diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 21:25:21 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 22:40:26 +0300 |
commit | e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch) | |
tree | 1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llcharacter/llanimationstates.h | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
Diffstat (limited to 'indra/llcharacter/llanimationstates.h')
-rw-r--r-- | indra/llcharacter/llanimationstates.h | 524 |
1 files changed, 262 insertions, 262 deletions
diff --git a/indra/llcharacter/llanimationstates.h b/indra/llcharacter/llanimationstates.h index 9eea37a3c8..85232b6612 100644 --- a/indra/llcharacter/llanimationstates.h +++ b/indra/llcharacter/llanimationstates.h @@ -1,262 +1,262 @@ -/**
- * @file llanimationstates.h
- * @brief Implementation of animation state support.
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLANIMATIONSTATES_H
-#define LL_LLANIMATIONSTATES_H
-
-#include <map>
-
-#include "llstringtable.h"
-#include "lluuid.h"
-
-//-----------------------------------------------------------------------------
-// These bit flags are generally used to track the animation state
-// of characters. The simulator and viewer share these flags to interpret
-// the Animation name/value attribute on agents.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Agent Animation State
-//-----------------------------------------------------------------------------
-const S32 MAX_CONCURRENT_ANIMS = 16;
-
-extern const LLUUID ANIM_AGENT_AFRAID;
-extern const LLUUID ANIM_AGENT_AIM_BAZOOKA_R;
-extern const LLUUID ANIM_AGENT_AIM_BOW_L;
-extern const LLUUID ANIM_AGENT_AIM_HANDGUN_R;
-extern const LLUUID ANIM_AGENT_AIM_RIFLE_R;
-extern const LLUUID ANIM_AGENT_ANGRY;
-extern const LLUUID ANIM_AGENT_AWAY;
-extern const LLUUID ANIM_AGENT_BACKFLIP;
-extern const LLUUID ANIM_AGENT_BELLY_LAUGH;
-extern const LLUUID ANIM_AGENT_BLOW_KISS;
-extern const LLUUID ANIM_AGENT_BORED;
-extern const LLUUID ANIM_AGENT_BOW;
-extern const LLUUID ANIM_AGENT_BRUSH;
-extern const LLUUID ANIM_AGENT_DO_NOT_DISTURB;
-extern const LLUUID ANIM_AGENT_CLAP;
-extern const LLUUID ANIM_AGENT_COURTBOW;
-extern const LLUUID ANIM_AGENT_CROUCH;
-extern const LLUUID ANIM_AGENT_CROUCHWALK;
-extern const LLUUID ANIM_AGENT_CRY;
-extern const LLUUID ANIM_AGENT_CUSTOMIZE;
-extern const LLUUID ANIM_AGENT_CUSTOMIZE_DONE;
-extern const LLUUID ANIM_AGENT_DANCE1;
-extern const LLUUID ANIM_AGENT_DANCE2;
-extern const LLUUID ANIM_AGENT_DANCE3;
-extern const LLUUID ANIM_AGENT_DANCE4;
-extern const LLUUID ANIM_AGENT_DANCE5;
-extern const LLUUID ANIM_AGENT_DANCE6;
-extern const LLUUID ANIM_AGENT_DANCE7;
-extern const LLUUID ANIM_AGENT_DANCE8;
-extern const LLUUID ANIM_AGENT_DEAD;
-extern const LLUUID ANIM_AGENT_DRINK;
-extern const LLUUID ANIM_AGENT_EMBARRASSED;
-extern const LLUUID ANIM_AGENT_EXPRESS_AFRAID;
-extern const LLUUID ANIM_AGENT_EXPRESS_ANGER;
-extern const LLUUID ANIM_AGENT_EXPRESS_BORED;
-extern const LLUUID ANIM_AGENT_EXPRESS_CRY;
-extern const LLUUID ANIM_AGENT_EXPRESS_DISDAIN;
-extern const LLUUID ANIM_AGENT_EXPRESS_EMBARRASSED;
-extern const LLUUID ANIM_AGENT_EXPRESS_FROWN;
-extern const LLUUID ANIM_AGENT_EXPRESS_KISS;
-extern const LLUUID ANIM_AGENT_EXPRESS_LAUGH;
-extern const LLUUID ANIM_AGENT_EXPRESS_OPEN_MOUTH;
-extern const LLUUID ANIM_AGENT_EXPRESS_REPULSED;
-extern const LLUUID ANIM_AGENT_EXPRESS_SAD;
-extern const LLUUID ANIM_AGENT_EXPRESS_SHRUG;
-extern const LLUUID ANIM_AGENT_EXPRESS_SMILE;
-extern const LLUUID ANIM_AGENT_EXPRESS_SURPRISE;
-extern const LLUUID ANIM_AGENT_EXPRESS_TONGUE_OUT;
-extern const LLUUID ANIM_AGENT_EXPRESS_TOOTHSMILE;
-extern const LLUUID ANIM_AGENT_EXPRESS_WINK;
-extern const LLUUID ANIM_AGENT_EXPRESS_WORRY;
-extern const LLUUID ANIM_AGENT_FALLDOWN;
-extern const LLUUID ANIM_AGENT_FEMALE_RUN_NEW;
-extern const LLUUID ANIM_AGENT_FEMALE_WALK;
-extern const LLUUID ANIM_AGENT_FEMALE_WALK_NEW;
-extern const LLUUID ANIM_AGENT_FINGER_WAG;
-extern const LLUUID ANIM_AGENT_FIST_PUMP;
-extern const LLUUID ANIM_AGENT_FLY;
-extern const LLUUID ANIM_AGENT_FLYSLOW;
-extern const LLUUID ANIM_AGENT_HELLO;
-extern const LLUUID ANIM_AGENT_HOLD_BAZOOKA_R;
-extern const LLUUID ANIM_AGENT_HOLD_BOW_L;
-extern const LLUUID ANIM_AGENT_HOLD_HANDGUN_R;
-extern const LLUUID ANIM_AGENT_HOLD_RIFLE_R;
-extern const LLUUID ANIM_AGENT_HOLD_THROW_R;
-extern const LLUUID ANIM_AGENT_HOVER;
-extern const LLUUID ANIM_AGENT_HOVER_DOWN;
-extern const LLUUID ANIM_AGENT_HOVER_UP;
-extern const LLUUID ANIM_AGENT_IMPATIENT;
-extern const LLUUID ANIM_AGENT_JUMP;
-extern const LLUUID ANIM_AGENT_JUMP_FOR_JOY;
-extern const LLUUID ANIM_AGENT_KISS_MY_BUTT;
-extern const LLUUID ANIM_AGENT_LAND;
-extern const LLUUID ANIM_AGENT_LAUGH_SHORT;
-extern const LLUUID ANIM_AGENT_MEDIUM_LAND;
-extern const LLUUID ANIM_AGENT_MOTORCYCLE_SIT;
-extern const LLUUID ANIM_AGENT_MUSCLE_BEACH;
-extern const LLUUID ANIM_AGENT_NO;
-extern const LLUUID ANIM_AGENT_NO_UNHAPPY;
-extern const LLUUID ANIM_AGENT_NYAH_NYAH;
-extern const LLUUID ANIM_AGENT_ONETWO_PUNCH;
-extern const LLUUID ANIM_AGENT_PEACE;
-extern const LLUUID ANIM_AGENT_POINT_ME;
-extern const LLUUID ANIM_AGENT_POINT_YOU;
-extern const LLUUID ANIM_AGENT_PRE_JUMP;
-extern const LLUUID ANIM_AGENT_PUNCH_LEFT;
-extern const LLUUID ANIM_AGENT_PUNCH_RIGHT;
-extern const LLUUID ANIM_AGENT_REPULSED;
-extern const LLUUID ANIM_AGENT_ROUNDHOUSE_KICK;
-extern const LLUUID ANIM_AGENT_RPS_COUNTDOWN;
-extern const LLUUID ANIM_AGENT_RPS_PAPER;
-extern const LLUUID ANIM_AGENT_RPS_ROCK;
-extern const LLUUID ANIM_AGENT_RPS_SCISSORS;
-extern const LLUUID ANIM_AGENT_RUN;
-extern const LLUUID ANIM_AGENT_RUN_NEW;
-extern const LLUUID ANIM_AGENT_SAD;
-extern const LLUUID ANIM_AGENT_SALUTE;
-extern const LLUUID ANIM_AGENT_SHOOT_BOW_L;
-extern const LLUUID ANIM_AGENT_SHOUT;
-extern const LLUUID ANIM_AGENT_SHRUG;
-extern const LLUUID ANIM_AGENT_SIT;
-extern const LLUUID ANIM_AGENT_SIT_FEMALE;
-extern const LLUUID ANIM_AGENT_SIT_GENERIC;
-extern const LLUUID ANIM_AGENT_SIT_GROUND;
-extern const LLUUID ANIM_AGENT_SIT_GROUND_CONSTRAINED;
-extern const LLUUID ANIM_AGENT_SIT_TO_STAND;
-extern const LLUUID ANIM_AGENT_SLEEP;
-extern const LLUUID ANIM_AGENT_SMOKE_IDLE;
-extern const LLUUID ANIM_AGENT_SMOKE_INHALE;
-extern const LLUUID ANIM_AGENT_SMOKE_THROW_DOWN;
-extern const LLUUID ANIM_AGENT_SNAPSHOT;
-extern const LLUUID ANIM_AGENT_STAND;
-extern const LLUUID ANIM_AGENT_STANDUP;
-extern const LLUUID ANIM_AGENT_STAND_1;
-extern const LLUUID ANIM_AGENT_STAND_2;
-extern const LLUUID ANIM_AGENT_STAND_3;
-extern const LLUUID ANIM_AGENT_STAND_4;
-extern const LLUUID ANIM_AGENT_STRETCH;
-extern const LLUUID ANIM_AGENT_STRIDE;
-extern const LLUUID ANIM_AGENT_SURF;
-extern const LLUUID ANIM_AGENT_SURPRISE;
-extern const LLUUID ANIM_AGENT_SWORD_STRIKE;
-extern const LLUUID ANIM_AGENT_TALK;
-extern const LLUUID ANIM_AGENT_TANTRUM;
-extern const LLUUID ANIM_AGENT_THROW_R;
-extern const LLUUID ANIM_AGENT_TRYON_SHIRT;
-extern const LLUUID ANIM_AGENT_TURNLEFT;
-extern const LLUUID ANIM_AGENT_TURNRIGHT;
-extern const LLUUID ANIM_AGENT_TYPE;
-extern const LLUUID ANIM_AGENT_WALK;
-extern const LLUUID ANIM_AGENT_WALK_NEW;
-extern const LLUUID ANIM_AGENT_WHISPER;
-extern const LLUUID ANIM_AGENT_WHISTLE;
-extern const LLUUID ANIM_AGENT_WINK;
-extern const LLUUID ANIM_AGENT_WINK_HOLLYWOOD;
-extern const LLUUID ANIM_AGENT_WORRY;
-extern const LLUUID ANIM_AGENT_YES;
-extern const LLUUID ANIM_AGENT_YES_HAPPY;
-extern const LLUUID ANIM_AGENT_YOGA_FLOAT;
-
-extern LLUUID AGENT_WALK_ANIMS[];
-extern S32 NUM_AGENT_WALK_ANIMS;
-
-extern LLUUID AGENT_GUN_HOLD_ANIMS[];
-extern S32 NUM_AGENT_GUN_HOLD_ANIMS;
-
-extern LLUUID AGENT_GUN_AIM_ANIMS[];
-extern S32 NUM_AGENT_GUN_AIM_ANIMS;
-
-extern LLUUID AGENT_NO_ROTATE_ANIMS[];
-extern S32 NUM_AGENT_NO_ROTATE_ANIMS;
-
-extern LLUUID AGENT_STAND_ANIMS[];
-extern S32 NUM_AGENT_STAND_ANIMS;
-
-class LLAnimationLibrary
-{
-private:
- LLStringTable mAnimStringTable;
-
- typedef std::map<LLUUID, char *> anim_map_t;
- anim_map_t mAnimMap;
-
-public:
- LLAnimationLibrary();
- ~LLAnimationLibrary();
-
- //-----------------------------------------------------------------------------
- // Return the text name of a single animation state,
- // Return NULL if the state is invalid
- //-----------------------------------------------------------------------------
- const char *animStateToString( const LLUUID& state );
-
- //-----------------------------------------------------------------------------
- // Return the animation state for the given name.
- // Retun NULL if the name is invalid.
- //-----------------------------------------------------------------------------
- LLUUID stringToAnimState( const std::string& name, bool allow_ids = true );
-
- //-----------------------------------------------------------------------------
- // Associate an anim state with a name
- //-----------------------------------------------------------------------------
- void animStateSetString( const LLUUID& state, const std::string& name);
-
- //-----------------------------------------------------------------------------
- // Find the name for a given animation, or UUID string if none defined.
- //-----------------------------------------------------------------------------
- std::string animationName( const LLUUID& id ) const;
-};
-
-struct LLAnimStateEntry
-{
- LLAnimStateEntry(const char* name, const LLUUID& id) :
- mName(name),
- mID(id)
- {
- // LABELS:
- // Look to newview/LLAnimStateLabels.* for how to get the labels.
- // The labels should no longer be stored in this structure. The server
- // shouldn't care about the local friendly name of an animation, and
- // this is common code.
- }
-
-
- const char* mName;
- const LLUUID mID;
-};
-
-// Animation states that the user can trigger
-extern const LLAnimStateEntry gUserAnimStates[];
-extern const S32 gUserAnimStatesCount;
-extern LLAnimationLibrary gAnimLibrary;
-
-#endif // LL_LLANIMATIONSTATES_H
-
-
-
+/** + * @file llanimationstates.h + * @brief Implementation of animation state support. + * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#ifndef LL_LLANIMATIONSTATES_H +#define LL_LLANIMATIONSTATES_H + +#include <map> + +#include "llstringtable.h" +#include "lluuid.h" + +//----------------------------------------------------------------------------- +// These bit flags are generally used to track the animation state +// of characters. The simulator and viewer share these flags to interpret +// the Animation name/value attribute on agents. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Agent Animation State +//----------------------------------------------------------------------------- +const S32 MAX_CONCURRENT_ANIMS = 16; + +extern const LLUUID ANIM_AGENT_AFRAID; +extern const LLUUID ANIM_AGENT_AIM_BAZOOKA_R; +extern const LLUUID ANIM_AGENT_AIM_BOW_L; +extern const LLUUID ANIM_AGENT_AIM_HANDGUN_R; +extern const LLUUID ANIM_AGENT_AIM_RIFLE_R; +extern const LLUUID ANIM_AGENT_ANGRY; +extern const LLUUID ANIM_AGENT_AWAY; +extern const LLUUID ANIM_AGENT_BACKFLIP; +extern const LLUUID ANIM_AGENT_BELLY_LAUGH; +extern const LLUUID ANIM_AGENT_BLOW_KISS; +extern const LLUUID ANIM_AGENT_BORED; +extern const LLUUID ANIM_AGENT_BOW; +extern const LLUUID ANIM_AGENT_BRUSH; +extern const LLUUID ANIM_AGENT_DO_NOT_DISTURB; +extern const LLUUID ANIM_AGENT_CLAP; +extern const LLUUID ANIM_AGENT_COURTBOW; +extern const LLUUID ANIM_AGENT_CROUCH; +extern const LLUUID ANIM_AGENT_CROUCHWALK; +extern const LLUUID ANIM_AGENT_CRY; +extern const LLUUID ANIM_AGENT_CUSTOMIZE; +extern const LLUUID ANIM_AGENT_CUSTOMIZE_DONE; +extern const LLUUID ANIM_AGENT_DANCE1; +extern const LLUUID ANIM_AGENT_DANCE2; +extern const LLUUID ANIM_AGENT_DANCE3; +extern const LLUUID ANIM_AGENT_DANCE4; +extern const LLUUID ANIM_AGENT_DANCE5; +extern const LLUUID ANIM_AGENT_DANCE6; +extern const LLUUID ANIM_AGENT_DANCE7; +extern const LLUUID ANIM_AGENT_DANCE8; +extern const LLUUID ANIM_AGENT_DEAD; +extern const LLUUID ANIM_AGENT_DRINK; +extern const LLUUID ANIM_AGENT_EMBARRASSED; +extern const LLUUID ANIM_AGENT_EXPRESS_AFRAID; +extern const LLUUID ANIM_AGENT_EXPRESS_ANGER; +extern const LLUUID ANIM_AGENT_EXPRESS_BORED; +extern const LLUUID ANIM_AGENT_EXPRESS_CRY; +extern const LLUUID ANIM_AGENT_EXPRESS_DISDAIN; +extern const LLUUID ANIM_AGENT_EXPRESS_EMBARRASSED; +extern const LLUUID ANIM_AGENT_EXPRESS_FROWN; +extern const LLUUID ANIM_AGENT_EXPRESS_KISS; +extern const LLUUID ANIM_AGENT_EXPRESS_LAUGH; +extern const LLUUID ANIM_AGENT_EXPRESS_OPEN_MOUTH; +extern const LLUUID ANIM_AGENT_EXPRESS_REPULSED; +extern const LLUUID ANIM_AGENT_EXPRESS_SAD; +extern const LLUUID ANIM_AGENT_EXPRESS_SHRUG; +extern const LLUUID ANIM_AGENT_EXPRESS_SMILE; +extern const LLUUID ANIM_AGENT_EXPRESS_SURPRISE; +extern const LLUUID ANIM_AGENT_EXPRESS_TONGUE_OUT; +extern const LLUUID ANIM_AGENT_EXPRESS_TOOTHSMILE; +extern const LLUUID ANIM_AGENT_EXPRESS_WINK; +extern const LLUUID ANIM_AGENT_EXPRESS_WORRY; +extern const LLUUID ANIM_AGENT_FALLDOWN; +extern const LLUUID ANIM_AGENT_FEMALE_RUN_NEW; +extern const LLUUID ANIM_AGENT_FEMALE_WALK; +extern const LLUUID ANIM_AGENT_FEMALE_WALK_NEW; +extern const LLUUID ANIM_AGENT_FINGER_WAG; +extern const LLUUID ANIM_AGENT_FIST_PUMP; +extern const LLUUID ANIM_AGENT_FLY; +extern const LLUUID ANIM_AGENT_FLYSLOW; +extern const LLUUID ANIM_AGENT_HELLO; +extern const LLUUID ANIM_AGENT_HOLD_BAZOOKA_R; +extern const LLUUID ANIM_AGENT_HOLD_BOW_L; +extern const LLUUID ANIM_AGENT_HOLD_HANDGUN_R; +extern const LLUUID ANIM_AGENT_HOLD_RIFLE_R; +extern const LLUUID ANIM_AGENT_HOLD_THROW_R; +extern const LLUUID ANIM_AGENT_HOVER; +extern const LLUUID ANIM_AGENT_HOVER_DOWN; +extern const LLUUID ANIM_AGENT_HOVER_UP; +extern const LLUUID ANIM_AGENT_IMPATIENT; +extern const LLUUID ANIM_AGENT_JUMP; +extern const LLUUID ANIM_AGENT_JUMP_FOR_JOY; +extern const LLUUID ANIM_AGENT_KISS_MY_BUTT; +extern const LLUUID ANIM_AGENT_LAND; +extern const LLUUID ANIM_AGENT_LAUGH_SHORT; +extern const LLUUID ANIM_AGENT_MEDIUM_LAND; +extern const LLUUID ANIM_AGENT_MOTORCYCLE_SIT; +extern const LLUUID ANIM_AGENT_MUSCLE_BEACH; +extern const LLUUID ANIM_AGENT_NO; +extern const LLUUID ANIM_AGENT_NO_UNHAPPY; +extern const LLUUID ANIM_AGENT_NYAH_NYAH; +extern const LLUUID ANIM_AGENT_ONETWO_PUNCH; +extern const LLUUID ANIM_AGENT_PEACE; +extern const LLUUID ANIM_AGENT_POINT_ME; +extern const LLUUID ANIM_AGENT_POINT_YOU; +extern const LLUUID ANIM_AGENT_PRE_JUMP; +extern const LLUUID ANIM_AGENT_PUNCH_LEFT; +extern const LLUUID ANIM_AGENT_PUNCH_RIGHT; +extern const LLUUID ANIM_AGENT_REPULSED; +extern const LLUUID ANIM_AGENT_ROUNDHOUSE_KICK; +extern const LLUUID ANIM_AGENT_RPS_COUNTDOWN; +extern const LLUUID ANIM_AGENT_RPS_PAPER; +extern const LLUUID ANIM_AGENT_RPS_ROCK; +extern const LLUUID ANIM_AGENT_RPS_SCISSORS; +extern const LLUUID ANIM_AGENT_RUN; +extern const LLUUID ANIM_AGENT_RUN_NEW; +extern const LLUUID ANIM_AGENT_SAD; +extern const LLUUID ANIM_AGENT_SALUTE; +extern const LLUUID ANIM_AGENT_SHOOT_BOW_L; +extern const LLUUID ANIM_AGENT_SHOUT; +extern const LLUUID ANIM_AGENT_SHRUG; +extern const LLUUID ANIM_AGENT_SIT; +extern const LLUUID ANIM_AGENT_SIT_FEMALE; +extern const LLUUID ANIM_AGENT_SIT_GENERIC; +extern const LLUUID ANIM_AGENT_SIT_GROUND; +extern const LLUUID ANIM_AGENT_SIT_GROUND_CONSTRAINED; +extern const LLUUID ANIM_AGENT_SIT_TO_STAND; +extern const LLUUID ANIM_AGENT_SLEEP; +extern const LLUUID ANIM_AGENT_SMOKE_IDLE; +extern const LLUUID ANIM_AGENT_SMOKE_INHALE; +extern const LLUUID ANIM_AGENT_SMOKE_THROW_DOWN; +extern const LLUUID ANIM_AGENT_SNAPSHOT; +extern const LLUUID ANIM_AGENT_STAND; +extern const LLUUID ANIM_AGENT_STANDUP; +extern const LLUUID ANIM_AGENT_STAND_1; +extern const LLUUID ANIM_AGENT_STAND_2; +extern const LLUUID ANIM_AGENT_STAND_3; +extern const LLUUID ANIM_AGENT_STAND_4; +extern const LLUUID ANIM_AGENT_STRETCH; +extern const LLUUID ANIM_AGENT_STRIDE; +extern const LLUUID ANIM_AGENT_SURF; +extern const LLUUID ANIM_AGENT_SURPRISE; +extern const LLUUID ANIM_AGENT_SWORD_STRIKE; +extern const LLUUID ANIM_AGENT_TALK; +extern const LLUUID ANIM_AGENT_TANTRUM; +extern const LLUUID ANIM_AGENT_THROW_R; +extern const LLUUID ANIM_AGENT_TRYON_SHIRT; +extern const LLUUID ANIM_AGENT_TURNLEFT; +extern const LLUUID ANIM_AGENT_TURNRIGHT; +extern const LLUUID ANIM_AGENT_TYPE; +extern const LLUUID ANIM_AGENT_WALK; +extern const LLUUID ANIM_AGENT_WALK_NEW; +extern const LLUUID ANIM_AGENT_WHISPER; +extern const LLUUID ANIM_AGENT_WHISTLE; +extern const LLUUID ANIM_AGENT_WINK; +extern const LLUUID ANIM_AGENT_WINK_HOLLYWOOD; +extern const LLUUID ANIM_AGENT_WORRY; +extern const LLUUID ANIM_AGENT_YES; +extern const LLUUID ANIM_AGENT_YES_HAPPY; +extern const LLUUID ANIM_AGENT_YOGA_FLOAT; + +extern LLUUID AGENT_WALK_ANIMS[]; +extern S32 NUM_AGENT_WALK_ANIMS; + +extern LLUUID AGENT_GUN_HOLD_ANIMS[]; +extern S32 NUM_AGENT_GUN_HOLD_ANIMS; + +extern LLUUID AGENT_GUN_AIM_ANIMS[]; +extern S32 NUM_AGENT_GUN_AIM_ANIMS; + +extern LLUUID AGENT_NO_ROTATE_ANIMS[]; +extern S32 NUM_AGENT_NO_ROTATE_ANIMS; + +extern LLUUID AGENT_STAND_ANIMS[]; +extern S32 NUM_AGENT_STAND_ANIMS; + +class LLAnimationLibrary +{ +private: + LLStringTable mAnimStringTable; + + typedef std::map<LLUUID, char *> anim_map_t; + anim_map_t mAnimMap; + +public: + LLAnimationLibrary(); + ~LLAnimationLibrary(); + + //----------------------------------------------------------------------------- + // Return the text name of a single animation state, + // Return NULL if the state is invalid + //----------------------------------------------------------------------------- + const char *animStateToString( const LLUUID& state ); + + //----------------------------------------------------------------------------- + // Return the animation state for the given name. + // Retun NULL if the name is invalid. + //----------------------------------------------------------------------------- + LLUUID stringToAnimState( const std::string& name, bool allow_ids = true ); + + //----------------------------------------------------------------------------- + // Associate an anim state with a name + //----------------------------------------------------------------------------- + void animStateSetString( const LLUUID& state, const std::string& name); + + //----------------------------------------------------------------------------- + // Find the name for a given animation, or UUID string if none defined. + //----------------------------------------------------------------------------- + std::string animationName( const LLUUID& id ) const; +}; + +struct LLAnimStateEntry +{ + LLAnimStateEntry(const char* name, const LLUUID& id) : + mName(name), + mID(id) + { + // LABELS: + // Look to newview/LLAnimStateLabels.* for how to get the labels. + // The labels should no longer be stored in this structure. The server + // shouldn't care about the local friendly name of an animation, and + // this is common code. + } + + + const char* mName; + const LLUUID mID; +}; + +// Animation states that the user can trigger +extern const LLAnimStateEntry gUserAnimStates[]; +extern const S32 gUserAnimStatesCount; +extern LLAnimationLibrary gAnimLibrary; + +#endif // LL_LLANIMATIONSTATES_H + + + |