Profile image pop-outs, user age, "currently online" shows up in green. Metadata scrubbed clean user-side, so it's not showing data it shouldn't be. Left the code in at this time because in the event that we can implement our custom client tag options, the code could prove useful and I don't want to have to track it down in Inertia again. Silver skin was "updated" for Ascent - That is to say, I ripped out the XUI folder so it'll use the default. Same thing. The skins selection still isn't working. Can't figure out what I'm doing wrong. Trying to track down a developer from a client that supported that to get a clearer idea.
310 lines
7.7 KiB
C++
310 lines
7.7 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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#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 <map>
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#include <set>
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class LLFloaterAvatarList;
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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 {
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public:
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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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/**
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* Update world position.
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* Affects age.
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*/
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void setPosition(LLVector3d position, bool this_sim, bool drawn, bool chatrange, bool shoutrange);
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LLVector3d getPosition() { return mPosition; }
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/**
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* @brief Returns the age of this entry in frames
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*
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* This is only used for determining whether the avatar is still around.
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* @see getEntryAgeSeconds
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*/
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bool getAlive();
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/**
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* @brief Returns the age of this entry in seconds
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*/
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F32 getEntryAgeSeconds();
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/**
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* @brief Returns the name of the avatar
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*/
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std::string getName() { return mName; }
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/**
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* @brief Returns the ID of the avatar
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*/
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LLUUID getID() { return mID; }
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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() { return mFocused; }
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BOOL isMarked() { return mMarked; }
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BOOL isDrawn() { return (mInDrawFrame != U32_MAX); }
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BOOL isInSim() { return (mInSimFrame != U32_MAX); }
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/**
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* @brief Returns whether the item is dead and shouldn't appear in the list
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* @returns TRUE if dead
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*/
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BOOL isDead();
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void toggleMark() { mMarked = !mMarked; }
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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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LLVector3d mPosition;
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LLVector3d mDrawPosition;
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BOOL mMarked;
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BOOL mFocused;
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/**
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* @brief Timer to keep track of whether avatars are still there
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*/
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LLTimer mUpdateTimer;
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/**
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* @brief Last frame when this avatar was updated
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*/
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U32 mFrame;
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//last frame when this avatar was in sim
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U32 mInSimFrame;
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//last frame when this avatar was in draw
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U32 mInDrawFrame;
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//last frame when this avatar was in shout range
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U32 mInShoutFrame;
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//last frame when this avatar was in chat range
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U32 mInChatFrame;
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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
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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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private:
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LLFloaterAvatarList();
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public:
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~LLFloaterAvatarList();
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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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static void createInstance(bool visible);
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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 toggle(void*);
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static void showInstance();
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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();
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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 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(LLUUID avatar);
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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 = ", ");
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std::string getSelectedName();
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LLUUID getSelectedID();
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static void sound_trigger_hook(LLMessageSystem* msg,void **);
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static void sendKeys();
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private:
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static LLFloaterAvatarList* sInstance;
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public:
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static LLFloaterAvatarList* getInstance() { return sInstance; }
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private:
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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_CLIENT,
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};
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typedef void (*avlist_command_t)(const LLUUID &avatar, const std::string &name);
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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 current avatar
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*/
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void focusOnCurrent();
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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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/**
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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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static void onClickProfile(void *userdata);
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static void onClickIM(void *userdata);
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static void onClickTeleportOffer(void *userdata);
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static void onClickTrack(void *userdata);
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static void onClickMark(void *userdata);
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static void onClickFocus(void *userdata);
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static void onClickPrevInList(void *userdata);
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static void onClickNextInList(void *userdata);
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static void onClickPrevMarked(void *userdata);
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static void onClickNextMarked(void *userdata);
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static void onClickGetKey(void *userdata);
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static void onClickFreeze(void *userdata);
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static void onClickEject(void *userdata);
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static void onClickMute(void *userdata);
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static void onClickAR(void *userdata);
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static void onClickTeleport(void *userdata);
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static void onClickEjectFromEstate(void *userdata);
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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 callbackAR(void *userdata);
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static void callbackEjectFromEstate(const LLSD& notification, const LLSD& response);
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static void onSelectName(LLUICtrl*, void *userdata);
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static void onCommitUpdateRate(LLUICtrl*, void *userdata);
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static void onClickSendKeys(void *userdata);
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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);
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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();
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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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std::map<LLUUID, LLAvatarListEntry> mAvatars;
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/**
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* @brief TRUE when Updating
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*/
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BOOL mUpdate;
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/**
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* @brief Update rate (if min frames per update)
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*/
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U32 mUpdateRate;
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void refreshTracker();
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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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