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Diffstat (limited to 'indra/newview/llgesturemgr.cpp')
-rw-r--r--indra/newview/llgesturemgr.cpp77
1 files changed, 71 insertions, 6 deletions
diff --git a/indra/newview/llgesturemgr.cpp b/indra/newview/llgesturemgr.cpp
index c0f773968d..6c6d302599 100644
--- a/indra/newview/llgesturemgr.cpp
+++ b/indra/newview/llgesturemgr.cpp
@@ -58,6 +58,9 @@
// Longest time, in seconds, to wait for all animations to stop playing
const F32 MAX_WAIT_ANIM_SECS = 30.f;
+// Longest time, in seconds, to wait for a key release.
+// This should be relatively long, but not too long. 10 minutes is enough
+const F32 MAX_WAIT_KEY_SECS = 60.f * 10.f;
// Lightweight constructor.
// init() does the heavy lifting.
@@ -528,12 +531,13 @@ void LLGestureMgr::replaceGesture(const LLUUID& item_id, const LLUUID& new_asset
LLGestureMgr::instance().replaceGesture(base_item_id, gesture, new_asset_id);
}
-void LLGestureMgr::playGesture(LLMultiGesture* gesture)
+void LLGestureMgr::playGesture(LLMultiGesture* gesture, bool fromKeyPress)
{
if (!gesture) return;
// Reset gesture to first step
gesture->mCurrentStep = 0;
+ gesture->mTriggeredByKey = fromKeyPress;
// Add to list of playing
gesture->mPlaying = TRUE;
@@ -731,7 +735,8 @@ BOOL LLGestureMgr::triggerGesture(KEY key, MASK mask)
if (!gesture) continue;
if (gesture->mKey == key
- && gesture->mMask == mask)
+ && gesture->mMask == mask
+ && gesture->mWaitingKeyRelease == FALSE)
{
matching.push_back(gesture);
}
@@ -744,13 +749,38 @@ BOOL LLGestureMgr::triggerGesture(KEY key, MASK mask)
LLMultiGesture* gesture = matching[random];
- playGesture(gesture);
+ playGesture(gesture, TRUE);
return TRUE;
}
return FALSE;
}
+BOOL LLGestureMgr::triggerGestureRelease(KEY key, MASK mask)
+{
+ std::vector <LLMultiGesture *> matching;
+ item_map_t::iterator it;
+
+ // collect matching gestures
+ for (it = mActive.begin(); it != mActive.end(); ++it)
+ {
+ LLMultiGesture* gesture = (*it).second;
+
+ // asset data might not have arrived yet
+ if (!gesture) continue;
+
+ if (gesture->mKey == key
+ && gesture->mMask == mask)
+ {
+ gesture->mKeyReleased = TRUE;
+ }
+ }
+
+ //If we found one, block. Otherwise tell them it's free to go.
+ return matching.size() > 0;
+}
+
+
S32 LLGestureMgr::getPlayingCount() const
{
return mPlaying.size();
@@ -899,6 +929,32 @@ void LLGestureMgr::stepGesture(LLMultiGesture* gesture)
continue;
}
+ // If we're waiting a fixed amount of time, check for timer
+ // expiration.
+ if (gesture->mWaitingKeyRelease)
+ {
+ // We're waiting for a certain amount of time to pass
+ if (gesture->mKeyReleased)
+ {
+ // wait is done, continue execution
+ gesture->mWaitingKeyRelease = FALSE;
+ gesture->mCurrentStep++;
+ }
+ else if (gesture->mWaitTimer.getElapsedTimeF32() > MAX_WAIT_KEY_SECS)
+ {
+ LL_INFOS("GestureMgr") << "Waited too long for key release, continuing gesture."
+ << LL_ENDL;
+ gesture->mWaitingKeyRelease = FALSE;
+ gesture->mCurrentStep++;
+ }
+ else
+ {
+ // we're waiting, so execution is done for now
+ waiting = TRUE;
+ }
+ continue;
+ }
+
// If we're waiting on our animations to stop, poll for
// completion.
if (gesture->mWaitingAnimations)
@@ -1015,7 +1071,17 @@ void LLGestureMgr::runStep(LLMultiGesture* gesture, LLGestureStep* step)
case STEP_WAIT:
{
LLGestureStepWait* wait_step = (LLGestureStepWait*)step;
- if (wait_step->mFlags & WAIT_FLAG_TIME)
+ if (gesture->mTriggeredByKey // Only wait here IF we were triggered by a key!
+ && gesture->mWaitingKeyRelease == FALSE // We can only do this once! Prevent gestures infinitely running
+ && wait_step->mFlags & WAIT_FLAG_KEY_RELEASE)
+ {
+ // Lets wait for the key release first so we don't hold up re-presses
+ gesture->mWaitingKeyRelease = TRUE;
+ gesture->mKeyReleased = FALSE;
+ // Use the wait timer as a deadlock breaker for key release waits.
+ gesture->mWaitTimer.reset();
+ }
+ else if (wait_step->mFlags & WAIT_FLAG_TIME)
{
gesture->mWaitingTimer = TRUE;
gesture->mWaitTimer.reset();
@@ -1023,8 +1089,7 @@ void LLGestureMgr::runStep(LLMultiGesture* gesture, LLGestureStep* step)
else if (wait_step->mFlags & WAIT_FLAG_ALL_ANIM)
{
gesture->mWaitingAnimations = TRUE;
- // Use the wait timer as a deadlock breaker for animation
- // waits.
+ // Use the wait timer as a deadlock breaker for animation waits.
gesture->mWaitTimer.reset();
}
else