192 lines
6.0 KiB
C++
192 lines
6.0 KiB
C++
/**
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* @file llgesturemgr.h
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* @brief Manager for playing gestures on the viewer
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*
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* $LicenseInfo:firstyear=2004&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLGESTUREMGR_H
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#define LL_LLGESTUREMGR_H
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#include <map>
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#include <string>
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#include <vector>
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#include "llassetstorage.h" // LLAssetType
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#include "llinventoryobserver.h"
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#include "llsingleton.h"
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#include "llviewerinventory.h"
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class LLMultiGesture;
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class LLGestureListener;
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class LLGestureStep;
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class LLUUID;
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class LLVFS;
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class LLGestureManagerObserver
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{
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public:
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virtual ~LLGestureManagerObserver() { };
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virtual void changed() = 0;
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};
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class LLGestureMgr : public LLSingleton<LLGestureMgr>, public LLInventoryFetchItemsObserver
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{
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public:
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typedef boost::function<void (LLMultiGesture* loaded_gesture)> gesture_loaded_callback_t;
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// Maps inventory item_id to gesture
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typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
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typedef std::map<LLUUID, gesture_loaded_callback_t> callback_map_t;
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LLGestureMgr();
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~LLGestureMgr();
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void init();
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// Call once per frame to manage gestures
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void update();
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// Loads a gesture out of inventory into the in-memory active form
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// Note that the inventory item must exist, so we can look up the
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// asset id.
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void activateGesture(const LLUUID& item_id);
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// Activate a list of gestures
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void activateGestures(LLViewerInventoryItem::item_array_t& items);
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// If you change a gesture, you need to build a new multigesture
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// and call this method.
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void replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id);
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void replaceGesture(const LLUUID& item_id, const LLUUID& asset_id);
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// Load gesture into in-memory active form.
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// Can be called even if the inventory item isn't loaded yet.
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// inform_server TRUE will send message upstream to update database
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// user_gesture_active table, which isn't necessary on login.
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// deactivate_similar will cause other gestures with the same trigger phrase
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// or keybinding to be deactivated.
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void activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, BOOL inform_server, BOOL deactivate_similar);
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// Takes gesture out of active list and deletes it.
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void deactivateGesture(const LLUUID& item_id);
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// Deactivates all gestures that match either this trigger phrase,
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// or this hot key.
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void deactivateSimilarGestures(LLMultiGesture* gesture, const LLUUID& in_item_id);
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BOOL isGestureActive(const LLUUID& item_id);
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BOOL isGesturePlaying(const LLUUID& item_id);
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BOOL isGesturePlaying(LLMultiGesture* gesture);
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const item_map_t& getActiveGestures() const { return mActive; }
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// Force a gesture to be played, for example, if it is being
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// previewed.
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void playGesture(LLMultiGesture* gesture);
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void playGesture(const LLUUID& item_id);
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// Stop all requested or playing anims for this gesture
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// Also remove from playing list
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void stopGesture(LLMultiGesture* gesture);
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void stopGesture(const LLUUID& item_id);
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/**
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* Add cb into callbackMap.
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* Note:
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* Manager will call cb after gesture will be loaded and will remove cb automatically.
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*/
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void setGestureLoadedCallback(LLUUID inv_item_id, gesture_loaded_callback_t cb)
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{
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mCallbackMap[inv_item_id] = cb;
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}
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// Trigger the first gesture that matches this key.
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// Returns TRUE if it finds a gesture bound to that key.
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BOOL triggerGesture(KEY key, MASK mask);
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// Trigger all gestures referenced as substrings in this string
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BOOL triggerAndReviseString(const std::string &str, std::string *revised_string = NULL);
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// Does some gesture have this key bound?
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BOOL isKeyBound(KEY key, MASK mask);
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S32 getPlayingCount() const;
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void addObserver(LLGestureManagerObserver* observer);
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void removeObserver(LLGestureManagerObserver* observer);
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void notifyObservers();
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// Overriding so we can update active gesture names and notify observers
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void changed(U32 mask);
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BOOL matchPrefix(const std::string& in_str, std::string* out_str);
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// Copy item ids into the vector
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void getItemIDs(uuid_vec_t* ids);
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protected:
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// Handle the processing of a single gesture
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void stepGesture(LLMultiGesture* gesture);
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// Do a single step in a gesture
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void runStep(LLMultiGesture* gesture, LLGestureStep* step);
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// LLInventoryCompletionObserver trigger
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void done();
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// Used by loadGesture
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static void onLoadComplete(LLVFS *vfs,
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const LLUUID& asset_uuid,
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LLAssetType::EType type,
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void* user_data, S32 status, LLExtStat ext_status);
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// Used by playGesture to load an asset file
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// required to play a gesture step
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static void onAssetLoadComplete(LLVFS *vfs,
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const LLUUID& asset_uuid,
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LLAssetType::EType type,
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void* user_data, S32 status, LLExtStat ext_status);
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// Checks whether all animation and sound assets
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// needed to play a gesture are loaded.
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static bool hasLoadingAssets(LLMultiGesture* gesture);
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private:
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// Active gestures.
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// NOTE: The gesture pointer CAN BE NULL. This means that
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// there is a gesture with that item_id, but the asset data
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// is still on its way down from the server.
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item_map_t mActive;
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S32 mLoadingCount;
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std::string mDeactivateSimilarNames;
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std::vector<LLGestureManagerObserver*> mObservers;
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callback_map_t mCallbackMap;
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std::vector<LLMultiGesture*> mPlaying;
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BOOL mValid;
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std::set<LLUUID> mLoadingAssets;
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};
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#endif
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