diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 20:51:58 +0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-05-22 20:51:58 +0300 |
commit | 6cc7dd09d5e69cf57e6de7fb568a0ad2693f9c9a (patch) | |
tree | fab23811a5cedc1ebf01479c852ee92ff62b636c /indra/llcharacter/llanimationstates.h | |
parent | ef8f4819822288e044ea719feb6af7a1f4df4c4e (diff) | |
parent | 7bb5afc11ee5a6af78302a8d76a9a619e2baaab2 (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.h | 524 |
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
+
+
+
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