Imported existing code
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203
indra/newview/llpreviewanim.cpp
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203
indra/newview/llpreviewanim.cpp
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/**
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* @file llpreviewanim.cpp
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* @brief LLPreviewAnim class implementation
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*
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* $LicenseInfo:firstyear=2004&license=viewergpl$
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*
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* Copyright (c) 2004-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llpreviewanim.h"
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#include "llbutton.h"
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#include "llresmgr.h"
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#include "llinventory.h"
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#include "llinventoryview.h"
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#include "llvoavatar.h"
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#include "llagent.h" // gAgent
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#include "llkeyframemotion.h"
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#include "llfilepicker.h"
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#include "lllineeditor.h"
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#include "lluictrlfactory.h"
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#include "lluictrlfactory.h"
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extern LLAgent gAgent;
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LLPreviewAnim::LLPreviewAnim(const std::string& name, const LLRect& rect, const std::string& title, const LLUUID& item_uuid, const S32& activate, const LLUUID& object_uuid ) :
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LLPreview( name, rect, title, item_uuid, object_uuid)
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{
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LLUICtrlFactory::getInstance()->buildFloater(this,"floater_preview_animation.xml");
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childSetAction("Anim play btn",playAnim,this);
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childSetAction("Anim audition btn",auditionAnim,this);
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const LLInventoryItem* item = getItem();
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childSetCommitCallback("desc", LLPreview::onText, this);
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childSetText("desc", item->getDescription());
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childSetPrevalidate("desc", &LLLineEditor::prevalidatePrintableNotPipe);
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setTitle(title);
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if (!getHost())
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{
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LLRect curRect = getRect();
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translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop);
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}
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// preload the animation
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if(item)
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{
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gAgent.getAvatarObject()->createMotion(item->getAssetUUID());
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}
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switch ( activate )
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{
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case 1:
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{
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playAnim( (void *) this );
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break;
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}
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case 2:
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{
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auditionAnim( (void *) this );
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break;
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}
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default:
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{
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//do nothing
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}
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}
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}
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// static
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void LLPreviewAnim::endAnimCallback( void *userdata )
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{
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LLHandle<LLFloater>* handlep = ((LLHandle<LLFloater>*)userdata);
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LLFloater* self = handlep->get();
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delete handlep; // done with the handle
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if (self)
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{
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self->childSetValue("Anim play btn", FALSE);
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self->childSetValue("Anim audition btn", FALSE);
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}
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}
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// static
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void LLPreviewAnim::playAnim( void *userdata )
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{
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LLPreviewAnim* self = (LLPreviewAnim*) userdata;
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const LLInventoryItem *item = self->getItem();
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if(item)
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{
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LLUUID itemID=item->getAssetUUID();
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LLButton* btn = self->getChild<LLButton>("Anim play btn");
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if (btn)
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{
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btn->toggleState();
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}
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if (self->childGetValue("Anim play btn").asBoolean() )
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{
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self->mPauseRequest = NULL;
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gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_START);
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LLVOAvatar* avatar = gAgent.getAvatarObject();
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LLMotion* motion = avatar->findMotion(itemID);
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if (motion)
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{
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motion->setDeactivateCallback(&endAnimCallback, (void *)(new LLHandle<LLFloater>(self->getHandle())));
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}
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}
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else
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{
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gAgent.getAvatarObject()->stopMotion(itemID);
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gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_STOP);
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}
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}
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}
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// static
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void LLPreviewAnim::auditionAnim( void *userdata )
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{
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LLPreviewAnim* self = (LLPreviewAnim*) userdata;
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const LLInventoryItem *item = self->getItem();
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if(item)
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{
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LLUUID itemID=item->getAssetUUID();
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LLButton* btn = self->getChild<LLButton>("Anim audition btn");
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if (btn)
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{
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btn->toggleState();
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}
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if (self->childGetValue("Anim audition btn").asBoolean() )
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{
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self->mPauseRequest = NULL;
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gAgent.getAvatarObject()->startMotion(item->getAssetUUID());
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LLVOAvatar* avatar = gAgent.getAvatarObject();
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LLMotion* motion = avatar->findMotion(itemID);
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if (motion)
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{
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motion->setDeactivateCallback(&endAnimCallback, (void *)(new LLHandle<LLFloater>(self->getHandle())));
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}
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}
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else
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{
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gAgent.getAvatarObject()->stopMotion(itemID);
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gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_STOP);
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}
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}
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}
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void LLPreviewAnim::onClose(bool app_quitting)
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{
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const LLInventoryItem *item = getItem();
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if(item)
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{
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gAgent.getAvatarObject()->stopMotion(item->getAssetUUID());
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gAgent.sendAnimationRequest(item->getAssetUUID(), ANIM_REQUEST_STOP);
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LLVOAvatar* avatar = gAgent.getAvatarObject();
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LLMotion* motion = avatar->findMotion(item->getAssetUUID());
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if (motion)
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{
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// *TODO: minor memory leak here, user data is never deleted (Use real callbacks)
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motion->setDeactivateCallback(NULL, (void *)NULL);
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}
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}
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destroy();
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}
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