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SingularityViewer/indra/newview/llviewermediafocus.cpp

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/**
* @file llviewermediafocus.cpp
* @brief Governs focus on Media prims
*
* $LicenseInfo:firstyear=2003&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llviewermediafocus.h"
//LLViewerMediaFocus
#include "llviewerobjectlist.h"
#include "llpanelprimmediacontrols.h"
#include "llpluginclassmedia.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "lltoolpie.h"
#include "llviewercamera.h"
#include "llviewermedia.h"
#include "llhudview.h"
#include "lluictrlfactory.h"
#include "lldrawable.h"
#include "llparcel.h"
#include "llviewerparcelmgr.h"
#include "llweb.h"
#include "llmediaentry.h"
#include "llkeyboard.h"
#include "lltoolmgr.h"
#include "llvovolume.h"
//
// LLViewerMediaFocus
//
LLViewerMediaFocus::LLViewerMediaFocus()
: mFocusedObjectFace(0),
mHoverObjectFace(0)
{
}
LLViewerMediaFocus::~LLViewerMediaFocus()
{
// The destructor for LLSingletons happens at atexit() time, which is too late to do much.
// Clean up in cleanupClass() instead.
}
void LLViewerMediaFocus::setFocusFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal)
{
LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
LLViewerMediaImpl *old_media_impl = getFocusedMediaImpl();
if(old_media_impl)
{
old_media_impl->focus(false);
}
// Always clear the current selection. If we're setting focus on a face, we'll reselect the correct object below.
LLSelectMgr::getInstance()->deselectAll();
mSelection = NULL;
if (media_impl.notNull() && objectp.notNull())
{
bool face_auto_zoom = false;
mFocusedImplID = media_impl->getMediaTextureID();
mFocusedObjectID = objectp->getID();
mFocusedObjectFace = face;
mFocusedObjectNormal = pick_normal;
// Set the selection in the selection manager so we can draw the focus ring.
mSelection = LLSelectMgr::getInstance()->selectObjectOnly(objectp, face);
// Focusing on a media face clears its disable flag.
media_impl->setDisabled(false);
LLTextureEntry* tep = objectp->getTE(face);
if(tep->hasMedia())
{
LLMediaEntry* mep = tep->getMediaData();
face_auto_zoom = mep->getAutoZoom();
if(!media_impl->hasMedia())
{
std::string url = mep->getCurrentURL().empty() ? mep->getHomeURL() : mep->getCurrentURL();
media_impl->navigateTo(url, "", true);
}
}
else
{
// This should never happen.
llwarns << "Can't find media entry for focused face" << llendl;
}
media_impl->focus(true);
gFocusMgr.setKeyboardFocus(this);
LLViewerMediaImpl* impl = getFocusedMediaImpl();
if (impl)
{
LLEditMenuHandler::gEditMenuHandler = impl;
}
// We must do this before processing the media HUD zoom, or it may zoom to the wrong face.
update();
if(mMediaControls.get())
{
if(face_auto_zoom && ! parcel->getMediaPreventCameraZoom())
{
// Zoom in on this face
mMediaControls.get()->resetZoomLevel(false);
mMediaControls.get()->nextZoomLevel();
}
else
{
// Reset the controls' zoom level without moving the camera.
// This fixes the case where clicking focus between two non-autozoom faces doesn't change the zoom-out button back to a zoom-in button.
mMediaControls.get()->resetZoomLevel(false);
}
}
}
else
{
if(hasFocus())
{
gFocusMgr.setKeyboardFocus(NULL);
}
LLViewerMediaImpl* impl = getFocusedMediaImpl();
if (LLEditMenuHandler::gEditMenuHandler == impl)
{
LLEditMenuHandler::gEditMenuHandler = NULL;
}
mFocusedImplID = LLUUID::null;
if (objectp.notNull())
{
// Still record the focused object...it may mean we need to load media data.
// This will aid us in determining this object is "important enough"
mFocusedObjectID = objectp->getID();
mFocusedObjectFace = face;
}
else {
mFocusedObjectID = LLUUID::null;
mFocusedObjectFace = 0;
}
}
}
void LLViewerMediaFocus::clearFocus()
{
setFocusFace(NULL, 0, NULL);
}
void LLViewerMediaFocus::setHoverFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal)
{
if (media_impl.notNull())
{
mHoverImplID = media_impl->getMediaTextureID();
mHoverObjectID = objectp->getID();
mHoverObjectFace = face;
mHoverObjectNormal = pick_normal;
}
else
{
mHoverObjectID = LLUUID::null;
mHoverObjectFace = 0;
mHoverImplID = LLUUID::null;
}
}
void LLViewerMediaFocus::clearHover()
{
setHoverFace(NULL, 0, NULL);
}
bool LLViewerMediaFocus::getFocus()
{
if (gFocusMgr.getKeyboardFocus() == this)
{
return true;
}
return false;
}
// This function selects an ideal viewing distance based on the focused object, pick normal, and padding value
void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal, F32 padding_factor, bool zoom_in_only)
{
if (object)
{
gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE);
LLBBox bbox = object->getBoundingBoxAgent();
LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent());
F32 height;
F32 width;
F32 depth;
F32 angle_of_view;
F32 distance;
// We need the aspect ratio, and the 3 components of the bbox as height, width, and depth.
F32 aspect_ratio = getBBoxAspectRatio(bbox, normal, &height, &width, &depth);
F32 camera_aspect = LLViewerCamera::getInstance()->getAspect();
lldebugs << "normal = " << normal << ", aspect_ratio = " << aspect_ratio << ", camera_aspect = " << camera_aspect << llendl;
// We will normally use the side of the volume aligned with the short side of the screen (i.e. the height for
// a screen in a landscape aspect ratio), however there is an edge case where the aspect ratio of the object is
// more extreme than the screen. In this case we invert the logic, using the longer component of both the object
// and the screen.
bool invert = (camera_aspect > 1.0f && aspect_ratio > camera_aspect) ||
(camera_aspect < 1.0f && aspect_ratio < camera_aspect);
// To calculate the optimum viewing distance we will need the angle of the shorter side of the view rectangle.
// In portrait mode this is the width, and in landscape it is the height.
// We then calculate the distance based on the corresponding side of the object bbox (width for portrait, height for landscape)
// We will add half the depth of the bounding box, as the distance projection uses the center point of the bbox.
if(camera_aspect < 1.0f || invert)
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect());
distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
lldebugs << "using width (" << width << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl;
}
else
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView());
distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
lldebugs << "using height (" << height << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl;
}
distance += depth * 0.5;
// Finally animate the camera to this new position and focal point
LLVector3d camera_pos, target_pos;
// The target lookat position is the center of the selection (in global coords)
target_pos = center;
// Target look-from (camera) position is "distance" away from the target along the normal
LLVector3d pickNormal = LLVector3d(normal);
pickNormal.normalize();
camera_pos = target_pos + pickNormal * distance;
if (pickNormal == LLVector3d::z_axis || pickNormal == LLVector3d::z_axis_neg)
{
// If the normal points directly up, the camera will "flip" around.
// We try to avoid this by adjusting the target camera position a
// smidge towards current camera position
// *NOTE: this solution is not perfect. All it attempts to solve is the
// "looking down" problem where the camera flips around when it animates
// to that position. You still are not guaranteed to be looking at the
// media in the correct orientation. What this solution does is it will
// put the camera into position keeping as best it can the current
// orientation with respect to the face. In other words, if before zoom
// the media appears "upside down" from the camera, after zooming it will
// still be upside down, but at least it will not flip.
LLVector3d cur_camera_pos = LLVector3d(gAgentCamera.getCameraPositionGlobal());
LLVector3d delta = (cur_camera_pos - camera_pos);
F64 len = delta.length();
delta.normalize();
// Move 1% of the distance towards original camera location
camera_pos += 0.01 * len * delta;
}
// If we are not allowing zooming out and the old camera position is closer to
// the center then the new intended camera position, don't move camera and return
if (zoom_in_only &&
(dist_vec_squared(gAgentCamera.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos)))
{
return;
}
gAgentCamera.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() );
}
else
{
// If we have no object, focus back on the avatar.
gAgentCamera.setFocusOnAvatar(TRUE, ANIMATE);
}
}
void LLViewerMediaFocus::onFocusReceived()
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
media_impl->focus(true);
LLFocusableElement::onFocusReceived();
}
void LLViewerMediaFocus::onFocusLost()
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
media_impl->focus(false);
gViewerWindow->focusClient();
LLFocusableElement::onFocusLost();
}
BOOL LLViewerMediaFocus::handleKey(KEY key, MASK mask, BOOL called_from_parent)
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
{
media_impl->handleKeyHere(key, mask);
if (KEY_ESCAPE == key)
{
// Reset camera zoom in this case.
if(mFocusedImplID.notNull())
{
if(mMediaControls.get())
{
mMediaControls.get()->resetZoomLevel(true);
}
}
clearFocus();
}
/*if ( KEY_F1 == key && LLUI::sHelpImpl && mMediaControls.get())
{
std::string help_topic;
if (mMediaControls.get()->findHelpTopic(help_topic))
{
LLUI::sHelpImpl->showTopic(help_topic);
}
}*/
}
return true;
}
BOOL LLViewerMediaFocus::handleUnicodeChar(llwchar uni_char, BOOL called_from_parent)
{
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl)
media_impl->handleUnicodeCharHere(uni_char);
return true;
}
BOOL LLViewerMediaFocus::handleScrollWheel(S32 x, S32 y, S32 clicks)
{
BOOL retval = FALSE;
LLViewerMediaImpl* media_impl = getFocusedMediaImpl();
if(media_impl && media_impl->hasMedia())
{
// the scrollEvent() API's x and y are not the same as handleScrollWheel's x and y.
// The latter is the position of the mouse at the time of the event
// The former is the 'scroll amount' in x and y, respectively.
// All we have for 'scroll amount' here is 'clicks'.
// We're also not passed the keyboard modifier mask, but we can get that from gKeyboard.
media_impl->getMediaPlugin()->scrollEvent(0, clicks, gKeyboard->currentMask(TRUE));
retval = TRUE;
}
return retval;
}
void LLViewerMediaFocus::update()
{
if(mFocusedImplID.notNull())
{
// We have a focused impl/face.
if(!getFocus())
{
// We've lost keyboard focus -- check to see whether the media controls have it
if(mMediaControls.get() && mMediaControls.get()->hasFocus())
{
// the media controls have focus -- don't clear.
}
else
{
// Someone else has focus -- back off.
clearFocus();
}
}
else if(LLToolMgr::getInstance()->inBuildMode())
{
// Build tools are selected -- clear focus.
clearFocus();
}
}
LLViewerMediaImpl *media_impl = getFocusedMediaImpl();
LLViewerObject *viewer_object = getFocusedObject();
S32 face = mFocusedObjectFace;
LLVector3 normal = mFocusedObjectNormal;
if(!media_impl || !viewer_object)
{
media_impl = getHoverMediaImpl();
viewer_object = getHoverObject();
face = mHoverObjectFace;
normal = mHoverObjectNormal;
}
if(media_impl && viewer_object && !media_impl->isForcedUnloaded())
{
// We have an object and impl to point at.
// Make sure the media HUD object exists.
if(! mMediaControls.get())
{
LLPanelPrimMediaControls* media_controls = new LLPanelPrimMediaControls();
mMediaControls = media_controls->getHandle();
gHUDView->addChild(media_controls);
}
mMediaControls.get()->setMediaFace(viewer_object, face, media_impl, normal);
}
else
{
// The media HUD is no longer needed.
if(mMediaControls.get())
{
mMediaControls.get()->setMediaFace(NULL, 0, NULL);
}
}
}
// This function calculates the aspect ratio and the world aligned components of a selection bounding box.
F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3& normal, F32* height, F32* width, F32* depth)
{
// Convert the selection normal and an up vector to local coordinate space of the bbox
LLVector3 local_normal = bbox.agentToLocalBasis(normal);
LLVector3 z_vec = bbox.agentToLocalBasis(LLVector3(0.0f, 0.0f, 1.0f));
LLVector3 comp1(0.f,0.f,0.f);
LLVector3 comp2(0.f,0.f,0.f);
LLVector3 bbox_max = bbox.getExtentLocal();
F32 dot1 = 0.f;
F32 dot2 = 0.f;
lldebugs << "bounding box local size = " << bbox_max << ", local_normal = " << local_normal << llendl;
// The largest component of the localized normal vector is the depth component
// meaning that the other two are the legs of the rectangle.
local_normal.abs();
// Using temporary variables for these makes the logic a bit more readable.
bool XgtY = (local_normal.mV[VX] > local_normal.mV[VY]);
bool XgtZ = (local_normal.mV[VX] > local_normal.mV[VZ]);
bool YgtZ = (local_normal.mV[VY] > local_normal.mV[VZ]);
if(XgtY && XgtZ)
{
lldebugs << "x component of normal is longest, using y and z" << llendl;
comp1.mV[VY] = bbox_max.mV[VY];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VX];
}
else if(!XgtY && YgtZ)
{
lldebugs << "y component of normal is longest, using x and z" << llendl;
comp1.mV[VX] = bbox_max.mV[VX];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VY];
}
else
{
lldebugs << "z component of normal is longest, using x and y" << llendl;
comp1.mV[VX] = bbox_max.mV[VX];
comp2.mV[VY] = bbox_max.mV[VY];
*depth = bbox_max.mV[VZ];
}
// The height is the vector closest to vertical in the bbox coordinate space (highest dot product value)
dot1 = comp1 * z_vec;
dot2 = comp2 * z_vec;
if(fabs(dot1) > fabs(dot2))
{
*height = comp1.length();
*width = comp2.length();
lldebugs << "comp1 = " << comp1 << ", height = " << *height << llendl;
lldebugs << "comp2 = " << comp2 << ", width = " << *width << llendl;
}
else
{
*height = comp2.length();
*width = comp1.length();
lldebugs << "comp2 = " << comp2 << ", height = " << *height << llendl;
lldebugs << "comp1 = " << comp1 << ", width = " << *width << llendl;
}
lldebugs << "returning " << (*width / *height) << llendl;
// Return the aspect ratio.
return *width / *height;
}
bool LLViewerMediaFocus::isFocusedOnFace(LLPointer<LLViewerObject> objectp, S32 face)
{
return objectp->getID() == mFocusedObjectID && face == mFocusedObjectFace;
}
bool LLViewerMediaFocus::isHoveringOverFace(LLPointer<LLViewerObject> objectp, S32 face)
{
return objectp->getID() == mHoverObjectID && face == mHoverObjectFace;
}
LLViewerMediaImpl* LLViewerMediaFocus::getFocusedMediaImpl()
{
return LLViewerMedia::getMediaImplFromTextureID(mFocusedImplID);
}
LLViewerObject* LLViewerMediaFocus::getFocusedObject()
{
return gObjectList.findObject(mFocusedObjectID);
}
LLViewerMediaImpl* LLViewerMediaFocus::getHoverMediaImpl()
{
return LLViewerMedia::getMediaImplFromTextureID(mHoverImplID);
}
LLViewerObject* LLViewerMediaFocus::getHoverObject()
{
return gObjectList.findObject(mHoverObjectID);
}
void LLViewerMediaFocus::focusZoomOnMedia(LLUUID media_id)
{
LLViewerMediaImpl* impl = LLViewerMedia::getMediaImplFromTextureID(media_id);
if(impl)
{
// Get the first object from the media impl's object list. This is completely arbitrary, but should suffice.
LLVOVolume *obj = impl->getSomeObject();
if(obj)
{
// This media is attached to at least one object. Figure out which face it's on.
S32 face = obj->getFaceIndexWithMediaImpl(impl, -1);
// We don't have a proper pick normal here, and finding a face's real normal is... complicated.
LLVector3 normal = obj->getApproximateFaceNormal(face);
if(normal.isNull())
{
// If that didn't work, use the inverse of the camera "look at" axis, which should keep the camera pointed in the same direction.
// llinfos << "approximate face normal invalid, using camera direction." << llendl;
normal = LLViewerCamera::getInstance()->getAtAxis();
normal *= (F32)-1.0f;
}
// Attempt to focus/zoom on that face.
setFocusFace(obj, face, impl, normal);
if(mMediaControls.get())
{
mMediaControls.get()->resetZoomLevel();
mMediaControls.get()->nextZoomLevel();
}
}
}
}
void LLViewerMediaFocus::unZoom()
{
if(mMediaControls.get())
{
mMediaControls.get()->resetZoomLevel();
}
}
bool LLViewerMediaFocus::isZoomed() const
{
return (mMediaControls.get() && mMediaControls.get()->getZoomLevel() != LLPanelPrimMediaControls::ZOOM_NONE);
}
LLUUID LLViewerMediaFocus::getControlsMediaID()
{
if(getFocusedMediaImpl())
{
return mFocusedImplID;
}
else if(getHoverMediaImpl())
{
return mHoverImplID;
}
return LLUUID::null;
}