150 lines
4.6 KiB
C++
150 lines
4.6 KiB
C++
/**
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* @file llfloaterwindlight.h
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* @brief LLFloaterWater class definition
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, 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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/*
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* Menu for adjusting the atmospheric settings of the world
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*/
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#ifndef LL_LLFLOATER_WATER_H
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#define LL_LLFLOATER_WATER_H
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#include "llfloater.h"
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#include "llwlparamset.h"
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#include "llwlparammanager.h" // for LLWLParamKey
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class LLComboBox;
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struct WaterVector2Control;
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struct WaterVector3Control;
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struct WaterColorControl;
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struct WaterFloatControl;
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struct WaterExpFloatControl;
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/// Menuing system for all of windlight's functionality
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class LLFloaterWater : public LLFloater
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{
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public:
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LLFloaterWater();
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virtual ~LLFloaterWater();
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/// initialize all
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void initCallbacks(void);
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/// one and one instance only
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static LLFloaterWater* instance();
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// help button stuff
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static void onClickHelp(void* data);
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void initHelpBtn(const std::string& name, const std::string& xml_alert);
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//-- WL stuff begins ------------------------------------------------------
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bool newPromptCallback(const LLSD& notification, const LLSD& response);
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// general purpose callbacks for dealing with color controllers
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void onColorControlRMoved(LLUICtrl* ctrl, WaterColorControl* color_ctrl);
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void onColorControlGMoved(LLUICtrl* ctrl, WaterColorControl* color_ctrl);
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void onColorControlBMoved(LLUICtrl* ctrl, WaterColorControl* color_ctrl);
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void onColorControlAMoved(LLUICtrl* ctrl, WaterColorControl* color_ctrl);
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void onColorControlIMoved(LLUICtrl* ctrl, WaterColorControl* color_ctrl);
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void onVector3ControlXMoved(LLUICtrl* ctrl, WaterVector3Control* vector_ctrl);
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void onVector3ControlYMoved(LLUICtrl* ctrl, WaterVector3Control* vector_ctrl);
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void onVector3ControlZMoved(LLUICtrl* ctrl, WaterVector3Control* vector_ctrl);
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void onVector2ControlXMoved(LLUICtrl* ctrl, WaterVector2Control* vector_ctrl);
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void onVector2ControlYMoved(LLUICtrl* ctrl, WaterVector2Control* vector_ctrl);
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void onFloatControlMoved(LLUICtrl* ctrl, WaterFloatControl* floatControl);
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void onExpFloatControlMoved(LLUICtrl* ctrl, WaterExpFloatControl* expFloatControl);
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void onWaterFogColorMoved(LLUICtrl* ctrl, WaterColorControl* color_ctrl);
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void onNormalMapPicked(LLUICtrl* ctrl); /// handle if they choose a new normal map
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//-- WL stuff ends --------------------------------------------------------
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/// when user hits the load preset button
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void onNewPreset();
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/// when user hits the save preset button
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void onSavePreset(LLUICtrl* ctrl);
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/// prompts a user when overwriting a preset notecard
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bool saveNotecardCallback(const LLSD& notification, const LLSD& response);
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/// prompts a user when overwriting a preset
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bool saveAlertCallback(const LLSD& notification, const LLSD& response);
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/// when user hits the save preset button
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void onDeletePreset();
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/// prompts a user when overwriting a preset
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bool deleteAlertCallback(const LLSD& notification, const LLSD& response);
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/// what to do when you change the preset name
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void onChangePresetName(LLUICtrl* ctrl);
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//// menu management
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/// show off our menu
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static void show();
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/// return if the menu exists or not
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static bool isOpen();
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/// stuff to do on exit
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virtual void onClose(bool app_quitting);
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/// sync up sliders with parameters
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void syncMenu();
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private:
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// one instance on the inside
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static LLFloaterWater* sWaterMenu;
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static std::set<std::string> sDefaultPresets;
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void onClickNext();
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void onClickPrev();
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void populateWaterPresetsList();
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LLComboBox* mWaterPresetCombo;
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};
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#endif
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