Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
345 lines
11 KiB
C++
345 lines
11 KiB
C++
/**
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* @file llviewerparcelmgr.h
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* @brief Viewer-side representation of owned land
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLVIEWERPARCELMGR_H
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#define LL_LLVIEWERPARCELMGR_H
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#include "v3dmath.h"
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#include "lldarray.h"
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#include "llframetimer.h"
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#include "llmemory.h"
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#include "llparcelselection.h"
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#include "llui.h"
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class LLUUID;
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class LLMessageSystem;
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class LLParcel;
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class LLViewerTexture;
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class LLViewerRegion;
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// Constants for sendLandOwner
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//const U32 NO_NEIGHBOR_JOIN = 0x0;
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//const U32 ALL_NEIGHBOR_JOIN = U32( NORTH_MASK
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// | SOUTH_MASK
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// | EAST_MASK
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// | WEST_MASK);
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const F32 PARCEL_POST_HEIGHT = 0.666f;
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//const F32 PARCEL_POST_HEIGHT = 20.f;
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// Specify the type of land transfer taking place
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//enum ELandTransferType
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//{
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// LTT_RELEASE_LAND = 0x1,
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// LTT_CLAIM_LAND = 0x2,
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// LTT_BUY_LAND = 0x4,
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// LTT_DEED_LAND = 0x8,
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// LTT_FOR_GROUP = 0x16
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//};
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// Base class for people who want to "observe" changes in the viewer
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// parcel selection.
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class LLParcelObserver
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{
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public:
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virtual ~LLParcelObserver() {};
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virtual void changed() = 0;
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};
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class LLViewerParcelMgr : public LLSingleton<LLViewerParcelMgr>
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{
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public:
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LLViewerParcelMgr();
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~LLViewerParcelMgr();
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static void cleanupGlobals();
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BOOL selectionEmpty() const;
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F32 getSelectionWidth() const { return F32(mEastNorth.mdV[VX] - mWestSouth.mdV[VX]); }
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F32 getSelectionHeight() const { return F32(mEastNorth.mdV[VY] - mWestSouth.mdV[VY]); }
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BOOL getSelection(LLVector3d &min, LLVector3d &max) { min = mWestSouth; max = mEastNorth; return !selectionEmpty();}
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LLViewerRegion* getSelectionRegion();
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F32 getDwelling() const { return mSelectedDwell;}
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void getDisplayInfo(S32* area, S32* claim, S32* rent, BOOL* for_sale, F32* dwell);
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// Returns selected area
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S32 getSelectedArea() const;
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void resetSegments(U8* segments);
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// write a rectangle's worth of line segments into the highlight array
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void writeHighlightSegments(F32 west, F32 south, F32 east, F32 north);
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// Write highlight segments from a packed bitmap of the appropriate
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// parcel.
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void writeSegmentsFromBitmap(U8* bitmap, U8* segments);
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void writeAgentParcelFromBitmap(U8* bitmap);
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// Select the collision parcel
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void selectCollisionParcel();
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// Select the parcel at a specific point
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LLParcelSelectionHandle selectParcelAt(const LLVector3d& pos_global);
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// Take the current rectangle select, and select the parcel contained
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// within it.
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LLParcelSelectionHandle selectParcelInRectangle();
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// Select a piece of land
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LLParcelSelectionHandle selectLand(const LLVector3d &corner1, const LLVector3d &corner2,
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BOOL snap_to_parcel);
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// Clear the selection, and stop drawing the highlight.
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void deselectLand();
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void deselectUnused();
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void addObserver(LLParcelObserver* observer);
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void removeObserver(LLParcelObserver* observer);
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void notifyObservers();
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void setSelectionVisible(BOOL visible) { mRenderSelection = visible; }
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BOOL isOwnedAt(const LLVector3d& pos_global) const;
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BOOL isOwnedSelfAt(const LLVector3d& pos_global) const;
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BOOL isOwnedOtherAt(const LLVector3d& pos_global) const;
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BOOL isSoundLocal(const LLVector3d &pos_global) const;
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BOOL canHearSound(const LLVector3d &pos_global) const;
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// Returns a reference counted pointer to current parcel selection.
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// Selection does not change to reflect new selections made by user
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// Use this when implementing a task UI that refers to a specific
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// selection.
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LLParcelSelectionHandle getParcelSelection() const;
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// Returns a reference counted pointer to current parcel selection.
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// Pointer tracks whatever the user has currently selected.
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// Use this when implementing an inspector UI.
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// http://en.wikipedia.org/wiki/Inspector_window
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LLParcelSelectionHandle getFloatingParcelSelection() const;
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//LLParcel *getParcelSelection() const;
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LLParcel *getAgentParcel() const;
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BOOL inAgentParcel(const LLVector3d &pos_global) const;
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// Returns a pointer only when it has valid data.
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LLParcel* getHoverParcel() const;
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LLParcel* getCollisionParcel() const;
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BOOL agentCanTakeDamage() const;
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BOOL agentCanFly() const;
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F32 agentDrawDistance() const;
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BOOL agentCanBuild() const;
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F32 getHoverParcelWidth() const
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{ return F32(mHoverEastNorth.mdV[VX] - mHoverWestSouth.mdV[VX]); }
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F32 getHoverParcelHeight() const
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{ return F32(mHoverEastNorth.mdV[VY] - mHoverWestSouth.mdV[VY]); }
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// UTILITIES
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void render();
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void renderParcelCollision();
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void renderRect( const LLVector3d &west_south_bottom,
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const LLVector3d &east_north_top );
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void renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp);
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void renderHighlightSegments(const U8* segments, LLViewerRegion* regionp);
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void renderCollisionSegments(U8* segments, BOOL use_pass, LLViewerRegion* regionp);
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void sendParcelGodForceOwner(const LLUUID& owner_id);
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// make the selected parcel a content parcel.
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void sendParcelGodForceToContent();
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// Pack information about this parcel and send it to the region
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// containing the southwest corner of the selection.
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// If want_reply_to_update, simulator will send back a ParcelProperties
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// message.
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void sendParcelPropertiesUpdate(LLParcel* parcel, bool use_agent_region = false);
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// Takes an Access List flag, like AL_ACCESS or AL_BAN
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void sendParcelAccessListUpdate(U32 which);
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// Takes an Access List flag, like AL_ACCESS or AL_BAN
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void sendParcelAccessListRequest(U32 flags);
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// asks for the parcel's media url filter list
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void requestParcelMediaURLFilter();
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// receive the response
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void receiveParcelMediaURLFilter(const LLSD &content);
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// Dwell is not part of the usual parcel update information because the
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// simulator doesn't actually know the per-parcel dwell. Ack! We have
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// to get it out of the database.
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void sendParcelDwellRequest();
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// If the point is outside the current hover parcel, request more data
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void requestHoverParcelProperties(const LLVector3d& pos_global);
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bool canAgentBuyParcel(LLParcel*, bool forGroup) const;
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// void startClaimLand(BOOL is_for_group = FALSE);
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void startBuyLand(BOOL is_for_group = FALSE);
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void startSellLand();
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void startReleaseLand();
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void startDivideLand();
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void startJoinLand();
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void startDeedLandToGroup();
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void reclaimParcel();
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void buyPass();
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// Buying Land
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class ParcelBuyInfo;
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ParcelBuyInfo* setupParcelBuy(const LLUUID& agent_id,
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const LLUUID& session_id,
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const LLUUID& group_id,
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BOOL is_group_owned,
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BOOL is_claim,
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BOOL remove_contribution);
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// callers responsibility to call deleteParcelBuy() on return value
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void sendParcelBuy(ParcelBuyInfo*);
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void deleteParcelBuy(ParcelBuyInfo*&);
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void sendParcelDeed(const LLUUID& group_id);
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// Send the ParcelRelease message
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void sendParcelRelease();
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// accessors for mAgentParcel
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const std::string& getAgentParcelName() const;
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// Create a landmark at the "appropriate" location for the
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// currently selected parcel.
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// *NOTE: Taken out 2005-03-21. Phoenix.
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//void makeLandmarkAtSelection();
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static void processParcelOverlay(LLMessageSystem *msg, void **user_data);
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static void processParcelProperties(LLMessageSystem *msg, void **user_data);
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static void processParcelAccessListReply(LLMessageSystem *msg, void **user);
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static void processParcelDwellReply(LLMessageSystem *msg, void **user);
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void dump();
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// Whether or not the collision border around the parcel is there because
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// the agent is banned or not in the allowed group
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BOOL isCollisionBanned();
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static BOOL isParcelOwnedByAgent(const LLParcel* parcelp, U64 group_proxy_power);
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static BOOL isParcelModifiableByAgent(const LLParcel* parcelp, U64 group_proxy_power);
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private:
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static bool releaseAlertCB(const LLSD& notification, const LLSD& response);
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// If the user is claiming land and the current selection
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// borders a piece of land the user already owns, ask if he
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// wants to join this land to the other piece.
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//void askJoinIfNecessary(ELandTransferType land_transfer_type);
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//static void joinAlertCB(S32 option, void* data);
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//void buyAskMoney(ELandTransferType land_transfer_type);
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// move land from current owner to it's group.
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void deedLandToGroup();
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static bool deedAlertCB(const LLSD& notification, const LLSD& response);
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static bool callbackDivideLand(const LLSD& notification, const LLSD& response);
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static bool callbackJoinLand(const LLSD& notification, const LLSD& response);
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//void finishClaim(BOOL user_to_user_sale, U32 join);
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LLViewerTexture* getBlockedImage() const;
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LLViewerTexture* getPassImage() const;
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private:
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BOOL mSelected;
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LLParcel* mCurrentParcel; // selected parcel info
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LLParcelSelectionHandle mCurrentParcelSelection;
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LLParcelSelectionHandle mFloatingParcelSelection;
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S32 mRequestResult; // result of last parcel request
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LLVector3d mWestSouth;
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LLVector3d mEastNorth;
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F32 mSelectedDwell;
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LLParcel *mAgentParcel; // info for parcel agent is in
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S32 mAgentParcelSequenceID; // incrementing counter to suppress out of order updates
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LLParcel* mHoverParcel;
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S32 mHoverRequestResult;
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LLVector3d mHoverWestSouth;
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LLVector3d mHoverEastNorth;
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LLDynamicArray<LLParcelObserver*> mObservers;
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// Array of pieces of parcel edges to potentially draw
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// Has (parcels_per_edge + 1) * (parcels_per_edge + 1) elements so
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// we can represent edges of the grid.
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// WEST_MASK = draw west edge
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// SOUTH_MASK = draw south edge
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S32 mParcelsPerEdge;
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U8* mHighlightSegments;
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U8* mAgentParcelOverlay;
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// Raw data buffer for unpacking parcel overlay chunks
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// Size = parcels_per_edge * parcels_per_edge / parcel_overlay_chunks
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static U8* sPackedOverlay;
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// Watch for pending collisions with a parcel you can't access.
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// If it's coming, draw the parcel's boundaries.
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LLParcel* mCollisionParcel;
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U8* mCollisionSegments;
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BOOL mRenderCollision;
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BOOL mRenderSelection;
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S32 mCollisionBanned;
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LLFrameTimer mCollisionTimer;
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LLViewerTexture* mBlockedImage;
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LLViewerTexture* mPassImage;
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// Media
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S32 mMediaParcelId;
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U64 mMediaRegionId;
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};
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void sanitize_corners(const LLVector3d &corner1, const LLVector3d &corner2,
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LLVector3d &west_south_bottom, LLVector3d &east_north_top);
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#endif
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