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/*
* Copyright (C) 2019 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "GUIRangesControl.h"
#include "GUIInfoManager.h"
#include "ServiceBroker.h"
#include "utils/StringUtils.h"
#include "utils/log.h"
#include <cmath>
CGUIRangesControl::CGUIRange::CGUIRange(float fPosX,
float fPosY,
float fWidth,
float fHeight,
const CTextureInfo& lowerTextureInfo,
const CTextureInfo& fillTextureInfo,
const CTextureInfo& upperTextureInfo,
const std::pair<float, float>& percentages)
: m_guiLowerTexture(CGUITexture::CreateTexture(fPosX, fPosY, fWidth, fHeight, lowerTextureInfo)),
m_guiFillTexture(CGUITexture::CreateTexture(fPosX, fPosY, fWidth, fHeight, fillTextureInfo)),
m_guiUpperTexture(CGUITexture::CreateTexture(fPosX, fPosY, fWidth, fHeight, upperTextureInfo)),
m_percentValues(percentages)
{
}
CGUIRangesControl::CGUIRange::CGUIRange(const CGUIRange& range)
: m_guiLowerTexture(range.m_guiLowerTexture->Clone()),
m_guiFillTexture(range.m_guiFillTexture->Clone()),
m_guiUpperTexture(range.m_guiUpperTexture->Clone()),
m_percentValues(range.m_percentValues)
{
}
void CGUIRangesControl::CGUIRange::AllocResources()
{
m_guiFillTexture->AllocResources();
m_guiUpperTexture->AllocResources();
m_guiLowerTexture->AllocResources();
m_guiFillTexture->SetHeight(20);
m_guiUpperTexture->SetHeight(20);
m_guiLowerTexture->SetHeight(20);
}
void CGUIRangesControl::CGUIRange::FreeResources(bool bImmediately)
{
m_guiFillTexture->FreeResources(bImmediately);
m_guiUpperTexture->FreeResources(bImmediately);
m_guiLowerTexture->FreeResources(bImmediately);
}
void CGUIRangesControl::CGUIRange::DynamicResourceAlloc(bool bOnOff)
{
m_guiFillTexture->DynamicResourceAlloc(bOnOff);
m_guiUpperTexture->DynamicResourceAlloc(bOnOff);
m_guiLowerTexture->DynamicResourceAlloc(bOnOff);
}
void CGUIRangesControl::CGUIRange::SetInvalid()
{
m_guiFillTexture->SetInvalid();
m_guiUpperTexture->SetInvalid();
m_guiLowerTexture->SetInvalid();
}
bool CGUIRangesControl::CGUIRange::SetDiffuseColor(const KODI::GUILIB::GUIINFO::CGUIInfoColor& color)
{
bool bChanged = false;
bChanged |= m_guiFillTexture->SetDiffuseColor(color);
bChanged |= m_guiUpperTexture->SetDiffuseColor(color);
bChanged |= m_guiLowerTexture->SetDiffuseColor(color);
return bChanged;
}
bool CGUIRangesControl::CGUIRange::Process(unsigned int currentTime)
{
bool bChanged = false;
bChanged |= m_guiFillTexture->Process(currentTime);
bChanged |= m_guiUpperTexture->Process(currentTime);
bChanged |= m_guiLowerTexture->Process(currentTime);
return bChanged;
}
void CGUIRangesControl::CGUIRange::Render()
{
if (m_guiLowerTexture->GetFileName().empty() && m_guiUpperTexture->GetFileName().empty())
{
if (m_guiFillTexture->GetWidth() > 0)
m_guiFillTexture->Render();
}
else
{
m_guiLowerTexture->Render();
if (m_guiFillTexture->GetWidth() > 0)
m_guiFillTexture->Render();
m_guiUpperTexture->Render();
}
}
bool CGUIRangesControl::CGUIRange::UpdateLayout(float fBackgroundTextureHeight,
float fPosX, float fPosY, float fWidth,
float fScaleX, float fScaleY)
{
bool bChanged = false;
if (m_guiLowerTexture->GetFileName().empty() && m_guiUpperTexture->GetFileName().empty())
{
// rendering without left and right image - fill the mid image completely
float width = (m_percentValues.second - m_percentValues.first) * fWidth * 0.01f;
float offsetX = m_percentValues.first * fWidth * 0.01f;
float offsetY = std::fabs(fScaleY * 0.5f *
(m_guiFillTexture->GetTextureHeight() - fBackgroundTextureHeight));
bChanged |= m_guiFillTexture->SetPosition(fPosX + (offsetX > 0 ? offsetX : 0),
fPosY + (offsetY > 0 ? offsetY : 0));
bChanged |= m_guiFillTexture->SetHeight(fScaleY * m_guiFillTexture->GetTextureHeight());
bChanged |= m_guiFillTexture->SetWidth(width);
}
else
{
float offsetX =
m_percentValues.first * fWidth * 0.01f - m_guiLowerTexture->GetTextureWidth() * 0.5f;
float offsetY = std::fabs(fScaleY * 0.5f *
(m_guiLowerTexture->GetTextureHeight() - fBackgroundTextureHeight));
bChanged |= m_guiLowerTexture->SetPosition(fPosX + (offsetX > 0 ? offsetX : 0),
fPosY + (offsetY > 0 ? offsetY : 0));
bChanged |= m_guiLowerTexture->SetHeight(fScaleY * m_guiLowerTexture->GetTextureHeight());
bChanged |= m_guiLowerTexture->SetWidth(m_percentValues.first == 0.0f
? m_guiLowerTexture->GetTextureWidth() * 0.5f
: m_guiLowerTexture->GetTextureWidth());
if (m_percentValues.first != m_percentValues.second)
{
float width = (m_percentValues.second - m_percentValues.first) * fWidth * 0.01f -
m_guiLowerTexture->GetTextureWidth() * 0.5f -
m_guiUpperTexture->GetTextureWidth() * 0.5f;
offsetX += m_guiLowerTexture->GetTextureWidth();
offsetY = std::fabs(fScaleY * 0.5f *
(m_guiFillTexture->GetTextureHeight() - fBackgroundTextureHeight));
bChanged |=
m_guiFillTexture->SetPosition(fPosX + offsetX, fPosY + (offsetY > 0 ? offsetY : 0));
bChanged |= m_guiFillTexture->SetHeight(fScaleY * m_guiFillTexture->GetTextureHeight());
bChanged |= m_guiFillTexture->SetWidth(width);
offsetX += width;
offsetY = std::fabs(fScaleY * 0.5f *
(m_guiUpperTexture->GetTextureHeight() - fBackgroundTextureHeight));
bChanged |=
m_guiUpperTexture->SetPosition(fPosX + offsetX, fPosY + (offsetY > 0 ? offsetY : 0));
bChanged |= m_guiUpperTexture->SetHeight(fScaleY * m_guiUpperTexture->GetTextureHeight());
bChanged |= m_guiUpperTexture->SetWidth(m_percentValues.first == 100.0f
? m_guiUpperTexture->GetTextureWidth() * 0.5f
: m_guiUpperTexture->GetTextureWidth());
}
else
{
// render only lower texture if range is zero
bChanged |= m_guiFillTexture->SetVisible(false);
bChanged |= m_guiUpperTexture->SetVisible(false);
}
}
return bChanged;
}
CGUIRangesControl::CGUIRangesControl(int iParentID,
int iControlID,
float fPosX,
float fPosY,
float fWidth,
float fHeight,
const CTextureInfo& backGroundTextureInfo,
const CTextureInfo& lowerTextureInfo,
const CTextureInfo& fillTextureInfo,
const CTextureInfo& upperTextureInfo,
const CTextureInfo& overlayTextureInfo,
int iInfo)
: CGUIControl(iParentID, iControlID, fPosX, fPosY, fWidth, fHeight),
m_guiBackground(
CGUITexture::CreateTexture(fPosX, fPosY, fWidth, fHeight, backGroundTextureInfo)),
m_guiOverlay(CGUITexture::CreateTexture(fPosX, fPosY, fWidth, fHeight, overlayTextureInfo)),
m_guiLowerTextureInfo(lowerTextureInfo),
m_guiFillTextureInfo(fillTextureInfo),
m_guiUpperTextureInfo(upperTextureInfo),
m_iInfoCode(iInfo)
{
ControlType = GUICONTROL_RANGES;
}
CGUIRangesControl::CGUIRangesControl(const CGUIRangesControl& control)
: CGUIControl(control),
m_guiBackground(control.m_guiBackground->Clone()),
m_guiOverlay(control.m_guiOverlay->Clone()),
m_guiLowerTextureInfo(control.m_guiLowerTextureInfo),
m_guiFillTextureInfo(control.m_guiFillTextureInfo),
m_guiUpperTextureInfo(control.m_guiUpperTextureInfo),
m_ranges(control.m_ranges),
m_iInfoCode(control.m_iInfoCode),
m_prevRanges(control.m_prevRanges)
{
}
void CGUIRangesControl::SetPosition(float fPosX, float fPosY)
{
// everything is positioned based on the background image position
CGUIControl::SetPosition(fPosX, fPosY);
m_guiBackground->SetPosition(fPosX, fPosY);
}
void CGUIRangesControl::Process(unsigned int iCurrentTime, CDirtyRegionList& dirtyregions)
{
bool bChanged = false;
if (!IsDisabled())
bChanged |= UpdateLayout();
bChanged |= m_guiBackground->Process(iCurrentTime);
bChanged |= m_guiOverlay->Process(iCurrentTime);
for (auto& range : m_ranges)
bChanged |= range.Process(iCurrentTime);
if (bChanged)
MarkDirtyRegion();
CGUIControl::Process(iCurrentTime, dirtyregions);
}
void CGUIRangesControl::Render()
{
if (!IsDisabled())
{
m_guiBackground->Render();
for (auto& range : m_ranges)
range.Render();
m_guiOverlay->Render();
}
CGUIControl::Render();
}
bool CGUIRangesControl::CanFocus() const
{
return false;
}
void CGUIRangesControl::SetRanges(const std::vector<std::pair<float, float>>& ranges)
{
ClearRanges();
for (const auto& range : ranges)
m_ranges.emplace_back(m_posX, m_posY, m_width, m_height, m_guiLowerTextureInfo,
m_guiFillTextureInfo, m_guiUpperTextureInfo, range);
for (auto& range : m_ranges)
range.AllocResources(); // note: we need to alloc the instance actually inserted into the vector; hence the second loop.
}
void CGUIRangesControl::ClearRanges()
{
for (auto& range : m_ranges)
range.FreeResources(true);
m_ranges.clear();
m_prevRanges.clear();
}
void CGUIRangesControl::FreeResources(bool bImmediately /* = false */)
{
CGUIControl::FreeResources(bImmediately);
m_guiBackground->FreeResources(bImmediately);
m_guiOverlay->FreeResources(bImmediately);
for (auto& range : m_ranges)
range.FreeResources(bImmediately);
}
void CGUIRangesControl::DynamicResourceAlloc(bool bOnOff)
{
CGUIControl::DynamicResourceAlloc(bOnOff);
m_guiBackground->DynamicResourceAlloc(bOnOff);
m_guiOverlay->DynamicResourceAlloc(bOnOff);
for (auto& range : m_ranges)
range.DynamicResourceAlloc(bOnOff);
}
void CGUIRangesControl::AllocResources()
{
CGUIControl::AllocResources();
m_guiBackground->AllocResources();
m_guiOverlay->AllocResources();
m_guiBackground->SetHeight(25);
m_guiOverlay->SetHeight(20);
for (auto& range : m_ranges)
range.AllocResources();
}
void CGUIRangesControl::SetInvalid()
{
CGUIControl::SetInvalid();
m_guiBackground->SetInvalid();
m_guiOverlay->SetInvalid();
for (auto& range : m_ranges)
range.SetInvalid();
}
bool CGUIRangesControl::UpdateColors(const CGUIListItem* item)
{
bool bChanged = CGUIControl::UpdateColors(nullptr);
bChanged |= m_guiBackground->SetDiffuseColor(m_diffuseColor);
bChanged |= m_guiOverlay->SetDiffuseColor(m_diffuseColor);
for (auto& range : m_ranges)
bChanged |= range.SetDiffuseColor(m_diffuseColor);
return bChanged;
}
bool CGUIRangesControl::UpdateLayout()
{
bool bChanged = false;
if (m_width == 0)
m_width = m_guiBackground->GetTextureWidth();
if (m_height == 0)
m_height = m_guiBackground->GetTextureHeight();
bChanged |= m_guiBackground->SetHeight(m_height);
bChanged |= m_guiBackground->SetWidth(m_width);
float fScaleX =
m_guiBackground->GetTextureWidth() ? m_width / m_guiBackground->GetTextureWidth() : 1.0f;
float fScaleY =
m_guiBackground->GetTextureHeight() ? m_height / m_guiBackground->GetTextureHeight() : 1.0f;
float posX = m_guiBackground->GetXPosition();
float posY = m_guiBackground->GetYPosition();
for (auto& range : m_ranges)
bChanged |= range.UpdateLayout(m_guiBackground->GetTextureHeight(), posX, posY, m_width,
fScaleX, fScaleY);
float offset = std::fabs(
fScaleY * 0.5f * (m_guiOverlay->GetTextureHeight() - m_guiBackground->GetTextureHeight()));
if (offset > 0) // Center texture to the background if necessary
bChanged |= m_guiOverlay->SetPosition(m_guiBackground->GetXPosition(),
m_guiBackground->GetYPosition() + offset);
else
bChanged |=
m_guiOverlay->SetPosition(m_guiBackground->GetXPosition(), m_guiBackground->GetYPosition());
bChanged |= m_guiOverlay->SetHeight(fScaleY * m_guiOverlay->GetTextureHeight());
bChanged |= m_guiOverlay->SetWidth(fScaleX * m_guiOverlay->GetTextureWidth());
return bChanged;
}
void CGUIRangesControl::UpdateInfo(const CGUIListItem* item /* = nullptr */)
{
if (!IsDisabled() && m_iInfoCode)
{
const std::string value = CServiceBroker::GetGUI()->GetInfoManager().GetLabel(m_iInfoCode, m_parentID);
if (value != m_prevRanges)
{
std::vector<std::pair<float, float>> ranges;
// Parse csv string into ranges...
const std::vector<std::string> values = StringUtils::Split(value, ',');
// we must have an even number of values
if (values.size() % 2 == 0)
{
for (auto it = values.begin(); it != values.end();)
{
float first = std::stof(*it, nullptr);
++it;
float second = std::stof(*it, nullptr);
++it;
if (first <= second)
ranges.emplace_back(first, second);
else
CLog::Log(LOGERROR, "CGUIRangesControl::UpdateInfo - malformed ranges csv string (end element must be larger or equal than start element)");
}
}
else
CLog::Log(LOGERROR, "CGUIRangesControl::UpdateInfo - malformed ranges csv string (string must contain even number of elements)");
SetRanges(ranges);
m_prevRanges = value;
}
}
}
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