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+/**
+ * @file llgesturemgr.h
+ * @brief Manager for playing gestures on the viewer
+ *
+ * Copyright (c) 2004-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_LLGESTUREMGR_H
+#define LL_LLGESTUREMGR_H
+
+#include <map>
+#include <string>
+#include <vector>
+
+#include "llassetstorage.h" // LLAssetType
+#include "llviewerinventory.h"
+
+class LLMultiGesture;
+class LLGestureStep;
+class LLUUID;
+class LLVFS;
+
+class LLGestureManagerObserver
+{
+public:
+ virtual ~LLGestureManagerObserver() { };
+ virtual void changed() = 0;
+};
+
+class LLGestureManager
+{
+public:
+ LLGestureManager();
+ ~LLGestureManager();
+
+ void init();
+
+ // Call once per frame to manage gestures
+ void update();
+
+ // Loads a gesture out of inventory into the in-memory active form
+ // Note that the inventory item must exist, so we can look up the
+ // asset id.
+ void activateGesture(const LLUUID& item_id);
+
+ // Activate a list of gestures
+ void activateGestures(LLViewerInventoryItem::item_array_t& items);
+
+ // If you change a gesture, you need to build a new multigesture
+ // and call this method.
+ void replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id);
+
+ // Load gesture into in-memory active form.
+ // Can be called even if the inventory item isn't loaded yet.
+ // inform_server TRUE will send message upstream to update database
+ // user_gesture_active table, which isn't necessary on login.
+ // deactivate_similar will cause other gestures with the same trigger phrase
+ // or keybinding to be deactivated.
+ void activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, BOOL inform_server, BOOL deactivate_similar);
+
+ // Takes gesture out of active list and deletes it.
+ void deactivateGesture(const LLUUID& item_id);
+
+ // Deactivates all gestures that match either this trigger phrase,
+ // or this hot key.
+ void deactivateSimilarGestures(LLMultiGesture* gesture, const LLUUID& in_item_id);
+
+ BOOL isGestureActive(const LLUUID& item_id);
+
+ BOOL isGesturePlaying(const LLUUID& item_id);
+
+ // Force a gesture to be played, for example, if it is being
+ // previewed.
+ void playGesture(LLMultiGesture* gesture);
+ void playGesture(const LLUUID& item_id);
+
+ // Stop all requested or playing anims for this gesture
+ // Also remove from playing list
+ void stopGesture(LLMultiGesture* gesture);
+ void stopGesture(const LLUUID& item_id);
+
+ // Trigger the first gesture that matches this key.
+ // Returns TRUE if it finds a gesture bound to that key.
+ BOOL triggerGesture(KEY key, MASK mask);
+
+ // Trigger all gestures referenced as substrings in this string
+ BOOL triggerAndReviseString(const std::string &str, std::string *revised_string);
+
+ // Does some gesture have this key bound?
+ BOOL isKeyBound(KEY key, MASK mask);
+
+ S32 getPlayingCount() const;
+
+ void addObserver(LLGestureManagerObserver* observer);
+ void removeObserver(LLGestureManagerObserver* observer);
+ void notifyObservers();
+
+ BOOL matchPrefix(const std::string& in_str, std::string* out_str);
+
+ // Copy item ids into the vector
+ void getItemIDs(std::vector<LLUUID>* ids);
+
+protected:
+ // Handle the processing of a single gesture
+ void stepGesture(LLMultiGesture* gesture);
+
+ // Do a single step in a gesture
+ void runStep(LLMultiGesture* gesture, LLGestureStep* step);
+
+ // Used by loadGesture
+ static void onLoadComplete(LLVFS *vfs,
+ const LLUUID& asset_uuid,
+ LLAssetType::EType type,
+ void* user_data, S32 status);
+
+public:
+ BOOL mValid;
+ std::vector<LLMultiGesture*> mPlaying;
+
+ // Maps inventory item_id to gesture
+ typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
+
+ // Active gestures.
+ // NOTE: The gesture pointer CAN BE NULL. This means that
+ // there is a gesture with that item_id, but the asset data
+ // is still on its way down from the server.
+ item_map_t mActive;
+
+ S32 mLoadingCount;
+ std::string mDeactivateSimilarNames;
+
+ std::vector<LLGestureManagerObserver*> mObservers;
+};
+
+extern LLGestureManager gGestureManager;
+
+#endif