本文整理汇总了C++中CGUIControl::GetControlIdLeft方法的典型用法代码示例。如果您正苦于以下问题:C++ CGUIControl::GetControlIdLeft方法的具体用法?C++ CGUIControl::GetControlIdLeft怎么用?C++ CGUIControl::GetControlIdLeft使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CGUIControl
的用法示例。
在下文中一共展示了CGUIControl::GetControlIdLeft方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SetupButtons
void CGUIDialogContextMenu::SetupButtons()
{
if (!m_buttons.size())
return;
// disable the template button control
CGUIButtonControl *pButtonTemplate = (CGUIButtonControl *)GetFirstFocusableControl(BUTTON_TEMPLATE);
if (!pButtonTemplate) pButtonTemplate = (CGUIButtonControl *)GetControl(BUTTON_TEMPLATE);
if (!pButtonTemplate)
return;
pButtonTemplate->SetVisible(false);
// add our buttons
for (unsigned int i = 0; i < m_buttons.size(); i++)
{
CGUIButtonControl *pButton = new CGUIButtonControl(*pButtonTemplate);
if (pButton)
{ // set the button's ID and position
int id = BUTTON_START + i;
pButton->SetID(id);
pButton->SetPosition(pButtonTemplate->GetXPosition(), i*(pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
pButton->SetVisible(true);
pButton->SetNavigation(id - 1, id + 1, id, id);
pButton->SetLabel(m_buttons[i].second);
AddControl(pButton);
}
}
// update the navigation of the first and last buttons
CGUIControl *pControl = (CGUIControl *)GetControl(BUTTON_START);
if (pControl)
pControl->SetNavigation(BUTTON_END, pControl->GetControlIdDown(), pControl->GetControlIdLeft(), pControl->GetControlIdRight());
pControl = (CGUIControl *)GetControl(BUTTON_END);
if (pControl)
pControl->SetNavigation(pControl->GetControlIdUp(), BUTTON_START, pControl->GetControlIdLeft(), pControl->GetControlIdRight());
// fix up the height of the background image
pControl = (CGUIControl *)GetControl(BACKGROUND_IMAGE);
if (pControl)
{
pControl->SetHeight(m_buttons.size() * (pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
CGUIControl *pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
if (pControl2)
pControl2->SetPosition(pControl2->GetXPosition(), pControl->GetYPosition() + pControl->GetHeight());
}
// update our default control
if (m_defaultControl < BUTTON_START || m_defaultControl > BUTTON_END)
m_defaultControl = BUTTON_START;
while (m_defaultControl <= BUTTON_END && !(GetControl(m_defaultControl)->CanFocus()))
m_defaultControl++;
}
示例2: AddControl
void CGUIControlGroupList::AddControl(CGUIControl *control)
{
// NOTE: We override control navigation here, but we don't override the <onleft> etc. builtins
// if specified.
if (control)
{ // set the navigation of items so that they form a list
if (m_orientation == VERTICAL)
{
DWORD upID = GetControlIdUp();
DWORD downID = GetControlIdDown();
if (m_children.size())
{
CGUIControl *top = m_children[0];
if (downID == GetID())
downID = top->GetID();
if (upID == GetID())
top->SetNavigation(control->GetID(), top->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight());
CGUIControl *prev = m_children[m_children.size() - 1];
upID = prev->GetID();
prev->SetNavigation(prev->GetControlIdUp(), control->GetID(), GetControlIdLeft(), GetControlIdRight());
}
control->SetNavigation(upID, downID, GetControlIdLeft(), GetControlIdRight());
}
else
{
DWORD leftID = GetControlIdLeft();
DWORD rightID = GetControlIdRight();
if (m_children.size())
{
CGUIControl *left = m_children[0];
if (rightID == GetID())
rightID = left->GetID();
if (leftID == GetID())
left->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), left->GetControlIdRight());
CGUIControl *prev = m_children[m_children.size() - 1];
leftID = prev->GetID();
prev->SetNavigation(GetControlIdUp(), GetControlIdDown(), prev->GetControlIdLeft(), control->GetID());
}
control->SetNavigation(GetControlIdUp(), GetControlIdDown(), leftID, rightID);
}
// old versions of the grouplist used to set the positions of all controls
// directly. The new version (with <usecontrolcoords>true</usecontrolcoords>)
// allows offsets to be set via the posx, posy coordinates.
if (!m_useControlPositions)
control->SetPosition(0,0);
CGUIControlGroup::AddControl(control);
}
}
示例3: DoModal
void CGUIDialogContextMenu::DoModal(int iWindowID /*= WINDOW_INVALID */, const CStdString ¶m)
{
// update the navigation of the first and last buttons
CGUIControl *pControl = (CGUIControl *)GetControl(BUTTON_TEMPLATE + 1);
if (pControl)
pControl->SetNavigation(BUTTON_TEMPLATE + m_iNumButtons, pControl->GetControlIdDown(), pControl->GetControlIdLeft(), pControl->GetControlIdRight());
pControl = (CGUIControl *)GetControl(BUTTON_TEMPLATE + m_iNumButtons);
if (pControl)
pControl->SetNavigation(pControl->GetControlIdUp(), BUTTON_TEMPLATE + 1, pControl->GetControlIdLeft(), pControl->GetControlIdRight());
// update our default control
if (m_defaultControl <= BUTTON_TEMPLATE || m_defaultControl > (BUTTON_TEMPLATE + m_iNumButtons))
m_defaultControl = BUTTON_TEMPLATE + 1;
// check the default control has focus...
while (m_defaultControl <= (BUTTON_TEMPLATE + m_iNumButtons) && !(GetControl(m_defaultControl)->CanFocus()))
m_defaultControl++;
CGUIDialog::DoModal();
}
示例4: SetupButtons
void CGUIDialogContextMenu::SetupButtons()
{
if (!m_buttons.size())
return;
// disable the template button control
CGUIButtonControl *pButtonTemplate = (CGUIButtonControl *)GetFirstFocusableControl(BUTTON_TEMPLATE);
if (!pButtonTemplate) pButtonTemplate = (CGUIButtonControl *)GetControl(BUTTON_TEMPLATE);
if (!pButtonTemplate)
return;
pButtonTemplate->SetVisible(false);
CGUIControlGroupList* pGroupList = NULL;
{
const CGUIControl* pControl = GetControl(GROUP_LIST);
if (pControl && pControl->GetControlType() == GUICONTROL_GROUPLIST)
pGroupList = (CGUIControlGroupList*)pControl;
}
// add our buttons
for (unsigned int i = 0; i < m_buttons.size(); i++)
{
CGUIButtonControl *pButton = new CGUIButtonControl(*pButtonTemplate);
if (pButton)
{ // set the button's ID and position
int id = BUTTON_START + i;
pButton->SetID(id);
pButton->SetVisible(true);
pButton->SetLabel(m_buttons[i].second);
if (pGroupList)
{
pButton->SetPosition(pButtonTemplate->GetXPosition(), pButtonTemplate->GetYPosition());
pGroupList->AddControl(pButton);
}
#if PRE_SKIN_VERSION_11_COMPATIBILITY
else
{
pButton->SetPosition(pButtonTemplate->GetXPosition(), i*(pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
pButton->SetNavigation(id - 1, id + 1, id, id);
AddControl(pButton);
}
#endif
}
}
CGUIControl *pControl = NULL;
#if PRE_SKIN_VERSION_11_COMPATIBILITY
if (!pGroupList)
{
// if we don't have grouplist update the navigation of the first and last buttons
pControl = (CGUIControl *)GetControl(BUTTON_START);
if (pControl)
pControl->SetNavigation(BUTTON_END, pControl->GetControlIdDown(), pControl->GetControlIdLeft(), pControl->GetControlIdRight());
pControl = (CGUIControl *)GetControl(BUTTON_END);
if (pControl)
pControl->SetNavigation(pControl->GetControlIdUp(), BUTTON_START, pControl->GetControlIdLeft(), pControl->GetControlIdRight());
}
#endif
// fix up background images placement and size
pControl = (CGUIControl *)GetControl(BACKGROUND_IMAGE);
if (pControl)
{
// first set size of background image
if (pGroupList)
{
if (pGroupList->GetOrientation() == VERTICAL)
{
// keep gap between bottom edges of grouplist and background image
pControl->SetHeight(pControl->GetHeight() - pGroupList->Size() + pGroupList->GetHeight());
}
else
{
// keep gap between right edges of grouplist and background image
pControl->SetWidth(pControl->GetWidth() - pGroupList->Size() + pGroupList->GetWidth());
}
}
#if PRE_SKIN_VERSION_11_COMPATIBILITY
else
pControl->SetHeight(m_buttons.size() * (pButtonTemplate->GetHeight() + SPACE_BETWEEN_BUTTONS));
if (pGroupList && pGroupList->GetOrientation() == HORIZONTAL)
{
// if there is grouplist control with horizontal orientation - adjust width of top and bottom background
CGUIControl* pControl2 = (CGUIControl *)GetControl(BACKGROUND_TOP);
if (pControl2)
pControl2->SetWidth(pControl->GetWidth());
pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
if (pControl2)
pControl2->SetWidth(pControl->GetWidth());
}
else
{
// adjust position of bottom background
CGUIControl* pControl2 = (CGUIControl *)GetControl(BACKGROUND_BOTTOM);
if (pControl2)
pControl2->SetPosition(pControl2->GetXPosition(), pControl->GetYPosition() + pControl->GetHeight());
}
#endif
//.........这里部分代码省略.........
示例5: Window_GetControlById
//.........这里部分代码省略.........
break;
case CGUIControl::GUICONTROL_IMAGE:
pControl = (Control*)ControlImage_Type.tp_alloc(&ControlImage_Type, 0);
new(&((ControlImage*)pControl)->strFileName) string();
break;
case CGUIControl::GUICONTROL_PROGRESS:
pControl = (Control*)ControlProgress_Type.tp_alloc(&ControlProgress_Type, 0);
new(&((ControlProgress*)pControl)->strTextureLeft) string();
new(&((ControlProgress*)pControl)->strTextureMid) string();
new(&((ControlProgress*)pControl)->strTextureRight) string();
new(&((ControlProgress*)pControl)->strTextureBg) string();
new(&((ControlProgress*)pControl)->strTextureOverlay) string();
break;
case CGUIControl::GUICONTROL_SLIDER:
pControl = (Control*)ControlSlider_Type.tp_alloc(&ControlSlider_Type, 0);
new(&((ControlSlider*)pControl)->strTextureBack) string();
new(&((ControlSlider*)pControl)->strTexture) string();
new(&((ControlSlider*)pControl)->strTextureFoc) string();
break;
case CGUIControl::GUICONTAINER_LIST:
case CGUIControl::GUICONTAINER_WRAPLIST:
case CGUIControl::GUICONTAINER_FIXEDLIST:
case CGUIControl::GUICONTAINER_PANEL:
pControl = (Control*)ControlList_Type.tp_alloc(&ControlList_Type, 0);
new(&((ControlList*)pControl)->strFont) string();
new(&((ControlList*)pControl)->strTextureButton) string();
new(&((ControlList*)pControl)->strTextureButtonFocus) string();
new(&((ControlList*)pControl)->vecItems) std::vector<PYXBMC::ListItem*>();
// create a python spin control
((ControlList*)pControl)->pControlSpin = (ControlSpin*)ControlSpin_New();
break;
case CGUIControl::GUICONTROL_GROUP:
pControl = (Control*)ControlGroup_Type.tp_alloc(&ControlGroup_Type, 0);
break;
case CGUIControl::GUICONTROL_RADIO:
pControl = (Control*)ControlRadioButton_Type.tp_alloc(&ControlRadioButton_Type, 0);
new(&((ControlRadioButton*)pControl)->strFont) string();
new(&((ControlRadioButton*)pControl)->strText) string();
new(&((ControlRadioButton*)pControl)->strTextureFocus) string();
new(&((ControlRadioButton*)pControl)->strTextureNoFocus) string();
new(&((ControlRadioButton*)pControl)->strTextureRadioFocus) string();
new(&((ControlRadioButton*)pControl)->strTextureRadioNoFocus) string();
li = ((CGUIRadioButtonControl *)pGUIControl)->GetLabelInfo();
// note: conversion from infocolors -> plain colors here
((ControlRadioButton*)pControl)->disabledColor = li.disabledColor;
((ControlRadioButton*)pControl)->focusedColor = li.focusedColor;
((ControlRadioButton*)pControl)->textColor = li.textColor;
((ControlRadioButton*)pControl)->shadowColor = li.shadowColor;
if (li.font) ((ControlRadioButton*)pControl)->strFont = li.font->GetFontName();
((ControlRadioButton*)pControl)->align = li.align;
break;
case CGUIControl::GUICONTROL_EDIT:
pControl = (Control*)ControlEdit_Type.tp_alloc(&ControlEdit_Type, 0);
new(&((ControlEdit*)pControl)->strFont) string();
new(&((ControlEdit*)pControl)->strText) string();
new(&((ControlEdit*)pControl)->strTextureFocus) string();
new(&((ControlEdit*)pControl)->strTextureNoFocus) string();
li = ((CGUIEditControl *)pGUIControl)->GetLabelInfo();
// note: conversion from infocolors -> plain colors here
((ControlEdit*)pControl)->disabledColor = li.disabledColor;
((ControlEdit*)pControl)->textColor = li.textColor;
if (li.font) ((ControlEdit*)pControl)->strFont = li.font->GetFontName();
((ControlButton*)pControl)->align = li.align;
break;
default:
break;
}
if (!pControl)
{
// throw an exeption
PyErr_SetString(PyExc_Exception, "Unknown control type for python");
return NULL;
}
Py_INCREF(pControl);
// we have a valid control here, fill in all the 'Control' data
pControl->pGUIControl = pGUIControl;
pControl->iControlId = pGUIControl->GetID();
pControl->iParentId = self->iWindowId;
pControl->dwHeight = (int)pGUIControl->GetHeight();
pControl->dwWidth = (int)pGUIControl->GetWidth();
pControl->dwPosX = (int)pGUIControl->GetXPosition();
pControl->dwPosY = (int)pGUIControl->GetYPosition();
pControl->iControlUp = pGUIControl->GetControlIdUp();
pControl->iControlDown = pGUIControl->GetControlIdDown();
pControl->iControlLeft = pGUIControl->GetControlIdLeft();
pControl->iControlRight = pGUIControl->GetControlIdRight();
// It got this far so means the control isn't actually in the vector of controls
// so lets add it to save doing all that next time
self->vecControls.push_back(pControl);
// return the control with increased reference (+1)
return pControl;
}
示例6: AddControl
void CGUIControlGroupList::AddControl(CGUIControl *control, int position /*= -1*/)
{
// NOTE: We override control navigation here, but we don't override the <onleft> etc. builtins
// if specified.
if (position < 0 || position > (int)m_children.size()) // add at the end
position = (int)m_children.size();
if (control)
{ // set the navigation of items so that they form a list
int beforeID = (m_orientation == VERTICAL) ? GetControlIdUp() : GetControlIdLeft();
int afterID = (m_orientation == VERTICAL) ? GetControlIdDown() : GetControlIdRight();
if (m_children.size())
{
// we're inserting at the given position, so grab the items above and below and alter
// their navigation accordingly
CGUIControl *before = NULL;
CGUIControl *after = NULL;
if (position == 0)
{ // inserting at the beginning
after = m_children[0];
if (afterID == GetID()) // we're wrapping around bottom->top, so we have to update the last item
before = m_children[m_children.size() - 1];
if (beforeID == GetID()) // we're wrapping around top->bottom
beforeID = m_children[m_children.size() - 1]->GetID();
afterID = after->GetID();
}
else if (position == (int)m_children.size())
{ // inserting at the end
before = m_children[m_children.size() - 1];
if (beforeID == GetID()) // we're wrapping around top->bottom, so we have to update the first item
after = m_children[0];
if (afterID == GetID()) // we're wrapping around bottom->top
afterID = m_children[0]->GetID();
beforeID = before->GetID();
}
else
{ // inserting somewhere in the middle
before = m_children[position - 1];
after = m_children[position];
beforeID = before->GetID();
afterID = after->GetID();
}
if (m_orientation == VERTICAL)
{
if (before) // update the DOWN action to point to us
before->SetNavigation(before->GetControlIdUp(), control->GetID(), GetControlIdLeft(), GetControlIdRight(), GetControlIdBack());
if (after) // update the UP action to point to us
after->SetNavigation(control->GetID(), after->GetControlIdDown(), GetControlIdLeft(), GetControlIdRight(), GetControlIdBack());
}
else
{
if (before) // update the RIGHT action to point to us
before->SetNavigation(GetControlIdUp(), GetControlIdDown(), before->GetControlIdLeft(), control->GetID(), GetControlIdBack());
if (after) // update the LEFT action to point to us
after->SetNavigation(GetControlIdUp(), GetControlIdDown(), control->GetID(), after->GetControlIdRight(), GetControlIdBack());
}
}
// now the control's nav
std::vector<CGUIActionDescriptor> empty;
if (m_orientation == VERTICAL)
{
control->SetNavigation(beforeID, afterID, GetControlIdLeft(), GetControlIdRight(), GetControlIdBack());
control->SetNavigationActions(empty, empty, m_leftActions, m_rightActions, empty, false);
}
else
{
control->SetNavigation(GetControlIdUp(), GetControlIdDown(), beforeID, afterID, GetControlIdBack());
control->SetNavigationActions(m_upActions, m_downActions, empty, empty, empty, false);
}
if (!m_useControlPositions)
control->SetPosition(0,0);
CGUIControlGroup::AddControl(control, position);
}
}
示例7: GetControlById
//.........这里部分代码省略.........
((ControlButton*)pControl)->shadowColor = li.shadowColor;
if (li.font) ((ControlButton*)pControl)->strFont = li.font->GetFontName();
((ControlButton*)pControl)->align = li.align;
break;
case CGUIControl::GUICONTROL_CHECKMARK:
pControl = new ControlCheckMark();
li = ((CGUICheckMarkControl *)pGUIControl)->GetLabelInfo();
// note: conversion to plain colors from infocolors.
((ControlCheckMark*)pControl)->disabledColor = li.disabledColor;
//((ControlCheckMark*)pControl)->shadowColor = li.shadowColor;
((ControlCheckMark*)pControl)->textColor = li.textColor;
if (li.font) ((ControlCheckMark*)pControl)->strFont = li.font->GetFontName();
((ControlCheckMark*)pControl)->align = li.align;
break;
case CGUIControl::GUICONTROL_LABEL:
pControl = new ControlLabel();
break;
case CGUIControl::GUICONTROL_SPIN:
pControl = new ControlSpin();
break;
case CGUIControl::GUICONTROL_FADELABEL:
pControl = new ControlFadeLabel();
break;
case CGUIControl::GUICONTROL_TEXTBOX:
pControl = new ControlTextBox();
break;
case CGUIControl::GUICONTROL_IMAGE:
pControl = new ControlImage();
break;
case CGUIControl::GUICONTROL_PROGRESS:
pControl = new ControlProgress();
break;
case CGUIControl::GUICONTROL_SLIDER:
pControl = new ControlSlider();
break;
case CGUIControl::GUICONTAINER_LIST:
case CGUIControl::GUICONTAINER_WRAPLIST:
case CGUIControl::GUICONTAINER_FIXEDLIST:
case CGUIControl::GUICONTAINER_PANEL:
pControl = new ControlList();
// create a python spin control
((ControlList*)pControl)->pControlSpin = new ControlSpin();
break;
case CGUIControl::GUICONTROL_GROUP:
pControl = new ControlGroup();
break;
case CGUIControl::GUICONTROL_RADIO:
pControl = new ControlRadioButton();
li = ((CGUIRadioButtonControl *)pGUIControl)->GetLabelInfo();
// note: conversion from infocolors -> plain colors here
((ControlRadioButton*)pControl)->disabledColor = li.disabledColor;
((ControlRadioButton*)pControl)->focusedColor = li.focusedColor;
((ControlRadioButton*)pControl)->textColor = li.textColor;
((ControlRadioButton*)pControl)->shadowColor = li.shadowColor;
if (li.font) ((ControlRadioButton*)pControl)->strFont = li.font->GetFontName();
((ControlRadioButton*)pControl)->align = li.align;
break;
case CGUIControl::GUICONTROL_EDIT:
pControl = new ControlEdit();
li = ((CGUIEditControl *)pGUIControl)->GetLabelInfo();
// note: conversion from infocolors -> plain colors here
((ControlEdit*)pControl)->disabledColor = li.disabledColor;
((ControlEdit*)pControl)->textColor = li.textColor;
if (li.font) ((ControlEdit*)pControl)->strFont = li.font->GetFontName();
((ControlButton*)pControl)->align = li.align;
break;
default:
break;
}
if (!pControl)
// throw an exeption
throw WindowException("Unknown control type for python");
// we have a valid control here, fill in all the 'Control' data
pControl->pGUIControl = pGUIControl;
pControl->iControlId = pGUIControl->GetID();
pControl->iParentId = iWindowId;
pControl->dwHeight = (int)pGUIControl->GetHeight();
pControl->dwWidth = (int)pGUIControl->GetWidth();
pControl->dwPosX = (int)pGUIControl->GetXPosition();
pControl->dwPosY = (int)pGUIControl->GetYPosition();
pControl->iControlUp = pGUIControl->GetControlIdUp();
pControl->iControlDown = pGUIControl->GetControlIdDown();
pControl->iControlLeft = pGUIControl->GetControlIdLeft();
pControl->iControlRight = pGUIControl->GetControlIdRight();
// It got this far so means the control isn't actually in the vector of controls
// so lets add it to save doing all that next time
vecControls.push_back(AddonClass::Ref<Control>(pControl));
// return the control with increased reference (+1)
return pControl;
}
示例8: UpdateButtons
void CGUIWindowMusicSongs::UpdateButtons()
{
CGUIWindowMusicBase::UpdateButtons();
bool bIsPlaying = g_application.IsPlayingAudio();
bool bCanRecord = false;
bool bIsRecording = false;
if (bIsPlaying)
{
bCanRecord = g_application.m_pPlayer->CanRecord();
bIsRecording = g_application.m_pPlayer->IsRecording();
}
// Update Record button
if (bIsPlaying && bCanRecord)
{
CONTROL_ENABLE(CONTROL_BTNREC);
if (bIsRecording)
{
SET_CONTROL_LABEL(CONTROL_BTNREC, 265); //Stop Recording
}
else
{
SET_CONTROL_LABEL(CONTROL_BTNREC, 264); //Record
}
}
else
{
SET_CONTROL_LABEL(CONTROL_BTNREC, 264); //Record
CONTROL_DISABLE(CONTROL_BTNREC);
}
// Update CDDA Rip button
CCdInfo *pCdInfo = CDetectDVDMedia::GetCdInfo();
if (CDetectDVDMedia::IsDiscInDrive() && pCdInfo && pCdInfo->IsAudio(1))
{
CONTROL_ENABLE(CONTROL_BTNRIP);
}
else
{
CONTROL_DISABLE(CONTROL_BTNRIP);
}
// Disable scan button if shoutcast
if (m_vecItems->IsVirtualDirectoryRoot() || m_vecItems->IsShoutCast() ||
m_vecItems->IsLastFM() || m_vecItems->IsMusicDb())
{
CONTROL_DISABLE(CONTROL_BTNSCAN);
}
else
{
CONTROL_ENABLE(CONTROL_BTNSCAN);
}
static int iOldLeftControl=-1;
if (m_vecItems->IsShoutCast() || m_vecItems->IsLastFM())
{
CONTROL_DISABLE(CONTROL_BTNVIEWASICONS);
CGUIControl* pControl = (CGUIControl*)GetControl(CONTROL_LIST);
if (pControl)
if (pControl->GetControlIdLeft() == CONTROL_BTNVIEWASICONS)
{
iOldLeftControl = pControl->GetControlIdLeft();
pControl->SetNavigation(pControl->GetControlIdUp(),pControl->GetControlIdDown(),
CONTROL_BTNSORTBY,pControl->GetControlIdRight());
}
}
else
{
CONTROL_ENABLE(CONTROL_BTNVIEWASICONS);
if (iOldLeftControl != -1)
{
CGUIControl* pControl = (CGUIControl*)GetControl(CONTROL_LIST);
if (pControl)
pControl->SetNavigation(pControl->GetControlIdUp(),pControl->GetControlIdDown(),
CONTROL_BTNVIEWASICONS,pControl->GetControlIdRight());
}
}
CGUIDialogMusicScan *musicScan = (CGUIDialogMusicScan *)m_gWindowManager.GetWindow(WINDOW_DIALOG_MUSIC_SCAN);
if (musicScan && musicScan->IsScanning())
{
SET_CONTROL_LABEL(CONTROL_BTNSCAN, 14056); // Stop Scan
}
else
{
SET_CONTROL_LABEL(CONTROL_BTNSCAN, 102); // Scan
}
// Update object count label
CStdString items;
items.Format("%i %s", m_vecItems->GetObjectCount(), g_localizeStrings.Get(127).c_str());
SET_CONTROL_LABEL(CONTROL_LABELFILES, items);
}