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📄 generic_layout.cpp

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/***************************************************************************** * generic_layout.cpp ***************************************************************************** * Copyright (C) 2003 VideoLAN * $Id: generic_layout.cpp 10101 2005-03-02 16:47:31Z robux4 $ * * Authors: Cyril Deguet     <asmax@via.ecp.fr> *          Olivier Teuli鑢e <ipkiss@via.ecp.fr> * * 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 of the License, 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111, USA. *****************************************************************************/#include "generic_layout.hpp"#include "top_window.hpp"#include "os_factory.hpp"#include "os_graphics.hpp"#include "../controls/ctrl_generic.hpp"GenericLayout::GenericLayout( intf_thread_t *pIntf, int width, int height,                              int minWidth, int maxWidth, int minHeight,                              int maxHeight ):    SkinObject( pIntf ), m_pWindow( NULL ), m_width( width ),    m_height( height ), m_minWidth( minWidth ), m_maxWidth( maxWidth ),    m_minHeight( minHeight ), m_maxHeight( maxHeight ){    // Get the OSFactory    OSFactory *pOsFactory = OSFactory::instance( getIntf() );    // Create the graphics buffer    m_pImage = pOsFactory->createOSGraphics( width, height );}GenericLayout::~GenericLayout(){    if( m_pImage )    {        delete m_pImage;    }}void GenericLayout::setWindow( TopWindow *pWindow ){    m_pWindow = pWindow;}void GenericLayout::onControlCapture( const CtrlGeneric &rCtrl ){    // Just forward the request to the window    TopWindow *pWindow = getWindow();    if( pWindow )    {        pWindow->onControlCapture( rCtrl );    }}void GenericLayout::onControlRelease( const CtrlGeneric &rCtrl ){    // Just forward the request to the window    TopWindow *pWindow = getWindow();    if( pWindow )    {        pWindow->onControlRelease( rCtrl );    }}void GenericLayout::addControl( CtrlGeneric *pControl,                              const Position &rPosition, int layer ){    if( pControl )    {        // Associate this layout to the control        pControl->setLayout( this, rPosition );        // Draw the control        pControl->draw( *m_pImage, rPosition.getLeft(), rPosition.getTop() );        // Add the control in the list.        // This list must remain sorted by layer order         list<LayeredControl>::iterator it;        for( it = m_controlList.begin(); it != m_controlList.end(); it++ )        {            if( layer < (*it).m_layer )            {                m_controlList.insert( it, LayeredControl( pControl, layer ) );                break;            }        }        // If this control is in front of all the previous ones        if( it == m_controlList.end() )        {            m_controlList.push_back( LayeredControl( pControl, layer ) );        }    }    else    {        msg_Dbg( getIntf(), "Adding NULL control in the layout" );    }}const list<LayeredControl> &GenericLayout::getControlList() const{    return m_controlList;}void GenericLayout::onControlUpdate( const CtrlGeneric &rCtrl,                                     int width, int height,                                     int xOffSet, int yOffSet ){    // The size is not valid, refresh the whole layout    if( width <= 0 || height <= 0 )    {        refreshAll();        return;    }    const Position *pPos = rCtrl.getPosition();    if( pPos )    {        refreshRect( pPos->getLeft() + xOffSet,                     pPos->getTop() + yOffSet,                     width, height );    }}void GenericLayout::resize( int width, int height ){    if( width == m_width && height == m_height )    {        return;    }    // Update the window size    m_width = width;    m_height = height;    // Recreate a new image    if( m_pImage )    {        delete m_pImage;        OSFactory *pOsFactory = OSFactory::instance( getIntf() );        m_pImage = pOsFactory->createOSGraphics( width, height );    }    // Notify all the controls that the size has changed and redraw them    list<LayeredControl>::const_iterator iter;    for( iter = m_controlList.begin(); iter != m_controlList.end(); iter++ )    {        (*iter).m_pControl->onResize();        const Position *pPos = (*iter).m_pControl->getPosition();        if( pPos )        {            (*iter).m_pControl->draw( *m_pImage, pPos->getLeft(),                                      pPos->getTop() );        }    }    // Resize and refresh the associated window    TopWindow *pWindow = getWindow();    if( pWindow )    {        // Resize the window        pWindow->refresh( 0, 0, width, height );        pWindow->resize( width, height );        pWindow->refresh( 0, 0, width, height );        // Change the shape of the window and redraw it        pWindow->updateShape();        pWindow->refresh( 0, 0, width, height );    }}void GenericLayout::refreshAll(){    refreshRect( 0, 0, m_width, m_height );}void GenericLayout::refreshRect( int x, int y, int width, int height ){    // Draw all the controls of the layout    list<LayeredControl>::const_iterator iter;    list<LayeredControl>::const_iterator iterVideo = m_controlList.end();    for( iter = m_controlList.begin(); iter != m_controlList.end(); iter++ )    {        CtrlGeneric *pCtrl = (*iter).m_pControl;        const Position *pPos = pCtrl->getPosition();        if( pCtrl->isVisible() && pPos )        {            pCtrl->draw( *m_pImage, pPos->getLeft(), pPos->getTop() );            // Remember the video control (we assume there is at most one video            // control per layout)            if( pCtrl->getType() == "video" && pCtrl->getPosition() )                iterVideo = iter;        }    }    // Refresh the associated window    TopWindow *pWindow = getWindow();    if( pWindow )    {        // Check boundaries        if( x < 0 )            x = 0;        if( y < 0)            y = 0;        if( x + width > m_width )            width = m_width - x;        if( y + height > m_height )            height = m_height - y;        // Refresh the window... but do not paint on a video control!        if( iterVideo == m_controlList.end() )        {            // No video control, we can safely repain the rectangle            pWindow->refresh( x, y, width, height );        }        else        {            // Bad luck, there is a video control somewhere (not necessarily            // in the repainting zone, btw).            // We will divide the repainting into 4 regions (top, left, bottom            // and right). The overlapping parts (i.e. the corners) of these            // regions will be painted twice, because otherwise the algorithm            // becomes a real mess :)            // Use short variable names for convenience            int xx = iterVideo->m_pControl->getPosition()->getLeft();            int yy = iterVideo->m_pControl->getPosition()->getTop();            int ww = iterVideo->m_pControl->getPosition()->getWidth();            int hh = iterVideo->m_pControl->getPosition()->getHeight();            // Top part:            if( y < yy )                pWindow->refresh( x, y, width, yy - y );            // Left part:            if( x < xx )                pWindow->refresh( x, y, xx - x, height );            // Bottom part            if( y + height > yy + hh )                pWindow->refresh( x, yy + hh, width, y + height - (yy + hh) );            // Right part            if( x + width > xx + ww )                pWindow->refresh( xx + ww, y, x + width - (xx + ww), height );        }    }}const list<Anchor*>& GenericLayout::getAnchorList() const{    return m_anchorList;}void GenericLayout::addAnchor( Anchor *pAnchor ){    m_anchorList.push_back( pAnchor );}

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