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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-22 20:51:58 +0300
committerGitHub <noreply@github.com>2024-05-22 20:51:58 +0300
commit6cc7dd09d5e69cf57e6de7fb568a0ad2693f9c9a (patch)
treefab23811a5cedc1ebf01479c852ee92ff62b636c /indra/llcharacter/llanimationstates.h
parentef8f4819822288e044ea719feb6af7a1f4df4c4e (diff)
parent7bb5afc11ee5a6af78302a8d76a9a619e2baaab2 (diff)
Merge pull request #1545 from Ansariel/DRTVWR-600-maint-A
Merge main into DRTVWR-600-maint-a
Diffstat (limited to 'indra/llcharacter/llanimationstates.h')
-rw-r--r--indra/llcharacter/llanimationstates.h524
1 files changed, 262 insertions, 262 deletions
diff --git a/indra/llcharacter/llanimationstates.h b/indra/llcharacter/llanimationstates.h
index 1757ce07a1..9eea37a3c8 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
+
+
+