No more dead state, death is instant when you disappear No more dependency on frame or life time, updates come from the sims. No need to rate control anymore, ui removed. RIP: My headphones, you were shortlived, but you served my ears well.
358 lines
9.1 KiB
C++
358 lines
9.1 KiB
C++
//
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// C++ Interface: llfloateravatarlist
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//
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// Description:
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//
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//
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// Original author: Dale Glass <dale@daleglass.net>, (C) 2007
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// Heavily modified by Henri Beauchamp 10/2009.
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//
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// Copyright: See COPYING file that comes with this distribution
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//
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//
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#ifndef LL_LLFLOATERAVATARLIST_H
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#define LL_LLFLOATERAVATARLIST_H
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#include "llavatarname.h"
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#include "llavatarpropertiesprocessor.h"
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#include "llfloater.h"
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#include "llfloaterreporter.h"
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#include "lluuid.h"
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#include "lltimer.h"
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#include "llscrolllistctrl.h"
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#include <time.h>
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#include <bitset>
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#include <map>
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#include <set>
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#include <boost/shared_ptr.hpp>
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class LLFloaterAvatarList;
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enum ERadarStatType
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{
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STAT_TYPE_SIM,
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STAT_TYPE_DRAW,
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STAT_TYPE_SHOUTRANGE,
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STAT_TYPE_CHATRANGE,
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STAT_TYPE_AGE,
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STAT_TYPE_SIZE
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};
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/**
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* @brief This class is used to hold data about avatars.
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* We cache data about avatars to avoid repeating requests in this class.
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* Instances are kept in a map<LLAvatarListEntry>. We keep track of the
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* frame where the avatar was last seen.
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*/
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class LLAvatarListEntry : public LLAvatarPropertiesObserver
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{
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public:
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enum ACTIVITY_TYPE
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{
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ACTIVITY_NONE, /** Avatar not doing anything */
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ACTIVITY_MOVING, /** Changing position */
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ACTIVITY_GESTURING, /** Playing a gesture */
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ACTIVITY_REZZING, /** Rezzing objects */
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ACTIVITY_PARTICLES, /** Creating particles */
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ACTIVITY_TYPING, /** Typing */
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ACTIVITY_NEW, /** Avatar just appeared */
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ACTIVITY_SOUND, /** Playing a sound */
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};
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/**
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* @brief Initializes a list entry
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* @param id Avatar's key
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* @param name Avatar's name
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* @param position Avatar's current position
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*/
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LLAvatarListEntry(const LLUUID& id = LLUUID::null, const std::string &name = "", const LLVector3d &position = LLVector3d::zero);
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~LLAvatarListEntry();
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// Get properties, such as age and other niceties displayed on profiles.
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/*virtual*/ void processProperties(void* data, EAvatarProcessorType type);
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/**
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* Update world position.
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* Affects age.
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*/
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void setPosition(const LLVector3d& position, const F32& dist, bool drawn);
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const LLVector3d& getPosition() const { return mPosition; }
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/*
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* @brief resets the name accordance with RLVa
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*/
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void resetName(const bool& hide_tags, const bool& anon_names, const std::string& hidden);
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/**
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* @brief Returns the name of the avatar
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*/
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const std::string& getName() const { return mName; }
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const time_t& getTime() const { return mTime; }
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/**
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* @brief Returns the ID of the avatar
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*/
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const LLUUID& getID() const { return mID; }
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void setActivity(ACTIVITY_TYPE activity);
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/**
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* @brief Returns the activity type, updates mActivityType if necessary
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*/
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const ACTIVITY_TYPE getActivity();
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/**
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* @brief Sets the 'focus' status on this entry (camera focused on this avatar)
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*/
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void setFocus(bool value) { mFocused = value; }
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bool isFocused() const { return mFocused; }
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bool isMarked() const { return mMarked; }
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/**
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* @brief 'InList' signifies that the entry has been displayed in the floaters avatar list
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* Until this happens our focusprev/focusnext logic should ignore this entry.
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*/
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void setInList() { mIsInList = true; }
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bool isInList() const { return mIsInList; }
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void toggleMark() { mMarked = !mMarked; }
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struct uuidMatch
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{
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uuidMatch(const LLUUID& id) : mID(id) {}
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bool operator()(const boost::shared_ptr<LLAvatarListEntry>& l) { return l->getID() == mID; }
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LLUUID mID;
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};
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private:
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friend class LLFloaterAvatarList;
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LLUUID mID;
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std::string mName;
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time_t mTime;
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LLVector3d mPosition;
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bool mMarked;
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bool mFocused;
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bool mIsInList;
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int mAge;
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/**
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* @brief Bitset to keep track of what stats still hold true about the avatar
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*/
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std::bitset<STAT_TYPE_SIZE> mStats;
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ACTIVITY_TYPE mActivityType;
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LLTimer mActivityTimer;
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};
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/**
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* @brief Avatar List
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* Implements an avatar scanner in the client.
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*
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* This is my first attempt to modify the SL source. This code is intended
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* to have a dual purpose: doing the task, and providing an example of how
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* to do it. For that reason, it's going to be commented as exhaustively
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* as possible.
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*
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* Since I'm very new to C++ any suggestions on coding, style, etc are very
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* welcome.
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*/
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class LLFloaterAvatarList : public LLFloater, public LLSingleton<LLFloaterAvatarList>
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{
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/**
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* @brief Creates and initializes the LLFloaterAvatarList
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* Here the interface is created, and callbacks are initialized.
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*/
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friend class LLSingleton<LLFloaterAvatarList>;
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private:
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LLFloaterAvatarList();
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public:
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~LLFloaterAvatarList();
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virtual BOOL handleKeyHere(KEY key, MASK mask);
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/*virtual*/ void onClose(bool app_quitting);
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/*virtual*/ void onOpen();
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/*virtual*/ BOOL postBuild();
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/*virtual*/ void draw();
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/*virtual*/ BOOL handleRightMouseDown(S32 x, S32 y, MASK mask);
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/**
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* @brief Toggles interface visibility
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* There is only one instance of the avatar scanner at any time.
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*/
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static void toggleInstance(const LLSD& = LLSD());
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static void showInstance();
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static bool instanceVisible(const LLSD& = LLSD()) { return instanceExists() && instance().getVisible(); }
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// Decides which user-chosen columns to show and hide.
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void assessColumns();
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/**
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* @brief Updates the internal avatar list with the currently present avatars.
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*/
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void updateAvatarList(const class LLViewerRegion* region);
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/**
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* @brief Refresh avatar list (display)
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*/
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void refreshAvatarList();
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/**
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* @brief Reset avatar names in accordance with RLVa
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*/
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void resetAvatarNames();
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/**
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* @brief Returns the entry for an avatar, if preset
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* @returns Pointer to avatar entry, NULL if not found.
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*/
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LLAvatarListEntry* getAvatarEntry(const LLUUID& avatar) const;
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/**
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* @brief Returns a string with the selected names in the list
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*/
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std::string getSelectedNames(const std::string& separator = ", ") const;
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std::string getSelectedName() const;
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LLUUID getSelectedID() const;
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uuid_vec_t getSelectedIDs() const;
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static bool lookAtAvatar(const LLUUID& uuid);
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static void sound_trigger_hook(LLMessageSystem* msg,void **);
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void sendKeys() const;
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typedef boost::shared_ptr<LLAvatarListEntry> LLAvatarListEntryPtr;
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typedef std::vector< LLAvatarListEntryPtr > av_list_t;
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// when a line editor loses keyboard focus, it is committed.
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// commit callbacks are named onCommitWidgetName by convention.
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//void onCommitBaz(LLUICtrl* ctrl, void *userdata);
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enum AVATARS_COLUMN_ORDER
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{
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LIST_MARK,
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LIST_AVATAR_NAME,
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LIST_DISTANCE,
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LIST_POSITION,
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LIST_ALTITUDE,
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LIST_ACTIVITY,
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LIST_VOICE,
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LIST_AGE,
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LIST_TIME,
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LIST_CLIENT,
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};
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typedef boost::function<void (LLAvatarListEntry*)> avlist_command_t;
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/**
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* @brief Removes focus status from all avatars in list
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*/
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void removeFocusFromAll();
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/**
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* @brief Focus camera on specified avatar
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*/
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void setFocusAvatar(const LLUUID& id);
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/**
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* @brief Focus camera on previous avatar
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* @param marked_only Whether to choose only marked avatars
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*/
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void focusOnPrev(bool marked_only);
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/**
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* @brief Focus camera on next avatar
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* @param marked_only Whether to choose only marked avatars
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*/
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void focusOnNext(bool marked_only);
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void refreshTracker();
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void trackAvatar(const LLAvatarListEntry* entry) const;
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/**
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* @brief Handler for the "refresh" button click.
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* I am unsure whether this is actually necessary at the time.
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*
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* LL: By convention, button callbacks are named onClickButtonLabel
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* @param userdata Pointer to user data (LLFloaterAvatarList instance)
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*/
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void onClickIM();
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void onClickTeleportOffer();
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void onClickTrack();
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void onClickMute();
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void onClickFocus();
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void onClickGetKey();
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void onSelectName();
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/**
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* @brief These callbacks fire off notifications, which THEN fire the related callback* functions.
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*/
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void onClickFreeze();
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void onClickEject();
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void onClickEjectFromEstate();
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void onClickBanFromEstate();
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void onAvatarSortingChanged() { mDirtyAvatarSorting = true; }
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/**
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* @brief Called via notification feedback.
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*/
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static void callbackFreeze(const LLSD& notification, const LLSD& response);
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static void callbackEject(const LLSD& notification, const LLSD& response);
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static void callbackEjectFromEstate(const LLSD& notification, const LLSD& response);
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static void callbackBanFromEstate(const LLSD& notification, const LLSD& response);
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static bool onConfirmRadarChatKeys(const LLSD& notification, const LLSD& response );
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static void callbackIdle(void *userdata);
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void doCommand(avlist_command_t cmd, bool single = false) const;
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/**
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* @brief Cleanup avatar list, removing dead entries from it.
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* This lets dead entries remain for some time. This makes it possible
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* to keep people passing by in the list long enough that it's possible
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* to do something to them.
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*/
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void expireAvatarList(const std::list<LLUUID>& ids);
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void updateAvatarSorting();
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private:
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/**
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* @brief Pointer to the avatar scroll list
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*/
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LLScrollListCtrl* mAvatarList;
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av_list_t mAvatars;
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bool mDirtyAvatarSorting;
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/**
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* @brief true when Updating
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*/
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const LLCachedControl<bool> mUpdate;
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// tracking data
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bool mTracking; // Tracking ?
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LLUUID mTrackedAvatar; // Who we are tracking
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/**
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* @brief Avatar the camera is focused on
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*/
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LLUUID mFocusedAvatar;
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};
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#endif
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