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-rw-r--r--indra/newview/llgesturemgr.h231
1 files changed, 119 insertions, 112 deletions
diff --git a/indra/newview/llgesturemgr.h b/indra/newview/llgesturemgr.h
index 7bb60f00e2..b41f0ee106 100644
--- a/indra/newview/llgesturemgr.h
+++ b/indra/newview/llgesturemgr.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file llgesturemgr.h
* @brief Manager for playing gestures on the viewer
*
* $LicenseInfo:firstyear=2004&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -31,7 +31,7 @@
#include <string>
#include <vector>
-#include "llassetstorage.h" // LLAssetType
+#include "llassetstorage.h" // LLAssetType
#include "llinventoryobserver.h"
#include "llsingleton.h"
#include "llviewerinventory.h"
@@ -44,148 +44,155 @@ class LLUUID;
class LLGestureManagerObserver
{
public:
- virtual ~LLGestureManagerObserver() { };
- virtual void changed() = 0;
+ virtual ~LLGestureManagerObserver() { };
+ virtual void changed() = 0;
};
class LLGestureMgr : public LLSingleton<LLGestureMgr>, public LLInventoryFetchItemsObserver
{
- LLSINGLETON(LLGestureMgr);
- ~LLGestureMgr();
+ LLSINGLETON(LLGestureMgr);
+ ~LLGestureMgr();
public:
- typedef boost::function<void (LLMultiGesture* loaded_gesture)> gesture_loaded_callback_t;
- // Maps inventory item_id to gesture
- typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
- typedef std::map<LLUUID, gesture_loaded_callback_t> callback_map_t;
+ typedef boost::function<void (LLMultiGesture* loaded_gesture)> gesture_loaded_callback_t;
+ // Maps inventory item_id to gesture
+ typedef std::map<LLUUID, LLMultiGesture*> item_map_t;
+ typedef std::map<LLUUID, gesture_loaded_callback_t> callback_map_t;
+
+ void init();
- void init();
+ // Call once per frame to manage gestures
+ void update();
- // 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);
- // 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);
- // 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);
+ void replaceGesture(const LLUUID& item_id, const LLUUID& asset_id);
- // 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);
- void replaceGesture(const LLUUID& item_id, 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);
- // 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);
- // 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);
- // 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 isGestureActive(const LLUUID& item_id);
+ BOOL isGesturePlaying(const LLUUID& item_id);
- BOOL isGesturePlaying(const LLUUID& item_id);
+ BOOL isGesturePlaying(LLMultiGesture* gesture);
- BOOL isGesturePlaying(LLMultiGesture* gesture);
+ const item_map_t& getActiveGestures() const { return mActive; }
+ // Force a gesture to be played, for example, if it is being
+ // previewed.
+ void playGesture(LLMultiGesture* gesture, bool fromKeyPress);
+ void playGesture(LLMultiGesture* gesture) {
+ playGesture(gesture, FALSE);
+ }
+ void playGesture(const LLUUID& item_id);
- const item_map_t& getActiveGestures() const { return mActive; }
- // 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);
+ /**
+ * Add cb into callbackMap.
+ * Note:
+ * Manager will call cb after gesture will be loaded and will remove cb automatically.
+ */
+ void setGestureLoadedCallback(LLUUID inv_item_id, gesture_loaded_callback_t cb)
+ {
+ mCallbackMap[inv_item_id] = cb;
+ }
+ // Trigger a random gesture that matches this key.
+ // Returns TRUE if it finds a gesture bound to that key.
+ BOOL triggerGesture(KEY key, MASK mask);
- // Stop all requested or playing anims for this gesture
- // Also remove from playing list
- void stopGesture(LLMultiGesture* gesture);
- void stopGesture(const LLUUID& item_id);
- /**
- * Add cb into callbackMap.
- * Note:
- * Manager will call cb after gesture will be loaded and will remove cb automatically.
- */
- void setGestureLoadedCallback(LLUUID inv_item_id, gesture_loaded_callback_t cb)
- {
- mCallbackMap[inv_item_id] = cb;
- }
- // 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 release wait on all gestures that matches this key.
+ // Returns TRUE if it finds a gesture bound to that key.
+ BOOL triggerGestureRelease(KEY key, MASK mask);
- // Trigger all gestures referenced as substrings in this string
- BOOL triggerAndReviseString(const std::string &str, std::string *revised_string = NULL);
+ // Trigger all gestures referenced as substrings in this string
+ BOOL triggerAndReviseString(const std::string &str, std::string *revised_string = NULL);
- // Does some gesture have this key bound?
- BOOL isKeyBound(KEY key, MASK mask);
+ // Does some gesture have this key bound?
+ BOOL isKeyBound(KEY key, MASK mask);
- S32 getPlayingCount() const;
+ S32 getPlayingCount() const;
- void addObserver(LLGestureManagerObserver* observer);
- void removeObserver(LLGestureManagerObserver* observer);
- void notifyObservers();
+ void addObserver(LLGestureManagerObserver* observer);
+ void removeObserver(LLGestureManagerObserver* observer);
+ void notifyObservers();
- // Overriding so we can update active gesture names and notify observers
- void changed(U32 mask) override;
+ // Overriding so we can update active gesture names and notify observers
+ void changed(U32 mask) override;
- BOOL matchPrefix(const std::string& in_str, std::string* out_str);
+ BOOL matchPrefix(const std::string& in_str, std::string* out_str);
- // Copy item ids into the vector
- void getItemIDs(uuid_vec_t* ids);
+ // Copy item ids into the vector
+ void getItemIDs(uuid_vec_t* ids);
protected:
- // Handle the processing of a single gesture
- void stepGesture(LLMultiGesture* gesture);
+ // Handle the processing of a single gesture
+ void stepGesture(LLMultiGesture* gesture);
- // Do a single step in a gesture
- void runStep(LLMultiGesture* gesture, LLGestureStep* step);
+ // Do a single step in a gesture
+ void runStep(LLMultiGesture* gesture, LLGestureStep* step);
- // LLInventoryCompletionObserver trigger
- void done() override;
+ // LLInventoryCompletionObserver trigger
+ void done() override;
- // Used by loadGesture
- static void onLoadComplete(const LLUUID& asset_uuid,
- LLAssetType::EType type,
- void* user_data, S32 status, LLExtStat ext_status);
+ // Used by loadGesture
+ static void onLoadComplete(const LLUUID& asset_uuid,
+ LLAssetType::EType type,
+ void* user_data, S32 status, LLExtStat ext_status);
- // Used by playGesture to load an asset file
- // required to play a gesture step
- static void onAssetLoadComplete(const LLUUID& asset_uuid,
- LLAssetType::EType type,
- void* user_data, S32 status, LLExtStat ext_status);
+ // Used by playGesture to load an asset file
+ // required to play a gesture step
+ static void onAssetLoadComplete(const LLUUID& asset_uuid,
+ LLAssetType::EType type,
+ void* user_data, S32 status, LLExtStat ext_status);
- // Checks whether all animation and sound assets
- // needed to play a gesture are loaded.
- static bool hasLoadingAssets(LLMultiGesture* gesture);
+ // Checks whether all animation and sound assets
+ // needed to play a gesture are loaded.
+ static bool hasLoadingAssets(LLMultiGesture* gesture);
private:
- // 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;
- callback_map_t mCallbackMap;
- std::vector<LLMultiGesture*> mPlaying;
- BOOL mValid;
-
- std::set<LLUUID> mLoadingAssets;
-
- // LLEventHost interface
- std::shared_ptr<LLGestureListener> mListener;
+ // 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;
+ callback_map_t mCallbackMap;
+ std::vector<LLMultiGesture*> mPlaying;
+ BOOL mValid;
+
+ std::set<LLUUID> mLoadingAssets;
+
+ // LLEventHost interface
+ std::shared_ptr<LLGestureListener> mListener;
};
#endif