned int flag) const
{
if (!m_items.size() || !m_layout)
return CGUIListItemPtr();
int item = GetSelectedItem() + offset;
if (flag & INFOFLAG_LISTITEM_POSITION) // use offset from the first item displayed, taking into account scrolling
item = CorrectOffset((int)(m_scroller.GetValue() / m_layout->Size(m_orientation)), offset);
if (flag & INFOFLAG_LISTITEM_ABSOLUTE) // use offset from the first item
item = CorrectOffset(0, offset);
if (flag & INFOFLAG_LISTITEM_WRAP)
{
item %= ((int)m_items.size());
if (item < 0) item += m_items.size();
return m_items[item];
}
else
{
if (item >= 0 && item < (int)m_items.size())
return m_items[item];
}
return CGUIListItemPtr();
}
CGUIListItemLayout *CGUIBaseContainer::GetFocusedLayout() const
{
CGUIListItemPtr item = GetListItem(0);
if (item.get()) return item->GetFocusedLayout();
return NULL;
}
bool CGUIBaseContainer::OnMouseOver(const CPoint &point)
{
// select the item under the pointer
SelectItemFromPoint(point - CPoint(m_posX, m_posY));
return CGUIControl::OnMouseOver(point);
}
EVENT_RESULT CGUIBaseContainer::OnMouseEvent(const CPoint &point, const CMouseEvent &event)
{
if (event.m_id == ACTION_MOUSE_LEFT_CLICK ||
event.m_id == ACTION_MOUSE_DOUBLE_CLICK ||
event.m_id == ACTION_MOUSE_RIGHT_CLICK)
{
if (SelectItemFromPoint(point - CPoint(m_posX, m_posY)))
{
OnClick(event.m_id);
return EVENT_RESULT_HANDLED;
}
}
else if (event.m_id == ACTION_MOUSE_WHEEL_UP)
{
Scroll(-1);
return EVENT_RESULT_HANDLED;
}
else if (event.m_id == ACTION_MOUSE_WHEEL_DOWN)
{
Scroll(1);
return EVENT_RESULT_HANDLED;
}
else if (event.m_id == ACTION_GESTURE_NOTIFY)
{
return (m_orientation == HORIZONTAL) ? EVENT_RESULT_PAN_HORIZONTAL : EVENT_RESULT_PAN_VERTICAL;
}
else if (event.m_id == ACTION_GESTURE_BEGIN)
{ // grab exclusive access
CGUIMessage msg(GUI_MSG_EXCLUSIVE_MOUSE, GetID(), GetParentID());
SendWindowMessage(msg);
return EVENT_RESULT_HANDLED;
}
else if (event.m_id == ACTION_GESTURE_PAN)
{ // do the drag and validate our offset (corrects for end of scroll)
m_scroller.SetValue(m_scroller.GetValue() - ((m_orientation == HORIZONTAL) ? event.m_offsetX : event.m_offsetY));
float size = (m_layout) ? m_layout->Size(m_orientation) : 10.0f;
int offset = (int)MathUtils::round_int(m_scroller.GetValue() / size);
m_lastScrollStartTimer.Stop();
m_scrollTimer.Start();
SetOffset(offset);
ValidateOffset();
return EVENT_RESULT_HANDLED;
}
else if (event.m_id == ACTION_GESTURE_END)
{ // release exclusive access
CGUIMessage msg(GUI_MSG_EXCLUSIVE_MOUSE, 0, GetParentID());
SendWindowMessage(msg);
m_scrollTimer.Stop();
// and compute the nearest offset from this and scroll there
float size = (m_layout) ? m_layout->Size(m_orientation) : 10.0f;
float offset = m_scroller.GetValue() / size;
int toOffset = (int)MathUtils::round_int(offset);
if (toOffset < offset)
SetOffset(toOffset+1);
else
SetOffset(toOffset-1);
ScrollToOffset(toOffset);
return EVENT_RESULT_HANDLED;
}
return EVENT_RESULT_UNHANDLED;
}
bool CGUIBaseContainer::OnClick(int actionID)
{
int subItem = 0;
if (actionID == ACTION_SELECT_ITEM || actionID == ACTION_MOUSE_LEFT_CLICK)
{
if (m_listProvider)
{ // "select" action
int selected = GetSelectedItem();
if (selected >= 0 && selected < (int)m_items.size())
{
if (m_clickActions.HasAnyActions())
m_clickActions.ExecuteActions(0, GetParentID(), m_items[selected]);
else
m_listProvider->OnClick(m_items[selected]);
}
return true;
}
// grab the currently focused subitem (if applicable)
CGUIListItemLayout *focusedLayout = GetFocusedLayout();
if (focusedLayout)
subItem = focusedLayout->GetFocusedItem();
}
else if (actionID == ACTION_MOUSE_RIGHT_CLICK)
{
if (OnContextMenu())
return true;
}
// Don't know what to do, so send to our parent window.
CGUIMessage msg(GUI_MSG_CLICKED, GetID(), GetParentID(), actionID, subItem);
return SendWindowMessage(msg);
}
bool CGUIBaseContainer::OnContextMenu()
{
if (m_listProvider)
{
int selected = GetSelectedItem();
if (selected >= 0 && selected < static_cast<int>(m_items.size()))
{
m_listProvider->OnContextMenu(m_items[selected]);
return true;
}
}
return false;
}
std::string CGUIBaseContainer::GetDescription() const
{
std::string strLabel;
int item = GetSelectedItem();
if (item >= 0 && item < (int)m_items.size())
{
CGUIListItemPtr pItem = m_items[item];
if (pItem->m_bIsFolder)
strLabel = StringUtils::Format("[%s]", pItem->GetLabel().c_str());
else
strLabel = pItem->GetLabel();
}
return strLabel;
}
void CGUIBaseContainer::SetFocus(bool bOnOff)
{
if (bOnOff != HasFocus())
{
SetInvalid();
m_lastItem.reset();
}
CGUIControl::SetFocus(bOnOff);
}
void CGUIBaseContainer::SaveStates(std::vector<CControlState> &states)
{
if (!m_listProvider || !m_listProvider->AlwaysFocusDefaultItem())
states.push_back(CControlState(GetID(), GetSelectedItem()));
}
void CGUIBaseContainer::SetPageControl(int id)
{
m_pageControl = id;
}
bool CGUIBaseContainer::GetOffsetRange(int &minOffset, int &maxOffset) const
{
minOffset = 0;
maxOffset = GetRows() - m_itemsPerPage;
return true;
}
void CGUIBaseContainer::ValidateOffset()
{
}
void CGUIBaseContainer::AllocResources()
{
CGUIControl::AllocResources();
CalculateLayout();
if (m_listProvider)
{
UpdateListProvider(true);
SelectItem(m_listProvider->GetDefaultItem());
}
}
void CGUIBaseContainer::FreeResources(bool immediately)
{
CGUIControl::FreeResources(immediately);
if (m_listProvider)
{
if (immediately)
Reset();
m_listProvider->Reset(immediately);
}
m_scroller.Stop();
}
void CGUIBaseContainer::UpdateLayout(bool updateAllItems)
{
if (updateAllItems)
{ // free memory of items
for (iItems it = m_items.begin(); it != m_items.end(); ++it)
(*it)->FreeMemory();
}
// and recalculate the layout
CalculateLayout();
SetPageControlRange();
MarkDirtyRegion();
}
void CGUIBaseContainer::SetPageControlRange()
{
if (m_pageControl)
{
CGUIMessage msg(GUI_MSG_LABEL_RESET, GetID(), m_pageControl, m_itemsPerPage, GetRows());
SendWindowMessage(msg);
}
}
void CGUIBaseContainer::UpdatePageControl(int offset)
{
if (m_pageControl)
{ // tell our pagecontrol (scrollbar or whatever) to update (offset it by our cursor position)
CGUIMessage msg(GUI_MSG_ITEM_SELECT, GetID(), m_pageControl, offset);
SendWindowMessage(msg);
}
}
void CGUIBaseContainer::UpdateVisibility(const CGUIListItem *item)
{
CGUIControl::UpdateVisibility(item);
if (!IsVisible() && !CGUIControl::CanFocus())
return; // no need to update the content if we're not visible and we can't focus
// check whether we need to update our layouts
if ((m_layout && !m_layout->CheckCondition()) ||
(m_focusedLayout && !m_focusedLayout->CheckCondition()))
{
// and do it
int itemIndex = GetSelectedItem();
UpdateLayout(true); // true to refresh all items
SelectItem(itemIndex);
}
UpdateListProvider();
}
void CGUIBaseContainer::UpdateListProvider(bool forceRefresh /* = false */)
{
if (m_listProvider)
{
if (m_listProvider->Update(forceRefresh))
{
// save the current item
int currentItem = GetSelectedItem();
CGUIListItem *current = (currentItem >= 0 && currentItem < (int)m_items.size()) ? m_items[currentItem].get() : NULL;
const std::string prevSelectedPath((current && current->IsFileItem()) ? static_cast<CFileItem *>(current)->GetPath() : "");
Reset();
m_listProvider->Fetch(m_items);
SetPageControlRange();
// update the newly selected item
bool found = false;
// first, try to re-identify selected item by comparing item pointers, though it is not guaranteed that item instances got not recreated on update.
for (int i = 0; i < (int)m_items.size(); i++)
{
if (m_items[i].get() == current)
{
found = true;
if (i != currentItem)
{
SelectItem(i);
break;
}
}
}
if (!found && !prevSelectedPath.empty())
{
// as fallback, try to re-identify selected item by comparing item paths.
for (int i = 0; i < static_cast<int>(m_items.size()); i++)
{
const CGUIListItemPtr c(m_items[i]);
if (c->IsFileItem())
{
const std::string &selectedPath = static_cast<CFileItem *>(c.get())->GetPath();
if (selectedPath == prevSelectedPath)
{
found = true;
if (i != currentItem)
{
SelectItem(i);
break;
}
}
}
}
}
if (!found && currentItem >= (int)m_items.size())
SelectItem(m_items.size()-1);
SetInvalid();
}
// always update the scroll by letter, as the list provider may have altered labels
// while not actually changing the list items.
UpdateScrollByLetter();
}
}
void CGUIBaseContainer::CalculateLayout()
{
CGUIListItemLayout *oldFocusedLayout = m_focusedLayout;
CGUIListItemLayout *oldLayout = m_layout;
GetCurrentLayouts();
// calculate the number of items to display
if (!m_focusedLayout || !m_layout)
return;
if (oldLayout == m_layout && oldFocusedLayout == m_focusedLayout)
return; // nothing has changed, so don't update stuff
m_itemsPerPage = std::max((int)((Size() - m_focusedLayout->Size(m_orientation)) / m_layout->Size(m_orientation)) + 1, 1);
// ensure that the scroll offset is a multiple of our size
m_scroller.SetValue(GetOffset() * m_layout->Size(m_orientation));