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
425 lines
11 KiB
C++
425 lines
11 KiB
C++
/**
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* @file llfloatergesture.cpp
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* @brief Read-only list of gestures from your inventory.
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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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#include "llviewerprecompiledheaders.h"
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#include "llfloatergesture.h"
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#include "lldir.h"
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#include "llinventory.h"
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#include "llmultigesture.h"
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#include "llagent.h"
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#include "llviewerwindow.h"
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#include "llbutton.h"
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#include "llcombobox.h"
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#include "llgesturemgr.h"
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#include "llinventorymodel.h"
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#include "llinventoryview.h"
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#include "llkeyboard.h"
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#include "lllineeditor.h"
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#include "llpreviewgesture.h"
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#include "llresizehandle.h"
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#include "llscrollbar.h"
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#include "llscrollcontainer.h"
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#include "llscrolllistctrl.h"
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#include "lltextbox.h"
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#include "lluictrlfactory.h"
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#include "llviewergesture.h"
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#include "llviewertexturelist.h"
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#include "llviewerinventory.h"
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#include "llvoavatar.h"
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#include "llviewercontrol.h"
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// static
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LLFloaterGesture* LLFloaterGesture::sInstance = NULL;
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LLFloaterGestureObserver* LLFloaterGesture::sObserver = NULL;
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BOOL item_name_precedes( LLInventoryItem* a, LLInventoryItem* b )
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{
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return LLStringUtil::precedesDict( a->getName(), b->getName() );
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}
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class LLFloaterGestureObserver : public LLGestureManagerObserver
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{
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public:
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LLFloaterGestureObserver() {}
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virtual ~LLFloaterGestureObserver() {}
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virtual void changed() { LLFloaterGesture::refreshAll(); }
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};
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//---------------------------------------------------------------------------
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// LLFloaterGesture
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//---------------------------------------------------------------------------
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LLFloaterGesture::LLFloaterGesture()
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: LLFloater(std::string("Gesture Floater"))
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{
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sInstance = this;
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sObserver = new LLFloaterGestureObserver;
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gGestureManager.addObserver(sObserver);
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}
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// virtual
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LLFloaterGesture::~LLFloaterGesture()
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{
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gGestureManager.removeObserver(sObserver);
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delete sObserver;
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sObserver = NULL;
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sInstance = NULL;
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// Custom saving rectangle, since load must be done
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// after postBuild.
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gSavedSettings.setRect("FloaterGestureRect2", getRect());
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}
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// virtual
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BOOL LLFloaterGesture::postBuild()
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{
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std::string label;
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// Translate title
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label = getTitle();
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setTitle(label);
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childSetCommitCallback("gesture_list", onCommitList, this);
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childSetDoubleClickCallback("gesture_list", onClickPlay);
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childSetAction("inventory_btn", onClickInventory, this);
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childSetAction("edit_btn", onClickEdit, this);
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childSetAction("play_btn", onClickPlay, this);
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childSetAction("stop_btn", onClickPlay, this);
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childSetAction("new_gesture_btn", onClickNew, this);
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childSetVisible("play_btn", true);
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childSetVisible("stop_btn", false);
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setDefaultBtn("play_btn");
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return TRUE;
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}
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// static
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void LLFloaterGesture::show()
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{
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if (sInstance)
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{
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sInstance->open(); /*Flawfinder: ignore*/
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return;
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}
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LLFloaterGesture *self = new LLFloaterGesture();
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// Builds and adds to gFloaterView
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LLUICtrlFactory::getInstance()->buildFloater(self, "floater_gesture.xml");
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// Fix up rectangle
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LLRect rect = gSavedSettings.getRect("FloaterGestureRect2");
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self->reshape(rect.getWidth(), rect.getHeight());
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self->setRect(rect);
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self->buildGestureList();
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self->childSetFocus("gesture_list");
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LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
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if (list)
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{
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const BOOL ascending = TRUE;
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list->sortByColumn(std::string("name"), ascending);
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list->selectFirstItem();
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}
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self->mSelectedID = LLUUID::null;
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// Update button labels
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onCommitList(NULL, self);
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self->open(); /*Flawfinder: ignore*/
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}
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// static
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void LLFloaterGesture::toggleVisibility()
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{
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if(sInstance && sInstance->getVisible())
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{
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sInstance->close();
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}
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else
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{
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show();
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}
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}
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// static
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void LLFloaterGesture::refreshAll()
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{
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if (sInstance)
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{
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sInstance->buildGestureList();
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LLCtrlListInterface *list = sInstance->childGetListInterface("gesture_list");
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if (!list) return;
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if (sInstance->mSelectedID.isNull())
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{
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list->selectFirstItem();
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}
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else
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{
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if (list->setCurrentByID(sInstance->mSelectedID))
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{
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LLCtrlScrollInterface *scroll = sInstance->childGetScrollInterface("gesture_list");
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if (scroll) scroll->scrollToShowSelected();
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}
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else
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{
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list->selectFirstItem();
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}
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}
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// Update button labels
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onCommitList(NULL, sInstance);
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}
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}
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void LLFloaterGesture::buildGestureList()
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{
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LLCtrlListInterface *list = childGetListInterface("gesture_list");
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if (!list) return;
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list->operateOnAll(LLCtrlListInterface::OP_DELETE);
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LLGestureManager::item_map_t::iterator it;
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for (it = gGestureManager.mActive.begin(); it != gGestureManager.mActive.end(); ++it)
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{
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const LLUUID& item_id = (*it).first;
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LLMultiGesture* gesture = (*it).second;
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// Note: Can have NULL item if inventory hasn't arrived yet.
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std::string item_name = "Loading...";
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LLInventoryItem* item = gInventory.getItem(item_id);
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if (item)
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{
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item_name = item->getName();
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}
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std::string font_style = "NORMAL";
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// If gesture is playing, bold it
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LLSD element;
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element["id"] = item_id;
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if (gesture)
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{
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if (gesture->mPlaying)
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{
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font_style = "BOLD";
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}
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element["columns"][0]["column"] = "trigger";
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element["columns"][0]["value"] = gesture->mTrigger;
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element["columns"][0]["font"] = "SANSSERIF";
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element["columns"][0]["font-style"] = font_style;
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std::string key_string = LLKeyboard::stringFromKey(gesture->mKey);
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std::string buffer;
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{
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if (gesture->mKey == KEY_NONE)
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{
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buffer = "---";
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key_string = "~~~"; // alphabetize to end
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}
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else
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{
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if (gesture->mMask & MASK_CONTROL) buffer.append("Ctrl-");
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if (gesture->mMask & MASK_ALT) buffer.append("Alt-");
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if (gesture->mMask & MASK_SHIFT) buffer.append("Shift-");
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if ((gesture->mMask & (MASK_CONTROL|MASK_ALT|MASK_SHIFT)) &&
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(key_string[0] == '-' || key_string[0] == '='))
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{
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buffer.append(" ");
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}
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buffer.append(key_string);
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}
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}
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element["columns"][1]["column"] = "shortcut";
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element["columns"][1]["value"] = buffer;
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element["columns"][1]["font"] = "SANSSERIF";
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element["columns"][1]["font-style"] = font_style;
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// hidden column for sorting
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element["columns"][2]["column"] = "key";
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element["columns"][2]["value"] = key_string;
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element["columns"][2]["font"] = "SANSSERIF";
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element["columns"][2]["font-style"] = font_style;
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// Only add "playing" if we've got the name, less confusing. JC
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if (item && gesture->mPlaying)
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{
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item_name += " (Playing)";
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}
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element["columns"][3]["column"] = "name";
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element["columns"][3]["value"] = item_name;
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element["columns"][3]["font"] = "SANSSERIF";
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element["columns"][3]["font-style"] = font_style;
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}
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else
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{
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element["columns"][0]["column"] = "trigger";
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element["columns"][0]["value"] = "";
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element["columns"][0]["font"] = "SANSSERIF";
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element["columns"][0]["font-style"] = font_style;
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element["columns"][0]["column"] = "trigger";
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element["columns"][0]["value"] = "---";
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element["columns"][0]["font"] = "SANSSERIF";
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element["columns"][0]["font-style"] = font_style;
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element["columns"][2]["column"] = "key";
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element["columns"][2]["value"] = "~~~";
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element["columns"][2]["font"] = "SANSSERIF";
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element["columns"][2]["font-style"] = font_style;
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element["columns"][3]["column"] = "name";
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element["columns"][3]["value"] = item_name;
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element["columns"][3]["font"] = "SANSSERIF";
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element["columns"][3]["font-style"] = font_style;
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}
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list->addElement(element, ADD_BOTTOM);
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}
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}
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// static
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void LLFloaterGesture::onClickInventory(void* data)
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{
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LLFloaterGesture* self = (LLFloaterGesture*)data;
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LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
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if (!list) return;
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const LLUUID& item_id = list->getCurrentID();
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LLInventoryView* inv = LLInventoryView::showAgentInventory();
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if (!inv) return;
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inv->getPanel()->setSelection(item_id, TRUE);
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}
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// static
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void LLFloaterGesture::onClickPlay(void* data)
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{
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LLFloaterGesture* self = (LLFloaterGesture*)data;
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LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
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if (!list) return;
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const LLUUID& item_id = list->getCurrentID();
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if (gGestureManager.isGesturePlaying(item_id))
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{
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gGestureManager.stopGesture(item_id);
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}
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else
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{
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gGestureManager.playGesture(item_id);
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}
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}
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class GestureShowCallback : public LLInventoryCallback
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{
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public:
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GestureShowCallback(std::string &title)
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{
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mTitle = title;
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}
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void fire(const LLUUID &inv_item)
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{
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LLPreviewGesture::show(mTitle, inv_item, LLUUID::null);
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}
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private:
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std::string mTitle;
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};
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// static
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void LLFloaterGesture::onClickNew(void* data)
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{
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std::string title("Gesture: ");
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title.append("New Gesture");
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LLPointer<LLInventoryCallback> cb = new GestureShowCallback(title);
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create_inventory_item(gAgent.getID(), gAgent.getSessionID(),
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LLUUID::null, LLTransactionID::tnull, "New Gesture", "", LLAssetType::AT_GESTURE,
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LLInventoryType::IT_GESTURE, NOT_WEARABLE, PERM_MOVE | PERM_TRANSFER, cb);
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}
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// static
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void LLFloaterGesture::onClickEdit(void* data)
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{
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LLFloaterGesture* self = (LLFloaterGesture*)data;
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LLCtrlListInterface *list = self->childGetListInterface("gesture_list");
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if (!list) return;
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const LLUUID& item_id = list->getCurrentID();
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LLInventoryItem* item = gInventory.getItem(item_id);
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if (!item) return;
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std::string title("Gesture: ");
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title.append(item->getName());
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LLPreviewGesture* previewp = LLPreviewGesture::show(title, item_id, LLUUID::null);
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if (!previewp->getHost())
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{
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previewp->setRect(gFloaterView->findNeighboringPosition(self, previewp));
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}
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}
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// static
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void LLFloaterGesture::onCommitList(LLUICtrl* ctrl, void* data)
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{
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LLFloaterGesture* self = (LLFloaterGesture*)data;
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const LLUUID& item_id = self->childGetValue("gesture_list").asUUID();
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self->mSelectedID = item_id;
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if (gGestureManager.isGesturePlaying(item_id))
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{
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self->childSetVisible("play_btn", false);
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self->childSetVisible("stop_btn", true);
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}
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else
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{
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self->childSetVisible("play_btn", true);
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self->childSetVisible("stop_btn", false);
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}
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}
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