diff options
Diffstat (limited to 'indra/newview/llagent.h')
-rw-r--r-- | indra/newview/llagent.h | 41 |
1 files changed, 36 insertions, 5 deletions
diff --git a/indra/newview/llagent.h b/indra/newview/llagent.h index 8f892025c9..489131d974 100644 --- a/indra/newview/llagent.h +++ b/indra/newview/llagent.h @@ -33,6 +33,8 @@ #include "llcharacter.h" #include "llcoordframe.h" // for mFrameAgent #include "llavatarappearancedefines.h" +#include "llflycam.h" +#include "llkeyboard.h" #include "llpermissionsflags.h" #include "llevents.h" #include "v3dmath.h" @@ -475,21 +477,50 @@ public: void setControlFlags(U32 mask); // Performs bitwise mControlFlags |= mask void clearControlFlags(U32 mask); // Performs bitwise mControlFlags &= ~mask bool controlFlagsDirty() const; - void enableControlFlagReset(); void resetControlFlags(); bool anyControlGrabbed() const; // True iff a script has taken over a control bool isControlGrabbed(S32 control_index) const; + bool isUsingFlycam() const { return mUsingFlycam; } // Send message to simulator to force grabbed controls to be // released, in case of a poorly written script. void forceReleaseControls(); - void setFlagsDirty() { mbFlagsDirty = true; } private: S32 mControlsTakenCount[TOTAL_CONTROLS]; S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS]; - U32 mControlFlags; // Replacement for the mFooKey's - bool mbFlagsDirty; - bool mbFlagsNeedReset; // ! HACK ! For preventing incorrect flags sent when crossing region boundaries + // mControlFlags is a bitmask of behavior instructions for compact + // transmission to the server. It does NOT represent "input", rather + // the consequences of it, which will sometimes depend on "state". + U32 mControlFlags; + + //-------------------------------------------------------------------- + // GameControls + //-------------------------------------------------------------------- +public: + // ActionFlags are similar to, but not the same as, ControlFlags! + // An 'ActionFlags' bitmask stores 'simplified input' from key/button + // presses that correspond to avatar/camera movement actions + // whereas 'mControlFlags' are a more complicated set of behavior bits + // computed as a function of input and state, and are sent to the server + // to steer its character controller for the avatar. + // + void applyExternalActionFlags(U32 flags); + void updateFlycam(); + + void pressGameControlButton(U8 button); + void releaseGameControlButton(U8 button); + U32 getGameControlButtonsFromKeys() const { return mGameControlButtonsFromKeys; } + +private: + + U64 mLastFlycamUpdate { 0 }; + U32 mExternalActionFlags { 0 }; + U32 mGameControlButtonsFromKeys { 0 }; + LLFlycam mFlycam; + bool mToggleFly { true }; + bool mToggleRun { true }; + bool mToggleFlycam { true }; + bool mUsingFlycam { false }; //-------------------------------------------------------------------- // Animations |