Add Mouselook IFF from Alchemy!

Also Assorted Code Cleanup and sync with Alchemy
Debug Settings are AlchemyMouselookIFF and AlchemyMouselookIFFRange
Look to see if an avatar is in a nearby region always when checking if they're an estate owner.
This commit is contained in:
Lirusaito
2015-03-13 22:16:07 -04:00
parent f168d6b60a
commit be6ad2a919
14 changed files with 282 additions and 199 deletions

View File

@@ -48,14 +48,19 @@
#include "llhudmanager.h"
#include "lltoolmgr.h"
#include "lltoolgrab.h"
#include "lluiimage.h"
// Linden library includes
#include "llwindow.h" // setMouseClipping()
bool getCustomColor(const LLUUID& id, LLColor4& color, LLViewerRegion* parent_estate);
#include "llavatarnamecache.h"
#include "llworld.h"
LLToolGun::LLToolGun( LLToolComposite* composite )
: LLTool( std::string("gun"), composite ),
mIsSelected(FALSE)
{
mCrosshairp = LLUI::getUIImage("UIImgCrosshairsUUID"); // <alchemy/> - UI Caching
}
void LLToolGun::handleSelect()
@@ -95,8 +100,8 @@ BOOL LLToolGun::handleHover(S32 x, S32 y, MASK mask)
{
const F32 NOMINAL_MOUSE_SENSITIVITY = 0.0025f;
F32 mouse_sensitivity = gSavedSettings.getF32("MouseSensitivity");
mouse_sensitivity = clamp_rescale(mouse_sensitivity, 0.f, 15.f, 0.5f, 2.75f) * NOMINAL_MOUSE_SENSITIVITY;
static LLCachedControl<F32> mouse_sensitivity_setting(gSavedSettings, "MouseSensitivity");
F32 mouse_sensitivity = clamp_rescale(mouse_sensitivity_setting, 0.f, 15.f, 0.5f, 2.75f) * NOMINAL_MOUSE_SENSITIVITY;
// ...move the view with the mouse
@@ -107,18 +112,21 @@ BOOL LLToolGun::handleHover(S32 x, S32 y, MASK mask)
if (dx != 0 || dy != 0)
{
// ...actually moved off center
if (gSavedSettings.getBOOL("InvertMouse"))
const F32 fov = LLViewerCamera::getInstance()->getView() / DEFAULT_FIELD_OF_VIEW;
static LLCachedControl<bool> invert_mouse(gSavedSettings, "InvertMouse");
if (invert_mouse)
{
gAgent.pitch(mouse_sensitivity * -dy);
gAgent.pitch(mouse_sensitivity * fov * -dy);
}
else
{
gAgent.pitch(mouse_sensitivity * dy);
gAgent.pitch(mouse_sensitivity * fov * dy);
}
LLVector3 skyward = gAgent.getReferenceUpVector();
gAgent.rotate(mouse_sensitivity * dx, skyward.mV[VX], skyward.mV[VY], skyward.mV[VZ]);
gAgent.rotate(mouse_sensitivity * fov * dx, skyward.mV[VX], skyward.mV[VY], skyward.mV[VZ]);
if (gSavedSettings.getBOOL("MouseSun"))
static LLCachedControl<bool> mouse_sun(gSavedSettings, "MouseSun");
if (mouse_sun)
{
gSky.setSunDirection(LLViewerCamera::getInstance()->getAtAxis(), LLVector3(0.f, 0.f, 0.f));
gSky.setOverrideSun(TRUE);
@@ -129,11 +137,11 @@ BOOL LLToolGun::handleHover(S32 x, S32 y, MASK mask)
gViewerWindow->hideCursor();
}
lldebugst(LLERR_USER_INPUT) << "hover handled by LLToolGun (mouselook)" << llendl;
LL_DEBUGS("UserInput") << "hover handled by LLToolGun (mouselook)" << LL_ENDL;
}
else
{
lldebugst(LLERR_USER_INPUT) << "hover handled by LLToolGun (not mouselook)" << llendl;
LL_DEBUGS("UserInput") << "hover handled by LLToolGun (not mouselook)" << LL_ENDL;
}
// HACK to avoid assert: error checking system makes sure that the cursor is set during every handleHover. This is actually a no-op since the cursor is hidden.
@@ -144,14 +152,55 @@ BOOL LLToolGun::handleHover(S32 x, S32 y, MASK mask)
void LLToolGun::draw()
{
static const LLCachedControl<bool> show("ShowCrosshairs");
if (show)
static LLCachedControl<bool> show_crosshairs(gSavedSettings, "ShowCrosshairs");
static LLCachedControl<bool> show_iff(gSavedSettings, "AlchemyMouselookIFF", true);
static LLCachedControl<F32> iff_range(gSavedSettings, "AlchemyMouselookIFFRange", 380.f);
if (show_crosshairs)
{
LLUIImagePtr crosshair = LLUI::getUIImage("UIImgCrosshairsUUID");
const S32 windowWidth = gViewerWindow->getWorldViewRectScaled().getWidth();
const S32 windowHeight = gViewerWindow->getWorldViewRectScaled().getHeight();
static const LLCachedControl<LLColor4> color("LiruCrosshairColor");
crosshair->draw(
( gViewerWindow->getWorldViewRectScaled().getWidth() - crosshair->getWidth() ) / 2,
( gViewerWindow->getWorldViewRectScaled().getHeight() - crosshair->getHeight() ) / 2,
color);
LLColor4 targetColor = color;
targetColor.mV[VALPHA] = 0.5f;
if (show_iff)
{
LLVector3d myPosition = gAgentCamera.getCameraPositionGlobal();
LLQuaternion myRotation = LLViewerCamera::getInstance()->getQuaternion();
myRotation.set(-myRotation.mQ[VX], -myRotation.mQ[VY], -myRotation.mQ[VZ], myRotation.mQ[VW]);
LLWorld::pos_map_t positions;
LLWorld& world(LLWorld::instance());
world.getAvatars(&positions, gAgent.getPositionGlobal(), iff_range);
for (LLWorld::pos_map_t::const_iterator iter = positions.cbegin(), iter_end = positions.cend(); iter != iter_end; ++iter)
{
const LLUUID& id = iter->first;
const LLVector3d& targetPosition = iter->second;
if (id == gAgentID || targetPosition.isNull())
{
continue;
}
LLVector3d magicVector = (targetPosition - myPosition) * myRotation;
magicVector.setVec(-magicVector.mdV[VY], magicVector.mdV[VZ], magicVector.mdV[VX]);
if (magicVector.mdV[VX] > -0.75 && magicVector.mdV[VX] < 0.75 && magicVector.mdV[VZ] > 0.0 && magicVector.mdV[VY] > -1.5 && magicVector.mdV[VY] < 1.5) // Do not fuck with these, cheater. :(
{
LLAvatarName avatarName;
LLAvatarNameCache::get(id, &avatarName);
getCustomColor(id, targetColor, world.getRegionFromPosGlobal(targetPosition));
targetColor.mV[VALPHA] = 0.5f;
LLFontGL::getFontSansSerifBold()->renderUTF8(
llformat("%s : %.2fm", avatarName.getNSName().c_str(), (targetPosition - myPosition).magVec()),
0, (windowWidth / 2.f), (windowHeight / 2.f) - 25.f, targetColor,
LLFontGL::HCENTER, LLFontGL::TOP, LLFontGL::BOLD, LLFontGL::NO_SHADOW
);
break;
}
}
}
mCrosshairp->draw(
(windowWidth - mCrosshairp->getWidth() ) / 2,
(windowHeight - mCrosshairp->getHeight() ) / 2, targetColor);
}
}