diff options
Diffstat (limited to 'indra/newview/llgesturemgr.h')
-rw-r--r-- | indra/newview/llgesturemgr.h | 231 |
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 |