 /*
 *      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 "Window.h"
#include "WindowInterceptor.h"
#include "guilib/GUIButtonControl.h"
#include "guilib/GUIEditControl.h"
#include "guilib/GUICheckMarkControl.h"
#include "guilib/GUIRadioButtonControl.h"
#include "guilib/GUIWindowManager.h"
#include "Application.h"
#include "messaging/ApplicationMessenger.h"
#include "utils/Variant.h"
#include "WindowException.h"

using namespace KODI::MESSAGING;

#define ACTIVE_WINDOW g_windowManager.GetActiveWindow()


namespace XBMCAddon
{
  namespace xbmcgui
  {
    XbmcThreads::ThreadLocal<ref> InterceptorBase::upcallTls;

    /**
     * Used in add/remove control. It only locks if it's given a 
     * non-NULL CCriticalSection. It's given a NULL CCriticalSection
     * when a function higher in the call stack already has a 
     */
    class MaybeLock
    {
      CCriticalSection* lock;
    public:
      inline MaybeLock(CCriticalSection* p_lock) : lock(p_lock) { if (lock) lock->lock(); }
      inline ~MaybeLock() { if (lock) lock->unlock(); }
    };

    class SingleLockWithDelayGuard
    {
      DelayedCallGuard dcg;
      CCriticalSection& lock;
    public:
      inline SingleLockWithDelayGuard(CCriticalSection& ccrit, LanguageHook* lh) : dcg(lh), lock(ccrit) { lock.lock(); }
      inline ~SingleLockWithDelayGuard() { lock.unlock(); }
    };

    /**
     * Explicit template instantiation
     */
    template class Interceptor<CGUIWindow>;

    /**
     * This interceptor is a simple, non-callbackable (is that a word?)
     *  Interceptor to satisfy the Window requirements for upcalling
     *  for the purposes of instantiating a Window instance from
     *  an already existing window.
     */
    class ProxyExistingWindowInterceptor : public InterceptorBase
    {
      CGUIWindow* cguiwindow;

    public:
      inline ProxyExistingWindowInterceptor(CGUIWindow* window) :
        cguiwindow(window) { XBMC_TRACE; }

      virtual CGUIWindow* get();
    };

    CGUIWindow* ProxyExistingWindowInterceptor::get() { XBMC_TRACE; return cguiwindow; }

    Window::Window(bool discrim): 
      isDisposed(false), window(NULL), iWindowId(-1),
      iOldWindowId(0), iCurrentControlId(3000), bModal(false), m_actionEvent(true),
      canPulse(true), existingWindow(false), destroyAfterDeInit(false)
    {
      XBMC_TRACE;
    }

    /**
     * This just creates a default window.
     */
    Window::Window(int existingWindowId) : 
      isDisposed(false), window(NULL), iWindowId(-1),
      iOldWindowId(0), iCurrentControlId(3000), bModal(false), m_actionEvent(true),
      canPulse(false), existingWindow(true), destroyAfterDeInit(false)
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);

      if (existingWindowId == -1)
      {
        // in this case just do the other constructor.
        canPulse = true;
        existingWindow = false;

        setWindow(new Interceptor<CGUIWindow>("CGUIWindow",this,getNextAvailableWindowId()));
      }
      else
      {
        // user specified window id, use this one if it exists
        // It is not possible to capture key presses or button presses
        CGUIWindow* pWindow = g_windowManager.GetWindow(existingWindowId);
        if (!pWindow)
          throw WindowException("Window id does not exist");

        setWindow(new ProxyExistingWindowInterceptor(pWindow));
      }
    }

    Window::~Window()
    {
      XBMC_TRACE;

      deallocating();
    }

    void Window::deallocating()
    {
      AddonCallback::deallocating();

      dispose();
    }

    void Window::dispose()
    {
      XBMC_TRACE;

      // this is called from non-scripting-language callstacks. Don't use the delayed call guard.
      CSingleLock lock(g_graphicsContext);
      if (!isDisposed)
      {
        isDisposed = true;

        // no callbacks are possible any longer
        //   - this will be handled by the parent constructor

        // first change to an existing window
        if (!existingWindow)
        {
          if (ACTIVE_WINDOW == iWindowId && !g_application.m_bStop)
          {
            if(g_windowManager.GetWindow(iOldWindowId))
            {
              g_windowManager.ActivateWindow(iOldWindowId);
            }
            // old window does not exist anymore, switch to home
            else g_windowManager.ActivateWindow(WINDOW_HOME);
          }

        }
        else
        {
          // BUG:
          // This is an existing window, so no resources are free'd.  Note that
          // THIS WILL FAIL for any controls newly created by python - they will
          // remain after the script ends.  Ideally this would be remedied by
          // a flag in Control that specifies that it was python created - any python
          // created controls could then be removed + free'd from the window.
          // how this works with controlgroups though could be a bit tricky.
        }

        // and free our list of controls
        std::vector<AddonClass::Ref<Control> >::iterator it = vecControls.begin();
        while (it != vecControls.end())
        {
          AddonClass::Ref<Control> pControl = *it;
          // initialize control to zero
          pControl->pGUIControl = NULL;
          pControl->iControlId = 0;
          pControl->iParentId = 0;
          ++it;
        }

        if (!existingWindow)
        {
          if (window)
          {
            if (g_windowManager.IsWindowVisible(ref(window)->GetID()))
            {
              destroyAfterDeInit = true;
              close();
            }
            else
              g_windowManager.Delete(ref(window)->GetID());
          }
        }

        vecControls.clear();
      }
    }

    void Window::setWindow(InterceptorBase* _window) 
    { 
      XBMC_TRACE;
      window = _window; 
      iWindowId = _window->get()->GetID(); 

      if (!existingWindow)
        g_windowManager.Add(window->get());
    }

    int Window::getNextAvailableWindowId()
    {
      XBMC_TRACE;
      // window id's 13000 - 13100 are reserved for python
      // get first window id that is not in use
      int id = WINDOW_PYTHON_START;
      // if window 13099 is in use it means python can't create more windows
      if (g_windowManager.GetWindow(WINDOW_PYTHON_END))
        throw WindowException("maximum number of windows reached");

      while(id < WINDOW_PYTHON_END && g_windowManager.GetWindow(id) != NULL) id++;
      return id;
    }

    void Window::popActiveWindowId()
    {
      XBMC_TRACE;
      if (iOldWindowId != iWindowId &&
          iWindowId != ACTIVE_WINDOW)
        iOldWindowId = ACTIVE_WINDOW;
    }

    // Internal helper method
    /* Searches for a control in Window->vecControls
     * If we can't find any but the window has the controlId (in case of a not python window)
     * we create a new control with basic functionality
     */
    Control* Window::GetControlById(int iControlId, CCriticalSection* gc)
    {
      XBMC_TRACE;

      // find in window vector first!!!
      // this saves us from creating a complete new control
      std::vector<AddonClass::Ref<Control> >::iterator it = vecControls.begin();
      while (it != vecControls.end())
      {
        AddonClass::Ref<Control> control = (*it);
        if (control->iControlId == iControlId)
        {
          return control.get();
        } else ++it;
      }

      // lock xbmc GUI before accessing data from it
      MaybeLock lock(gc);

      // check if control exists
      CGUIControl* pGUIControl = (CGUIControl*)ref(window)->GetControl(iControlId); 
      if (!pGUIControl)
      {
        // control does not exist.
        throw WindowException("Non-Existent Control %d",iControlId);
      }

      // allocate a new control with a new reference
      CLabelInfo li;

      Control* pControl = NULL;

      // TODO: Yuck! Should probably be done with a Factory pattern
      switch(pGUIControl->GetControlType())
      {
      case CGUIControl::GUICONTROL_BUTTON:
        pControl = new ControlButton();

        li = ((CGUIButtonControl *)pGUIControl)->GetLabelInfo();

        // note: conversion from infocolors -> plain colors here
        ((ControlButton*)pControl)->disabledColor = li.disabledColor;
        ((ControlButton*)pControl)->focusedColor  = li.focusedColor;
        ((ControlButton*)pControl)->textColor  = li.textColor;
        ((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->GetAction(ACTION_MOVE_UP).GetNavigation();
      pControl->iControlDown = pGUIControl->GetAction(ACTION_MOVE_DOWN).GetNavigation();
      pControl->iControlLeft = pGUIControl->GetAction(ACTION_MOVE_LEFT).GetNavigation();
      pControl->iControlRight = pGUIControl->GetAction(ACTION_MOVE_RIGHT).GetNavigation();

      // 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;
    }

    void Window::PulseActionEvent()
    {
      XBMC_TRACE;
      if (canPulse)
        m_actionEvent.Set();
    }

    bool Window::WaitForActionEvent(unsigned int milliseconds)
    {
      XBMC_TRACE;
      // DO NOT MAKE THIS A DELAYED CALL!!!!
      bool ret = languageHook == NULL ? m_actionEvent.WaitMSec(milliseconds) : languageHook->WaitForEvent(m_actionEvent,milliseconds);
      if (ret)
        m_actionEvent.Reset();
      return ret;
    }

    bool Window::OnAction(const CAction &action)
    {
      XBMC_TRACE;
      // do the base class window first, and the call to python after this
      bool ret = ref(window)->OnAction(action);

      // workaround - for scripts which try to access the active control (focused) when there is none.
      // for example - the case when the mouse enters the screen.
      CGUIControl *pControl = ref(window)->GetFocusedControl();
      if (action.IsMouse() && !pControl)
        return ret;

      AddonClass::Ref<Action> inf(new Action(action));
      invokeCallback(new CallbackFunction<Window,AddonClass::Ref<Action> >(this,&Window::onAction,inf.get()));
      PulseActionEvent();

      return ret;
    }

    bool Window::OnBack(int actionID)
    {
      // we are always a Python window ... keep that in mind when reviewing the old code
      return true;
    }

    void Window::OnDeinitWindow(int nextWindowID /*= 0*/)
    {
      // NOTE!: This handle child classes correctly. XML windows will call
      // the OnDeinitWindow from CGUIMediaWindow while non-XML classes will
      // call the OnDeinitWindow on CGUIWindow
      ref(window)->OnDeinitWindow(nextWindowID);
      if (destroyAfterDeInit)
        g_windowManager.Delete(window->get()->GetID());
    }

    void Window::onAction(Action* action)
    {
      XBMC_TRACE;
      // default onAction behavior
      if(action->id == ACTION_PREVIOUS_MENU || action->id == ACTION_NAV_BACK)
        close();
    }

    bool Window::OnMessage(CGUIMessage& message)
    {
      XBMC_TRACE;
      switch (message.GetMessage())
      {
      case GUI_MSG_CLICKED:
        {
          int iControl=message.GetSenderId();
          AddonClass::Ref<Control> inf;
          // find python control object with same iControl
          std::vector<AddonClass::Ref<Control> >::iterator it = vecControls.begin();
          while (it != vecControls.end())
          {
            AddonClass::Ref<Control> pControl = (*it);
            if (pControl->iControlId == iControl)
            {
              inf = pControl.get();
              break;
            }
            ++it;
          }

          // did we find our control?
          if (inf.isNotNull())
          {
            // currently we only accept messages from a button or controllist with a select action
            if (inf->canAcceptMessages(message.GetParam1()))
            {
              invokeCallback(new CallbackFunction<Window,AddonClass::Ref<Control> >(this,&Window::onControl,inf.get()));
              PulseActionEvent();

              // return true here as we are handling the event
              return true;
            }
          }
          // if we get here, we didn't add the action
        }
        break;
      }

      return ref(window)->OnMessage(message);
    }

    void Window::onControl(Control* action) { XBMC_TRACE; /* do nothing by default */ }
    void Window::onClick(int controlId) { XBMC_TRACE; /* do nothing by default */ }
    void Window::onDoubleClick(int controlId) { XBMC_TRACE; /* do nothing by default */ }
    void Window::onFocus(int controlId) { XBMC_TRACE; /* do nothing by default */ }
    void Window::onInit() { XBMC_TRACE; /* do nothing by default */ }

    void Window::show()
    {
      XBMC_TRACE;
      DelayedCallGuard dcguard(languageHook);
      popActiveWindowId();

      CApplicationMessenger::GetInstance().SendMsg(TMSG_GUI_ACTIVATE_WINDOW, iWindowId, 0);
    }

    void Window::setFocus(Control* pControl)
    {
      XBMC_TRACE;
      if(pControl == NULL)
        throw WindowException("Object should be of type Control");

      CGUIMessage msg = CGUIMessage(GUI_MSG_SETFOCUS,pControl->iParentId, pControl->iControlId);
      g_windowManager.SendThreadMessage(msg, pControl->iParentId);
    }

    void Window::setFocusId(int iControlId)
    {
      XBMC_TRACE;
      CGUIMessage msg = CGUIMessage(GUI_MSG_SETFOCUS,iWindowId,iControlId);
      g_windowManager.SendThreadMessage(msg, iWindowId);
    }

    Control* Window::getFocus()
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);

      int iControlId = ref(window)->GetFocusedControlID();
      if(iControlId == -1)
        throw WindowException("No control in this window has focus");
      // Sine I'm already holding the lock theres no reason to give it to GetFocusedControlID
      return GetControlById(iControlId,NULL);
    }

    long Window::getFocusId()
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);
      int iControlId = ref(window)->GetFocusedControlID();
      if(iControlId == -1)
        throw WindowException("No control in this window has focus");
      return (long)iControlId;
    }

    void Window::removeControl(Control* pControl)
    {
      XBMC_TRACE;
      DelayedCallGuard dg(languageHook);
      doRemoveControl(pControl,&g_graphicsContext,true);
    }

    void Window::doRemoveControl(Control* pControl, CCriticalSection* gcontext, bool wait)
    {
      XBMC_TRACE;
      // type checking, object should be of type Control
      if(pControl == NULL)
        throw WindowException("Object should be of type Control");

      {
        MaybeLock mlock(gcontext);
        if(!ref(window)->GetControl(pControl->iControlId))
          throw WindowException("Control does not exist in window");
      }

      // delete control from vecControls in window object
      std::vector<AddonClass::Ref<Control> >::iterator it = vecControls.begin();
      while (it != vecControls.end())
      {
        AddonClass::Ref<Control> control = (*it);
        if (control->iControlId == pControl->iControlId)
        {
          it = vecControls.erase(it);
        } else ++it;
      }

      CGUIMessage msg(GUI_MSG_REMOVE_CONTROL, 0, 0);
      msg.SetPointer(pControl->pGUIControl);
      CApplicationMessenger::GetInstance().SendGUIMessage(msg, iWindowId, wait);

      // initialize control to zero
      pControl->pGUIControl = NULL;
      pControl->iControlId = 0;
      pControl->iParentId = 0;
    }

    void Window::removeControls(std::vector<Control*> pControls)
    {
      XBMC_TRACE;
      DelayedCallGuard dg(languageHook);
      int count = 1; int size = pControls.size();
      for (std::vector<Control*>::iterator iter = pControls.begin(); iter != pControls.end(); count++, ++iter)
        doRemoveControl(*iter,NULL, count == size);
    }

    long Window::getHeight()
    {
      XBMC_TRACE;
      return g_graphicsContext.GetHeight();
    }

    long Window::getWidth()
    {
      XBMC_TRACE;
      return g_graphicsContext.GetWidth();
    }

    long Window::getResolution()
    {
      XBMC_TRACE;
      return (long)g_graphicsContext.GetVideoResolution();
    }

    void Window::setCoordinateResolution(long res)
    {
      XBMC_TRACE;
      if (res < RES_HDTV_1080i || res > RES_AUTORES)
        throw WindowException("Invalid resolution.");

      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);
      ref(window)->SetCoordsRes(g_graphicsContext.GetResInfo((RESOLUTION)res));
    }

    void Window::setProperty(const char* key, const String& value)
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);
      std::string lowerKey = key;
      StringUtils::ToLower(lowerKey);

      ref(window)->SetProperty(lowerKey, value);
    }

    String Window::getProperty(const char* key)
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);
      std::string lowerKey = key;
      StringUtils::ToLower(lowerKey);
      std::string value = ref(window)->GetProperty(lowerKey).asString();
      return value;
    }

    void Window::clearProperty(const char* key)
    {
      XBMC_TRACE;
      if (!key) return;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);

      std::string lowerKey = key;
      StringUtils::ToLower(lowerKey);
      ref(window)->SetProperty(lowerKey, "");
    }

    void Window::clearProperties()
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);
      ref(window)->ClearProperties();
    }

    void Window::close()
    {
      XBMC_TRACE;
      bModal = false;

      if (!existingWindow)
        PulseActionEvent();

      {
        DelayedCallGuard dcguard(languageHook);
        CApplicationMessenger::GetInstance().SendMsg(TMSG_GUI_ACTIVATE_WINDOW, iOldWindowId, 0);
      }

      iOldWindowId = 0;
    }

    void Window::doModal()
    {
      XBMC_TRACE;
      if (!existingWindow)
      {
        bModal = true;

        if(iWindowId != ACTIVE_WINDOW) 
          show();

        while (bModal && !g_application.m_bStop)
        {
// TODO: garbear added this code to the pythin window.cpp class and
//  commented in XBPyThread.cpp. I'm not sure how to handle this 
//  in this native implementation.
//          // Check if XBPyThread::stop() raised a SystemExit exception
//          if (PyThreadState_Get()->async_exc == PyExc_SystemExit)
//          {
//            CLog::Log(LOGDEBUG, "PYTHON: doModal() encountered a SystemExit exception, closing window and returning");
//            Window_Close(self, NULL);
//            break;
//          }
          languageHook->MakePendingCalls(); // MakePendingCalls

          bool stillWaiting;
          do
          {
            {
              DelayedCallGuard dcguard(languageHook);            
              stillWaiting = WaitForActionEvent(100) ? false : true;
            }
            languageHook->MakePendingCalls();
          } while (stillWaiting);
        }
      }
    }

    void Window::addControl(Control* pControl)
    {
      XBMC_TRACE;
      DelayedCallGuard dg(languageHook);
      doAddControl(pControl,&g_graphicsContext,true);
    }

    void Window::doAddControl(Control* pControl, CCriticalSection* gcontext, bool wait)
    {
      XBMC_TRACE;
      if(pControl == NULL)
        throw WindowException("NULL Control passed to WindowBase::addControl");

      if(pControl->iControlId != 0)
        throw WindowException("Control is already used");

      // lock xbmc GUI before accessing data from it
      pControl->iParentId = iWindowId;

      {
        MaybeLock mlock(gcontext);
        // assign control id, if id is already in use, try next id
        do pControl->iControlId = ++iCurrentControlId;
        while (ref(window)->GetControl(pControl->iControlId));
      }

      pControl->Create();

      // set default navigation for control
      pControl->iControlUp = pControl->iControlId;
      pControl->iControlDown = pControl->iControlId;
      pControl->iControlLeft = pControl->iControlId;
      pControl->iControlRight = pControl->iControlId;

      pControl->pGUIControl->SetAction(ACTION_MOVE_UP,    pControl->iControlUp);
      pControl->pGUIControl->SetAction(ACTION_MOVE_DOWN,  pControl->iControlDown);
      pControl->pGUIControl->SetAction(ACTION_MOVE_LEFT,  pControl->iControlLeft);
      pControl->pGUIControl->SetAction(ACTION_MOVE_RIGHT, pControl->iControlRight);

      // add control to list and allocate recources for the control
      vecControls.push_back(AddonClass::Ref<Control>(pControl));
      pControl->pGUIControl->AllocResources();

      // This calls the CGUIWindow parent class to do the final add
      CGUIMessage msg(GUI_MSG_ADD_CONTROL, 0, 0);
      msg.SetPointer(pControl->pGUIControl);
      CApplicationMessenger::GetInstance().SendGUIMessage(msg, iWindowId, wait);
    }

    void Window::addControls(std::vector<Control*> pControls)
    {
      XBMC_TRACE;
      SingleLockWithDelayGuard gslock(g_graphicsContext,languageHook);
      int count = 1; int size = pControls.size();
      for (std::vector<Control*>::iterator iter = pControls.begin(); iter != pControls.end(); count++, ++iter)
        doAddControl(*iter,NULL, count == size);
    }

    Control* Window::getControl(int iControlId)
    {
      XBMC_TRACE;
      DelayedCallGuard dg(languageHook);
      return GetControlById(iControlId,&g_graphicsContext);
    }

    void Action::setFromCAction(const CAction& action)
    {
      XBMC_TRACE;
      id = action.GetID();
      buttonCode = action.GetButtonCode();
      fAmount1 = action.GetAmount(0);
      fAmount2 = action.GetAmount(1);
      fRepeat = action.GetRepeat();
      strAction = action.GetName();
    }

  }
}
