From 02ca44eea58b3311f5879309c1e310e893a41b1e Mon Sep 17 00:00:00 2001 From: Kyler Eastridge Date: Sat, 7 Oct 2023 16:54:30 -0400 Subject: [BUG-234493] Add "Until key release" to the gesture "Wait" --- indra/newview/llgesturemgr.cpp | 76 +++++++++++++++++++++++++++++++++++++++--- 1 file changed, 72 insertions(+), 4 deletions(-) (limited to 'indra/newview/llgesturemgr.cpp') diff --git a/indra/newview/llgesturemgr.cpp b/indra/newview/llgesturemgr.cpp index c0f773968d..ce00bf3a54 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 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 +929,33 @@ 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 + LLGestureStepWait* wait_step = (LLGestureStepWait*)step; + 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->mWaitingAnimations = 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 +1072,18 @@ 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->mKeyReleased == 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; + // 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(); -- cgit v1.2.3 From 0abe8a87f37503ab633072443988f3ac3e88a097 Mon Sep 17 00:00:00 2001 From: Mnikolenko Productengine Date: Thu, 19 Oct 2023 17:12:16 +0300 Subject: SL-20442 - build fix --- indra/newview/llgesturemgr.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/llgesturemgr.cpp') diff --git a/indra/newview/llgesturemgr.cpp b/indra/newview/llgesturemgr.cpp index ce00bf3a54..3679b0b73d 100644 --- a/indra/newview/llgesturemgr.cpp +++ b/indra/newview/llgesturemgr.cpp @@ -934,7 +934,6 @@ void LLGestureMgr::stepGesture(LLMultiGesture* gesture) if (gesture->mWaitingKeyRelease) { // We're waiting for a certain amount of time to pass - LLGestureStepWait* wait_step = (LLGestureStepWait*)step; if (gesture->mKeyReleased) { // wait is done, continue execution -- cgit v1.2.3 From 110eb2c989b6655796c15a657d0898375027f3f2 Mon Sep 17 00:00:00 2001 From: Alexander Gavriliuk Date: Thu, 23 Nov 2023 22:04:49 +0100 Subject: SL-20442 Add an 'Until shortcut key released' option to gestures so we can do properly user-mappable keys --- indra/newview/llgesturemgr.cpp | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'indra/newview/llgesturemgr.cpp') diff --git a/indra/newview/llgesturemgr.cpp b/indra/newview/llgesturemgr.cpp index 3679b0b73d..6c6d302599 100644 --- a/indra/newview/llgesturemgr.cpp +++ b/indra/newview/llgesturemgr.cpp @@ -944,7 +944,7 @@ void LLGestureMgr::stepGesture(LLMultiGesture* gesture) { LL_INFOS("GestureMgr") << "Waited too long for key release, continuing gesture." << LL_ENDL; - gesture->mWaitingAnimations = FALSE; + gesture->mWaitingKeyRelease = FALSE; gesture->mCurrentStep++; } else @@ -1072,14 +1072,13 @@ void LLGestureMgr::runStep(LLMultiGesture* gesture, LLGestureStep* step) { LLGestureStepWait* wait_step = (LLGestureStepWait*)step; if (gesture->mTriggeredByKey // Only wait here IF we were triggered by a key! - && gesture->mKeyReleased == FALSE // We can only do this once! Prevent gestures infinitely running + && 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; - // Use the wait timer as a deadlock breaker for key release - // waits. + 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) @@ -1090,8 +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 -- cgit v1.2.3 From 1b68f71348ecf3983b76b40d7940da8377f049b7 Mon Sep 17 00:00:00 2001 From: Andrey Lihatskiy Date: Mon, 29 Apr 2024 07:43:28 +0300 Subject: #824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed --- indra/newview/llgesturemgr.cpp | 2382 ++++++++++++++++++++-------------------- 1 file changed, 1191 insertions(+), 1191 deletions(-) (limited to 'indra/newview/llgesturemgr.cpp') diff --git a/indra/newview/llgesturemgr.cpp b/indra/newview/llgesturemgr.cpp index c0f773968d..71c7606672 100644 --- a/indra/newview/llgesturemgr.cpp +++ b/indra/newview/llgesturemgr.cpp @@ -1,25 +1,25 @@ -/** +/** * @file llgesturemgr.cpp * @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 * $/LicenseInfo$ */ @@ -41,7 +41,7 @@ #include "llmultigesture.h" #include "llnotificationsutil.h" #include "llstl.h" -#include "llstring.h" // todo: remove +#include "llstring.h" // todo: remove #include "llfilesystem.h" #include "message.h" @@ -62,69 +62,69 @@ const F32 MAX_WAIT_ANIM_SECS = 30.f; // Lightweight constructor. // init() does the heavy lifting. LLGestureMgr::LLGestureMgr() -: mValid(FALSE), - mPlaying(), - mActive(), - mLoadingCount(0) +: mValid(FALSE), + mPlaying(), + mActive(), + mLoadingCount(0) { - gInventory.addObserver(this); - mListener.reset(new LLGestureListener()); + gInventory.addObserver(this); + mListener.reset(new LLGestureListener()); } // We own the data for gestures, so clean them up. LLGestureMgr::~LLGestureMgr() { - item_map_t::iterator it; - for (it = mActive.begin(); it != mActive.end(); ++it) - { - LLMultiGesture* gesture = (*it).second; - - delete gesture; - gesture = NULL; - } - gInventory.removeObserver(this); + item_map_t::iterator it; + for (it = mActive.begin(); it != mActive.end(); ++it) + { + LLMultiGesture* gesture = (*it).second; + + delete gesture; + gesture = NULL; + } + gInventory.removeObserver(this); } void LLGestureMgr::init() { - // TODO + // TODO } -void LLGestureMgr::changed(U32 mask) -{ - LLInventoryFetchItemsObserver::changed(mask); - - if (mask & LLInventoryObserver::GESTURE) - { - // If there was a gesture label changed, update all the names in the - // active gestures and then notify observers - if (mask & LLInventoryObserver::LABEL) - { - for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it) - { - if(it->second) - { - LLViewerInventoryItem* item = gInventory.getItem(it->first); - if(item) - { - it->second->mName = item->getName(); - } - } - } - notifyObservers(); - } - // If there was a gesture added or removed notify observers - // STRUCTURE denotes that the inventory item has been moved - // In the case of deleting gesture, it is moved to the trash - else if(mask & LLInventoryObserver::ADD || - mask & LLInventoryObserver::REMOVE || - mask & LLInventoryObserver::STRUCTURE) - { - notifyObservers(); - } - } +void LLGestureMgr::changed(U32 mask) +{ + LLInventoryFetchItemsObserver::changed(mask); + + if (mask & LLInventoryObserver::GESTURE) + { + // If there was a gesture label changed, update all the names in the + // active gestures and then notify observers + if (mask & LLInventoryObserver::LABEL) + { + for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it) + { + if(it->second) + { + LLViewerInventoryItem* item = gInventory.getItem(it->first); + if(item) + { + it->second->mName = item->getName(); + } + } + } + notifyObservers(); + } + // If there was a gesture added or removed notify observers + // STRUCTURE denotes that the inventory item has been moved + // In the case of deleting gesture, it is moved to the trash + else if(mask & LLInventoryObserver::ADD || + mask & LLInventoryObserver::REMOVE || + mask & LLInventoryObserver::STRUCTURE) + { + notifyObservers(); + } + } } @@ -132,111 +132,111 @@ void LLGestureMgr::changed(U32 mask) // and you KNOW the inventory is loaded. void LLGestureMgr::activateGesture(const LLUUID& item_id) { - LLViewerInventoryItem* item = gInventory.getItem(item_id); - if (!item) return; - if (item->getType() != LLAssetType::AT_GESTURE) - return; + LLViewerInventoryItem* item = gInventory.getItem(item_id); + if (!item) return; + if (item->getType() != LLAssetType::AT_GESTURE) + return; - LLUUID asset_id = item->getAssetUUID(); + LLUUID asset_id = item->getAssetUUID(); - mLoadingCount = 1; - mDeactivateSimilarNames.clear(); + mLoadingCount = 1; + mDeactivateSimilarNames.clear(); - const BOOL inform_server = TRUE; - const BOOL deactivate_similar = FALSE; - activateGestureWithAsset(item_id, asset_id, inform_server, deactivate_similar); + const BOOL inform_server = TRUE; + const BOOL deactivate_similar = FALSE; + activateGestureWithAsset(item_id, asset_id, inform_server, deactivate_similar); } void LLGestureMgr::activateGestures(LLViewerInventoryItem::item_array_t& items) { - // Load up the assets - S32 count = 0; - LLViewerInventoryItem::item_array_t::const_iterator it; - for (it = items.begin(); it != items.end(); ++it) - { - LLViewerInventoryItem* item = *it; - - if (isGestureActive(item->getUUID())) - { - continue; - } - else - { // Make gesture active and persistent through login sessions. -Aura 07-12-06 - activateGesture(item->getUUID()); - } - - count++; - } - - mLoadingCount = count; - mDeactivateSimilarNames.clear(); - - for (it = items.begin(); it != items.end(); ++it) - { - LLViewerInventoryItem* item = *it; - - if (isGestureActive(item->getUUID())) - { - continue; - } - - // Don't inform server, we'll do that in bulk - const BOOL no_inform_server = FALSE; - const BOOL deactivate_similar = TRUE; - activateGestureWithAsset(item->getUUID(), item->getAssetUUID(), - no_inform_server, - deactivate_similar); - } - - // Inform the database of this change - LLMessageSystem* msg = gMessageSystem; - - BOOL start_message = TRUE; - - for (it = items.begin(); it != items.end(); ++it) - { - LLViewerInventoryItem* item = *it; - - if (isGestureActive(item->getUUID())) - { - continue; - } - - if (start_message) - { - msg->newMessage("ActivateGestures"); - msg->nextBlock("AgentData"); - msg->addUUID("AgentID", gAgent.getID()); - msg->addUUID("SessionID", gAgent.getSessionID()); - msg->addU32("Flags", 0x0); - start_message = FALSE; - } - - msg->nextBlock("Data"); - msg->addUUID("ItemID", item->getUUID()); - msg->addUUID("AssetID", item->getAssetUUID()); - msg->addU32("GestureFlags", 0x0); - - if (msg->getCurrentSendTotal() > MTUBYTES) - { - gAgent.sendReliableMessage(); - start_message = TRUE; - } - } - - if (!start_message) - { - gAgent.sendReliableMessage(); - } + // Load up the assets + S32 count = 0; + LLViewerInventoryItem::item_array_t::const_iterator it; + for (it = items.begin(); it != items.end(); ++it) + { + LLViewerInventoryItem* item = *it; + + if (isGestureActive(item->getUUID())) + { + continue; + } + else + { // Make gesture active and persistent through login sessions. -Aura 07-12-06 + activateGesture(item->getUUID()); + } + + count++; + } + + mLoadingCount = count; + mDeactivateSimilarNames.clear(); + + for (it = items.begin(); it != items.end(); ++it) + { + LLViewerInventoryItem* item = *it; + + if (isGestureActive(item->getUUID())) + { + continue; + } + + // Don't inform server, we'll do that in bulk + const BOOL no_inform_server = FALSE; + const BOOL deactivate_similar = TRUE; + activateGestureWithAsset(item->getUUID(), item->getAssetUUID(), + no_inform_server, + deactivate_similar); + } + + // Inform the database of this change + LLMessageSystem* msg = gMessageSystem; + + BOOL start_message = TRUE; + + for (it = items.begin(); it != items.end(); ++it) + { + LLViewerInventoryItem* item = *it; + + if (isGestureActive(item->getUUID())) + { + continue; + } + + if (start_message) + { + msg->newMessage("ActivateGestures"); + msg->nextBlock("AgentData"); + msg->addUUID("AgentID", gAgent.getID()); + msg->addUUID("SessionID", gAgent.getSessionID()); + msg->addU32("Flags", 0x0); + start_message = FALSE; + } + + msg->nextBlock("Data"); + msg->addUUID("ItemID", item->getUUID()); + msg->addUUID("AssetID", item->getAssetUUID()); + msg->addU32("GestureFlags", 0x0); + + if (msg->getCurrentSendTotal() > MTUBYTES) + { + gAgent.sendReliableMessage(); + start_message = TRUE; + } + } + + if (!start_message) + { + gAgent.sendReliableMessage(); + } } struct LLLoadInfo { - LLUUID mItemID; - BOOL mInformServer; - BOOL mDeactivateSimilar; + LLUUID mItemID; + BOOL mInformServer; + BOOL mDeactivateSimilar; }; // If inform_server is true, will send a message upstream to update @@ -245,243 +245,243 @@ struct LLLoadInfo * It will load a gesture from remote storage */ void LLGestureMgr::activateGestureWithAsset(const LLUUID& item_id, - const LLUUID& asset_id, - BOOL inform_server, - BOOL deactivate_similar) + const LLUUID& asset_id, + BOOL inform_server, + BOOL deactivate_similar) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - - if( !gAssetStorage ) - { - LL_WARNS() << "LLGestureMgr::activateGestureWithAsset without valid gAssetStorage" << LL_ENDL; - return; - } - // If gesture is already active, nothing to do. - if (isGestureActive(item_id)) - { - LL_WARNS() << "Tried to loadGesture twice " << item_id << LL_ENDL; - return; - } - -// if (asset_id.isNull()) -// { -// LL_WARNS() << "loadGesture() - gesture has no asset" << LL_ENDL; -// return; -// } - - // For now, put NULL into the item map. We'll build a gesture - // class object when the asset data arrives. - mActive[base_item_id] = NULL; - - // Copy the UUID - if (asset_id.notNull()) - { - LLLoadInfo* info = new LLLoadInfo; - info->mItemID = base_item_id; - info->mInformServer = inform_server; - info->mDeactivateSimilar = deactivate_similar; - - const BOOL high_priority = TRUE; - gAssetStorage->getAssetData(asset_id, - LLAssetType::AT_GESTURE, - onLoadComplete, - (void*)info, - high_priority); - } - else - { - notifyObservers(); - } + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + + if( !gAssetStorage ) + { + LL_WARNS() << "LLGestureMgr::activateGestureWithAsset without valid gAssetStorage" << LL_ENDL; + return; + } + // If gesture is already active, nothing to do. + if (isGestureActive(item_id)) + { + LL_WARNS() << "Tried to loadGesture twice " << item_id << LL_ENDL; + return; + } + +// if (asset_id.isNull()) +// { +// LL_WARNS() << "loadGesture() - gesture has no asset" << LL_ENDL; +// return; +// } + + // For now, put NULL into the item map. We'll build a gesture + // class object when the asset data arrives. + mActive[base_item_id] = NULL; + + // Copy the UUID + if (asset_id.notNull()) + { + LLLoadInfo* info = new LLLoadInfo; + info->mItemID = base_item_id; + info->mInformServer = inform_server; + info->mDeactivateSimilar = deactivate_similar; + + const BOOL high_priority = TRUE; + gAssetStorage->getAssetData(asset_id, + LLAssetType::AT_GESTURE, + onLoadComplete, + (void*)info, + high_priority); + } + else + { + notifyObservers(); + } } void notify_update_label(const LLUUID& base_item_id) { - gInventory.addChangedMask(LLInventoryObserver::LABEL, base_item_id); - LLGestureMgr::instance().notifyObservers(); + gInventory.addChangedMask(LLInventoryObserver::LABEL, base_item_id); + LLGestureMgr::instance().notifyObservers(); } void LLGestureMgr::deactivateGesture(const LLUUID& item_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - item_map_t::iterator it = mActive.find(base_item_id); - if (it == mActive.end()) - { - LL_WARNS() << "deactivateGesture for inactive gesture " << item_id << LL_ENDL; - return; - } - - // mActive owns this gesture pointer, so clean up memory. - LLMultiGesture* gesture = (*it).second; - - // Can be NULL gestures in the map - if (gesture) - { - stopGesture(gesture); - - delete gesture; - gesture = NULL; - } - - mActive.erase(it); - - // Inform the database of this change - LLMessageSystem* msg = gMessageSystem; - msg->newMessage("DeactivateGestures"); - msg->nextBlock("AgentData"); - msg->addUUID("AgentID", gAgent.getID()); - msg->addUUID("SessionID", gAgent.getSessionID()); - msg->addU32("Flags", 0x0); - - msg->nextBlock("Data"); - msg->addUUID("ItemID", item_id); - msg->addU32("GestureFlags", 0x0); - - gAgent.sendReliableMessage(); - - LLPointer cb = - new LLBoostFuncInventoryCallback(no_op_inventory_func, - boost::bind(notify_update_label,base_item_id)); - - LLAppearanceMgr::instance().removeCOFItemLinks(base_item_id, cb); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + item_map_t::iterator it = mActive.find(base_item_id); + if (it == mActive.end()) + { + LL_WARNS() << "deactivateGesture for inactive gesture " << item_id << LL_ENDL; + return; + } + + // mActive owns this gesture pointer, so clean up memory. + LLMultiGesture* gesture = (*it).second; + + // Can be NULL gestures in the map + if (gesture) + { + stopGesture(gesture); + + delete gesture; + gesture = NULL; + } + + mActive.erase(it); + + // Inform the database of this change + LLMessageSystem* msg = gMessageSystem; + msg->newMessage("DeactivateGestures"); + msg->nextBlock("AgentData"); + msg->addUUID("AgentID", gAgent.getID()); + msg->addUUID("SessionID", gAgent.getSessionID()); + msg->addU32("Flags", 0x0); + + msg->nextBlock("Data"); + msg->addUUID("ItemID", item_id); + msg->addU32("GestureFlags", 0x0); + + gAgent.sendReliableMessage(); + + LLPointer cb = + new LLBoostFuncInventoryCallback(no_op_inventory_func, + boost::bind(notify_update_label,base_item_id)); + + LLAppearanceMgr::instance().removeCOFItemLinks(base_item_id, cb); } void LLGestureMgr::deactivateSimilarGestures(LLMultiGesture* in, const LLUUID& in_item_id) { - const LLUUID& base_in_item_id = gInventory.getLinkedItemID(in_item_id); - uuid_vec_t gest_item_ids; - - // Deactivate all gestures that match - item_map_t::iterator it; - for (it = mActive.begin(); it != mActive.end(); ) - { - const LLUUID& item_id = (*it).first; - LLMultiGesture* gest = (*it).second; - - // Don't deactivate the gesture we are looking for duplicates of - // (for replaceGesture) - if (!gest || item_id == base_in_item_id) - { - // legal, can have null pointers in list - ++it; - } - else if ((!gest->mTrigger.empty() && gest->mTrigger == in->mTrigger) - || (gest->mKey != KEY_NONE && gest->mKey == in->mKey && gest->mMask == in->mMask)) - { - gest_item_ids.push_back(item_id); - - stopGesture(gest); - - delete gest; - gest = NULL; - - mActive.erase(it++); - gInventory.addChangedMask(LLInventoryObserver::LABEL, item_id); - - } - else - { - ++it; - } - } - - // Inform database of the change - LLMessageSystem* msg = gMessageSystem; - BOOL start_message = TRUE; - uuid_vec_t::const_iterator vit = gest_item_ids.begin(); - while (vit != gest_item_ids.end()) - { - if (start_message) - { - msg->newMessage("DeactivateGestures"); - msg->nextBlock("AgentData"); - msg->addUUID("AgentID", gAgent.getID()); - msg->addUUID("SessionID", gAgent.getSessionID()); - msg->addU32("Flags", 0x0); - start_message = FALSE; - } - - msg->nextBlock("Data"); - msg->addUUID("ItemID", *vit); - msg->addU32("GestureFlags", 0x0); - - if (msg->getCurrentSendTotal() > MTUBYTES) - { - gAgent.sendReliableMessage(); - start_message = TRUE; - } - - ++vit; - } - - if (!start_message) - { - gAgent.sendReliableMessage(); - } - - // Add to the list of names for the user. - for (vit = gest_item_ids.begin(); vit != gest_item_ids.end(); ++vit) - { - LLViewerInventoryItem* item = gInventory.getItem(*vit); - if (!item) continue; - - mDeactivateSimilarNames.append(item->getName()); - mDeactivateSimilarNames.append("\n"); - } - - notifyObservers(); + const LLUUID& base_in_item_id = gInventory.getLinkedItemID(in_item_id); + uuid_vec_t gest_item_ids; + + // Deactivate all gestures that match + item_map_t::iterator it; + for (it = mActive.begin(); it != mActive.end(); ) + { + const LLUUID& item_id = (*it).first; + LLMultiGesture* gest = (*it).second; + + // Don't deactivate the gesture we are looking for duplicates of + // (for replaceGesture) + if (!gest || item_id == base_in_item_id) + { + // legal, can have null pointers in list + ++it; + } + else if ((!gest->mTrigger.empty() && gest->mTrigger == in->mTrigger) + || (gest->mKey != KEY_NONE && gest->mKey == in->mKey && gest->mMask == in->mMask)) + { + gest_item_ids.push_back(item_id); + + stopGesture(gest); + + delete gest; + gest = NULL; + + mActive.erase(it++); + gInventory.addChangedMask(LLInventoryObserver::LABEL, item_id); + + } + else + { + ++it; + } + } + + // Inform database of the change + LLMessageSystem* msg = gMessageSystem; + BOOL start_message = TRUE; + uuid_vec_t::const_iterator vit = gest_item_ids.begin(); + while (vit != gest_item_ids.end()) + { + if (start_message) + { + msg->newMessage("DeactivateGestures"); + msg->nextBlock("AgentData"); + msg->addUUID("AgentID", gAgent.getID()); + msg->addUUID("SessionID", gAgent.getSessionID()); + msg->addU32("Flags", 0x0); + start_message = FALSE; + } + + msg->nextBlock("Data"); + msg->addUUID("ItemID", *vit); + msg->addU32("GestureFlags", 0x0); + + if (msg->getCurrentSendTotal() > MTUBYTES) + { + gAgent.sendReliableMessage(); + start_message = TRUE; + } + + ++vit; + } + + if (!start_message) + { + gAgent.sendReliableMessage(); + } + + // Add to the list of names for the user. + for (vit = gest_item_ids.begin(); vit != gest_item_ids.end(); ++vit) + { + LLViewerInventoryItem* item = gInventory.getItem(*vit); + if (!item) continue; + + mDeactivateSimilarNames.append(item->getName()); + mDeactivateSimilarNames.append("\n"); + } + + notifyObservers(); } BOOL LLGestureMgr::isGestureActive(const LLUUID& item_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - item_map_t::iterator it = mActive.find(base_item_id); - return (it != mActive.end()); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + item_map_t::iterator it = mActive.find(base_item_id); + return (it != mActive.end()); } BOOL LLGestureMgr::isGesturePlaying(const LLUUID& item_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - item_map_t::iterator it = mActive.find(base_item_id); - if (it == mActive.end()) return FALSE; + item_map_t::iterator it = mActive.find(base_item_id); + if (it == mActive.end()) return FALSE; - LLMultiGesture* gesture = (*it).second; - if (!gesture) return FALSE; + LLMultiGesture* gesture = (*it).second; + if (!gesture) return FALSE; - return gesture->mPlaying; + return gesture->mPlaying; } BOOL LLGestureMgr::isGesturePlaying(LLMultiGesture* gesture) { - if(!gesture) - { - return FALSE; - } + if(!gesture) + { + return FALSE; + } - return gesture->mPlaying; + return gesture->mPlaying; } void LLGestureMgr::replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - item_map_t::iterator it = mActive.find(base_item_id); - if (it == mActive.end()) - { - LL_WARNS() << "replaceGesture for inactive gesture " << base_item_id << LL_ENDL; - return; - } + item_map_t::iterator it = mActive.find(base_item_id); + if (it == mActive.end()) + { + LL_WARNS() << "replaceGesture for inactive gesture " << base_item_id << LL_ENDL; + return; + } - LLMultiGesture* old_gesture = (*it).second; - stopGesture(old_gesture); + LLMultiGesture* old_gesture = (*it).second; + stopGesture(old_gesture); - mActive.erase(base_item_id); + mActive.erase(base_item_id); - mActive[base_item_id] = new_gesture; + mActive[base_item_id] = new_gesture; // replaceGesture(const LLUUID& item_id, const LLUUID& new_asset_id) // replaces ids without repalcing gesture @@ -491,133 +491,133 @@ void LLGestureMgr::replaceGesture(const LLUUID& item_id, LLMultiGesture* new_ges old_gesture = NULL; } - if (asset_id.notNull()) - { - mLoadingCount = 1; - mDeactivateSimilarNames.clear(); - - LLLoadInfo* info = new LLLoadInfo; - info->mItemID = base_item_id; - info->mInformServer = TRUE; - info->mDeactivateSimilar = FALSE; - - const BOOL high_priority = TRUE; - gAssetStorage->getAssetData(asset_id, - LLAssetType::AT_GESTURE, - onLoadComplete, - (void*)info, - high_priority); - } - - notifyObservers(); + if (asset_id.notNull()) + { + mLoadingCount = 1; + mDeactivateSimilarNames.clear(); + + LLLoadInfo* info = new LLLoadInfo; + info->mItemID = base_item_id; + info->mInformServer = TRUE; + info->mDeactivateSimilar = FALSE; + + const BOOL high_priority = TRUE; + gAssetStorage->getAssetData(asset_id, + LLAssetType::AT_GESTURE, + onLoadComplete, + (void*)info, + high_priority); + } + + notifyObservers(); } void LLGestureMgr::replaceGesture(const LLUUID& item_id, const LLUUID& new_asset_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - - item_map_t::iterator it = LLGestureMgr::instance().mActive.find(base_item_id); - if (it == mActive.end()) - { - LL_WARNS() << "replaceGesture for inactive gesture " << base_item_id << LL_ENDL; - return; - } - - // mActive owns this gesture pointer, so clean up memory. - LLMultiGesture* gesture = (*it).second; - LLGestureMgr::instance().replaceGesture(base_item_id, gesture, new_asset_id); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + + item_map_t::iterator it = LLGestureMgr::instance().mActive.find(base_item_id); + if (it == mActive.end()) + { + LL_WARNS() << "replaceGesture for inactive gesture " << base_item_id << LL_ENDL; + return; + } + + // mActive owns this gesture pointer, so clean up memory. + LLMultiGesture* gesture = (*it).second; + LLGestureMgr::instance().replaceGesture(base_item_id, gesture, new_asset_id); } void LLGestureMgr::playGesture(LLMultiGesture* gesture) { - if (!gesture) return; - - // Reset gesture to first step - gesture->mCurrentStep = 0; - - // Add to list of playing - gesture->mPlaying = TRUE; - mPlaying.push_back(gesture); - - // Load all needed assets to minimize the delays - // when gesture is playing. - for (std::vector::iterator steps_it = gesture->mSteps.begin(); - steps_it != gesture->mSteps.end(); - ++steps_it) - { - LLGestureStep* step = *steps_it; - switch(step->getType()) - { - case STEP_ANIMATION: - { - LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; - const LLUUID& anim_id = anim_step->mAnimAssetID; - - // Don't request the animation if this step stops it or if it is already in the cache - if (!(anim_id.isNull() - || anim_step->mFlags & ANIM_FLAG_STOP - || gAssetStorage->hasLocalAsset(anim_id, LLAssetType::AT_ANIMATION))) - { - mLoadingAssets.insert(anim_id); - - LLUUID* id = new LLUUID(gAgentID); - gAssetStorage->getAssetData(anim_id, - LLAssetType::AT_ANIMATION, - onAssetLoadComplete, - (void *)id, - TRUE); - } - break; - } - case STEP_SOUND: - { - LLGestureStepSound* sound_step = (LLGestureStepSound*)step; - const LLUUID& sound_id = sound_step->mSoundAssetID; - if (!(sound_id.isNull() - || gAssetStorage->hasLocalAsset(sound_id, LLAssetType::AT_SOUND))) - { - mLoadingAssets.insert(sound_id); - - gAssetStorage->getAssetData(sound_id, - LLAssetType::AT_SOUND, - onAssetLoadComplete, - NULL, - TRUE); - } - break; - } - case STEP_CHAT: - case STEP_WAIT: - case STEP_EOF: - { - break; - } - default: - { - LL_WARNS() << "Unknown gesture step type: " << step->getType() << LL_ENDL; - } - } - } - - // And get it going - stepGesture(gesture); - - notifyObservers(); + if (!gesture) return; + + // Reset gesture to first step + gesture->mCurrentStep = 0; + + // Add to list of playing + gesture->mPlaying = TRUE; + mPlaying.push_back(gesture); + + // Load all needed assets to minimize the delays + // when gesture is playing. + for (std::vector::iterator steps_it = gesture->mSteps.begin(); + steps_it != gesture->mSteps.end(); + ++steps_it) + { + LLGestureStep* step = *steps_it; + switch(step->getType()) + { + case STEP_ANIMATION: + { + LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; + const LLUUID& anim_id = anim_step->mAnimAssetID; + + // Don't request the animation if this step stops it or if it is already in the cache + if (!(anim_id.isNull() + || anim_step->mFlags & ANIM_FLAG_STOP + || gAssetStorage->hasLocalAsset(anim_id, LLAssetType::AT_ANIMATION))) + { + mLoadingAssets.insert(anim_id); + + LLUUID* id = new LLUUID(gAgentID); + gAssetStorage->getAssetData(anim_id, + LLAssetType::AT_ANIMATION, + onAssetLoadComplete, + (void *)id, + TRUE); + } + break; + } + case STEP_SOUND: + { + LLGestureStepSound* sound_step = (LLGestureStepSound*)step; + const LLUUID& sound_id = sound_step->mSoundAssetID; + if (!(sound_id.isNull() + || gAssetStorage->hasLocalAsset(sound_id, LLAssetType::AT_SOUND))) + { + mLoadingAssets.insert(sound_id); + + gAssetStorage->getAssetData(sound_id, + LLAssetType::AT_SOUND, + onAssetLoadComplete, + NULL, + TRUE); + } + break; + } + case STEP_CHAT: + case STEP_WAIT: + case STEP_EOF: + { + break; + } + default: + { + LL_WARNS() << "Unknown gesture step type: " << step->getType() << LL_ENDL; + } + } + } + + // And get it going + stepGesture(gesture); + + notifyObservers(); } // Convenience function that looks up the item_id for you. void LLGestureMgr::playGesture(const LLUUID& item_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - item_map_t::iterator it = mActive.find(base_item_id); - if (it == mActive.end()) return; + item_map_t::iterator it = mActive.find(base_item_id); + if (it == mActive.end()) return; - LLMultiGesture* gesture = (*it).second; - if (!gesture) return; + LLMultiGesture* gesture = (*it).second; + if (!gesture) return; - playGesture(gesture); + playGesture(gesture); } @@ -626,482 +626,482 @@ void LLGestureMgr::playGesture(const LLUUID& item_id) // and (as a minor side effect) has multiple spaces in a row replaced by single spaces. BOOL LLGestureMgr::triggerAndReviseString(const std::string &utf8str, std::string* revised_string) { - std::string tokenized = utf8str; - - BOOL found_gestures = FALSE; - BOOL first_token = TRUE; - - typedef boost::tokenizer > tokenizer; - boost::char_separator sep(" "); - tokenizer tokens(tokenized, sep); - tokenizer::iterator token_iter; - - for( token_iter = tokens.begin(); token_iter != tokens.end(); ++token_iter) - { - const char* cur_token = token_iter->c_str(); - LLMultiGesture* gesture = NULL; - - // Only pay attention to the first gesture in the string. - if( !found_gestures ) - { - // collect gestures that match - std::vector matching; - item_map_t::iterator it; - for (it = mActive.begin(); it != mActive.end(); ++it) - { - gesture = (*it).second; - - // Gesture asset data might not have arrived yet - if (!gesture) continue; - - if (LLStringUtil::compareInsensitive(gesture->mTrigger, cur_token) == 0) - { - matching.push_back(gesture); - } - - gesture = NULL; - } - - - if (matching.size() > 0) - { - // choose one at random - { - S32 random = ll_rand(matching.size()); - - gesture = matching[random]; - - playGesture(gesture); - - if (!gesture->mReplaceText.empty()) - { - if( !first_token ) - { - if (revised_string) - revised_string->append( " " ); - } - - // Don't muck with the user's capitalization if we don't have to. - if( LLStringUtil::compareInsensitive(cur_token, gesture->mReplaceText) == 0) - { - if (revised_string) - revised_string->append( cur_token ); - } - else - { - if (revised_string) - revised_string->append( gesture->mReplaceText ); - } - } - found_gestures = TRUE; - } - } - } - - if(!gesture) - { - // This token doesn't match a gesture. Pass it through to the output. - if( !first_token ) - { - if (revised_string) - revised_string->append( " " ); - } - if (revised_string) - revised_string->append( cur_token ); - } - - first_token = FALSE; - gesture = NULL; - } - return found_gestures; + std::string tokenized = utf8str; + + BOOL found_gestures = FALSE; + BOOL first_token = TRUE; + + typedef boost::tokenizer > tokenizer; + boost::char_separator sep(" "); + tokenizer tokens(tokenized, sep); + tokenizer::iterator token_iter; + + for( token_iter = tokens.begin(); token_iter != tokens.end(); ++token_iter) + { + const char* cur_token = token_iter->c_str(); + LLMultiGesture* gesture = NULL; + + // Only pay attention to the first gesture in the string. + if( !found_gestures ) + { + // collect gestures that match + std::vector matching; + item_map_t::iterator it; + for (it = mActive.begin(); it != mActive.end(); ++it) + { + gesture = (*it).second; + + // Gesture asset data might not have arrived yet + if (!gesture) continue; + + if (LLStringUtil::compareInsensitive(gesture->mTrigger, cur_token) == 0) + { + matching.push_back(gesture); + } + + gesture = NULL; + } + + + if (matching.size() > 0) + { + // choose one at random + { + S32 random = ll_rand(matching.size()); + + gesture = matching[random]; + + playGesture(gesture); + + if (!gesture->mReplaceText.empty()) + { + if( !first_token ) + { + if (revised_string) + revised_string->append( " " ); + } + + // Don't muck with the user's capitalization if we don't have to. + if( LLStringUtil::compareInsensitive(cur_token, gesture->mReplaceText) == 0) + { + if (revised_string) + revised_string->append( cur_token ); + } + else + { + if (revised_string) + revised_string->append( gesture->mReplaceText ); + } + } + found_gestures = TRUE; + } + } + } + + if(!gesture) + { + // This token doesn't match a gesture. Pass it through to the output. + if( !first_token ) + { + if (revised_string) + revised_string->append( " " ); + } + if (revised_string) + revised_string->append( cur_token ); + } + + first_token = FALSE; + gesture = NULL; + } + return found_gestures; } BOOL LLGestureMgr::triggerGesture(KEY key, MASK mask) { - std::vector 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) - { - matching.push_back(gesture); - } - } - - // choose one and play it - if (matching.size() > 0) - { - U32 random = ll_rand(matching.size()); - - LLMultiGesture* gesture = matching[random]; - - playGesture(gesture); - return TRUE; - } - return FALSE; + std::vector 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) + { + matching.push_back(gesture); + } + } + + // choose one and play it + if (matching.size() > 0) + { + U32 random = ll_rand(matching.size()); + + LLMultiGesture* gesture = matching[random]; + + playGesture(gesture); + return TRUE; + } + return FALSE; } S32 LLGestureMgr::getPlayingCount() const { - return mPlaying.size(); + return mPlaying.size(); } struct IsGesturePlaying { - bool operator()(const LLMultiGesture* gesture) const - { - return bool(gesture->mPlaying); - } + bool operator()(const LLMultiGesture* gesture) const + { + return bool(gesture->mPlaying); + } }; void LLGestureMgr::update() { - S32 i; - for (i = 0; i < (S32)mPlaying.size(); ++i) - { - stepGesture(mPlaying[i]); - } - - // Clear out gestures that are done, by moving all the - // ones that are still playing to the front. - std::vector::iterator new_end; - new_end = std::partition(mPlaying.begin(), - mPlaying.end(), - IsGesturePlaying()); - - // Something finished playing - if (new_end != mPlaying.end()) - { - // Delete the completed gestures that want deletion - std::vector::iterator it; - for (it = new_end; it != mPlaying.end(); ++it) - { - LLMultiGesture* gesture = *it; - - if (gesture->mDoneCallback) - { - gesture->mDoneCallback(gesture, gesture->mCallbackData); - - // callback might have deleted gesture, can't - // rely on this pointer any more - gesture = NULL; - } - } - - // And take done gestures out of the playing list - mPlaying.erase(new_end, mPlaying.end()); - - notifyObservers(); - } + S32 i; + for (i = 0; i < (S32)mPlaying.size(); ++i) + { + stepGesture(mPlaying[i]); + } + + // Clear out gestures that are done, by moving all the + // ones that are still playing to the front. + std::vector::iterator new_end; + new_end = std::partition(mPlaying.begin(), + mPlaying.end(), + IsGesturePlaying()); + + // Something finished playing + if (new_end != mPlaying.end()) + { + // Delete the completed gestures that want deletion + std::vector::iterator it; + for (it = new_end; it != mPlaying.end(); ++it) + { + LLMultiGesture* gesture = *it; + + if (gesture->mDoneCallback) + { + gesture->mDoneCallback(gesture, gesture->mCallbackData); + + // callback might have deleted gesture, can't + // rely on this pointer any more + gesture = NULL; + } + } + + // And take done gestures out of the playing list + mPlaying.erase(new_end, mPlaying.end()); + + notifyObservers(); + } } // Run all steps until you're either done or hit a wait. void LLGestureMgr::stepGesture(LLMultiGesture* gesture) { - if (!gesture) - { - return; - } - if (!isAgentAvatarValid() || hasLoadingAssets(gesture)) return; - - // Of the ones that started playing, have any stopped? - - std::set::iterator gest_it; - for (gest_it = gesture->mPlayingAnimIDs.begin(); - gest_it != gesture->mPlayingAnimIDs.end(); - ) - { - // look in signaled animations (simulator's view of what is - // currently playing. - LLVOAvatar::AnimIterator play_it = gAgentAvatarp->mSignaledAnimations.find(*gest_it); - if (play_it != gAgentAvatarp->mSignaledAnimations.end()) - { - ++gest_it; - } - else - { - // not found, so not currently playing or scheduled to play - // delete from the triggered set - gesture->mPlayingAnimIDs.erase(gest_it++); - } - } - - // Of all the animations that we asked the sim to start for us, - // pick up the ones that have actually started. - for (gest_it = gesture->mRequestedAnimIDs.begin(); - gest_it != gesture->mRequestedAnimIDs.end(); - ) - { - LLVOAvatar::AnimIterator play_it = gAgentAvatarp->mSignaledAnimations.find(*gest_it); - if (play_it != gAgentAvatarp->mSignaledAnimations.end()) - { - // Hooray, this animation has started playing! - // Copy into playing. - gesture->mPlayingAnimIDs.insert(*gest_it); - gesture->mRequestedAnimIDs.erase(gest_it++); - } - else - { - // nope, not playing yet - ++gest_it; - } - } - - // Run the current steps - BOOL waiting = FALSE; - while (!waiting && gesture->mPlaying) - { - // Get the current step, if there is one. - // Otherwise enter the waiting at end state. - LLGestureStep* step = NULL; - if (gesture->mCurrentStep < (S32)gesture->mSteps.size()) - { - step = gesture->mSteps[gesture->mCurrentStep]; - llassert(step != NULL); - } - else - { - // step stays null, we're off the end - gesture->mWaitingAtEnd = TRUE; - } - - - // If we're waiting at the end, wait for all gestures to stop - // playing. - // TODO: Wait for all sounds to complete as well. - if (gesture->mWaitingAtEnd) - { - // Neither do we have any pending requests, nor are they - // still playing. - if ((gesture->mRequestedAnimIDs.empty() - && gesture->mPlayingAnimIDs.empty())) - { - // all animations are done playing - gesture->mWaitingAtEnd = FALSE; - gesture->mPlaying = FALSE; - } - else - { - waiting = TRUE; - } - continue; - } - - // If we're waiting on our animations to stop, poll for - // completion. - if (gesture->mWaitingAnimations) - { - // Neither do we have any pending requests, nor are they - // still playing. - if ((gesture->mRequestedAnimIDs.empty() - && gesture->mPlayingAnimIDs.empty())) - { - // all animations are done playing - gesture->mWaitingAnimations = FALSE; - gesture->mCurrentStep++; - } - else if (gesture->mWaitTimer.getElapsedTimeF32() > MAX_WAIT_ANIM_SECS) - { - // we've waited too long for an animation - LL_INFOS("GestureMgr") << "Waited too long for animations to stop, continuing gesture." - << LL_ENDL; - gesture->mWaitingAnimations = FALSE; - gesture->mCurrentStep++; - } - else - { - waiting = TRUE; - } - continue; - } - - // If we're waiting a fixed amount of time, check for timer - // expiration. - if (gesture->mWaitingTimer) - { - // We're waiting for a certain amount of time to pass - LLGestureStepWait* wait_step = (LLGestureStepWait*)step; - - F32 elapsed = gesture->mWaitTimer.getElapsedTimeF32(); - if (elapsed > wait_step->mWaitSeconds) - { - // wait is done, continue execution - gesture->mWaitingTimer = FALSE; - gesture->mCurrentStep++; - } - else - { - // we're waiting, so execution is done for now - waiting = TRUE; - } - continue; - } - - // Not waiting, do normal execution - runStep(gesture, step); - } + if (!gesture) + { + return; + } + if (!isAgentAvatarValid() || hasLoadingAssets(gesture)) return; + + // Of the ones that started playing, have any stopped? + + std::set::iterator gest_it; + for (gest_it = gesture->mPlayingAnimIDs.begin(); + gest_it != gesture->mPlayingAnimIDs.end(); + ) + { + // look in signaled animations (simulator's view of what is + // currently playing. + LLVOAvatar::AnimIterator play_it = gAgentAvatarp->mSignaledAnimations.find(*gest_it); + if (play_it != gAgentAvatarp->mSignaledAnimations.end()) + { + ++gest_it; + } + else + { + // not found, so not currently playing or scheduled to play + // delete from the triggered set + gesture->mPlayingAnimIDs.erase(gest_it++); + } + } + + // Of all the animations that we asked the sim to start for us, + // pick up the ones that have actually started. + for (gest_it = gesture->mRequestedAnimIDs.begin(); + gest_it != gesture->mRequestedAnimIDs.end(); + ) + { + LLVOAvatar::AnimIterator play_it = gAgentAvatarp->mSignaledAnimations.find(*gest_it); + if (play_it != gAgentAvatarp->mSignaledAnimations.end()) + { + // Hooray, this animation has started playing! + // Copy into playing. + gesture->mPlayingAnimIDs.insert(*gest_it); + gesture->mRequestedAnimIDs.erase(gest_it++); + } + else + { + // nope, not playing yet + ++gest_it; + } + } + + // Run the current steps + BOOL waiting = FALSE; + while (!waiting && gesture->mPlaying) + { + // Get the current step, if there is one. + // Otherwise enter the waiting at end state. + LLGestureStep* step = NULL; + if (gesture->mCurrentStep < (S32)gesture->mSteps.size()) + { + step = gesture->mSteps[gesture->mCurrentStep]; + llassert(step != NULL); + } + else + { + // step stays null, we're off the end + gesture->mWaitingAtEnd = TRUE; + } + + + // If we're waiting at the end, wait for all gestures to stop + // playing. + // TODO: Wait for all sounds to complete as well. + if (gesture->mWaitingAtEnd) + { + // Neither do we have any pending requests, nor are they + // still playing. + if ((gesture->mRequestedAnimIDs.empty() + && gesture->mPlayingAnimIDs.empty())) + { + // all animations are done playing + gesture->mWaitingAtEnd = FALSE; + gesture->mPlaying = FALSE; + } + else + { + waiting = TRUE; + } + continue; + } + + // If we're waiting on our animations to stop, poll for + // completion. + if (gesture->mWaitingAnimations) + { + // Neither do we have any pending requests, nor are they + // still playing. + if ((gesture->mRequestedAnimIDs.empty() + && gesture->mPlayingAnimIDs.empty())) + { + // all animations are done playing + gesture->mWaitingAnimations = FALSE; + gesture->mCurrentStep++; + } + else if (gesture->mWaitTimer.getElapsedTimeF32() > MAX_WAIT_ANIM_SECS) + { + // we've waited too long for an animation + LL_INFOS("GestureMgr") << "Waited too long for animations to stop, continuing gesture." + << LL_ENDL; + gesture->mWaitingAnimations = FALSE; + gesture->mCurrentStep++; + } + else + { + waiting = TRUE; + } + continue; + } + + // If we're waiting a fixed amount of time, check for timer + // expiration. + if (gesture->mWaitingTimer) + { + // We're waiting for a certain amount of time to pass + LLGestureStepWait* wait_step = (LLGestureStepWait*)step; + + F32 elapsed = gesture->mWaitTimer.getElapsedTimeF32(); + if (elapsed > wait_step->mWaitSeconds) + { + // wait is done, continue execution + gesture->mWaitingTimer = FALSE; + gesture->mCurrentStep++; + } + else + { + // we're waiting, so execution is done for now + waiting = TRUE; + } + continue; + } + + // Not waiting, do normal execution + runStep(gesture, step); + } } void LLGestureMgr::runStep(LLMultiGesture* gesture, LLGestureStep* step) { - switch(step->getType()) - { - case STEP_ANIMATION: - { - LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; - if (anim_step->mAnimAssetID.isNull()) - { - gesture->mCurrentStep++; - } - - if (anim_step->mFlags & ANIM_FLAG_STOP) - { - gAgent.sendAnimationRequest(anim_step->mAnimAssetID, ANIM_REQUEST_STOP); - // remove it from our request set in case we just requested it - std::set::iterator set_it = gesture->mRequestedAnimIDs.find(anim_step->mAnimAssetID); - if (set_it != gesture->mRequestedAnimIDs.end()) - { - gesture->mRequestedAnimIDs.erase(set_it); - } - } - else - { - gAgent.sendAnimationRequest(anim_step->mAnimAssetID, ANIM_REQUEST_START); - // Indicate that we've requested this animation to play as - // part of this gesture (but it won't start playing for at - // least one round-trip to simulator). - gesture->mRequestedAnimIDs.insert(anim_step->mAnimAssetID); - } - gesture->mCurrentStep++; - break; - } - case STEP_SOUND: - { - LLGestureStepSound* sound_step = (LLGestureStepSound*)step; - const LLUUID& sound_id = sound_step->mSoundAssetID; - const F32 volume = 1.f; - send_sound_trigger(sound_id, volume); - gesture->mCurrentStep++; - break; - } - case STEP_CHAT: - { - LLGestureStepChat* chat_step = (LLGestureStepChat*)step; - std::string chat_text = chat_step->mChatText; - // Don't animate the nodding, as this might not blend with - // other playing animations. - - const BOOL animate = FALSE; - - (LLFloaterReg::getTypedInstance("nearby_chat"))-> - sendChatFromViewer(chat_text, CHAT_TYPE_NORMAL, animate); - - gesture->mCurrentStep++; - break; - } - case STEP_WAIT: - { - LLGestureStepWait* wait_step = (LLGestureStepWait*)step; - if (wait_step->mFlags & WAIT_FLAG_TIME) - { - gesture->mWaitingTimer = TRUE; - gesture->mWaitTimer.reset(); - } - else if (wait_step->mFlags & WAIT_FLAG_ALL_ANIM) - { - gesture->mWaitingAnimations = TRUE; - // Use the wait timer as a deadlock breaker for animation - // waits. - gesture->mWaitTimer.reset(); - } - else - { - gesture->mCurrentStep++; - } - // Don't increment instruction pointer until wait is complete. - break; - } - default: - { - break; - } - } + switch(step->getType()) + { + case STEP_ANIMATION: + { + LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; + if (anim_step->mAnimAssetID.isNull()) + { + gesture->mCurrentStep++; + } + + if (anim_step->mFlags & ANIM_FLAG_STOP) + { + gAgent.sendAnimationRequest(anim_step->mAnimAssetID, ANIM_REQUEST_STOP); + // remove it from our request set in case we just requested it + std::set::iterator set_it = gesture->mRequestedAnimIDs.find(anim_step->mAnimAssetID); + if (set_it != gesture->mRequestedAnimIDs.end()) + { + gesture->mRequestedAnimIDs.erase(set_it); + } + } + else + { + gAgent.sendAnimationRequest(anim_step->mAnimAssetID, ANIM_REQUEST_START); + // Indicate that we've requested this animation to play as + // part of this gesture (but it won't start playing for at + // least one round-trip to simulator). + gesture->mRequestedAnimIDs.insert(anim_step->mAnimAssetID); + } + gesture->mCurrentStep++; + break; + } + case STEP_SOUND: + { + LLGestureStepSound* sound_step = (LLGestureStepSound*)step; + const LLUUID& sound_id = sound_step->mSoundAssetID; + const F32 volume = 1.f; + send_sound_trigger(sound_id, volume); + gesture->mCurrentStep++; + break; + } + case STEP_CHAT: + { + LLGestureStepChat* chat_step = (LLGestureStepChat*)step; + std::string chat_text = chat_step->mChatText; + // Don't animate the nodding, as this might not blend with + // other playing animations. + + const BOOL animate = FALSE; + + (LLFloaterReg::getTypedInstance("nearby_chat"))-> + sendChatFromViewer(chat_text, CHAT_TYPE_NORMAL, animate); + + gesture->mCurrentStep++; + break; + } + case STEP_WAIT: + { + LLGestureStepWait* wait_step = (LLGestureStepWait*)step; + if (wait_step->mFlags & WAIT_FLAG_TIME) + { + gesture->mWaitingTimer = TRUE; + gesture->mWaitTimer.reset(); + } + else if (wait_step->mFlags & WAIT_FLAG_ALL_ANIM) + { + gesture->mWaitingAnimations = TRUE; + // Use the wait timer as a deadlock breaker for animation + // waits. + gesture->mWaitTimer.reset(); + } + else + { + gesture->mCurrentStep++; + } + // Don't increment instruction pointer until wait is complete. + break; + } + default: + { + break; + } + } } // static void LLGestureMgr::onLoadComplete(const LLUUID& asset_uuid, - LLAssetType::EType type, - void* user_data, S32 status, LLExtStat ext_status) + LLAssetType::EType type, + void* user_data, S32 status, LLExtStat ext_status) { - LLLoadInfo* info = (LLLoadInfo*)user_data; - - LLUUID item_id = info->mItemID; - BOOL inform_server = info->mInformServer; - BOOL deactivate_similar = info->mDeactivateSimilar; - - delete info; - info = NULL; - LLGestureMgr& self = LLGestureMgr::instance(); - self.mLoadingCount--; - - if (0 == status) - { - LLFileSystem file(asset_uuid, type, LLFileSystem::READ); - S32 size = file.getSize(); - - std::vector buffer(size+1); - - file.read((U8*)&buffer[0], size); - // ensure there's a trailing NULL so strlen will work. - buffer[size] = '\0'; - - LLMultiGesture* gesture = new LLMultiGesture(); - - LLDataPackerAsciiBuffer dp(&buffer[0], size+1); - BOOL ok = gesture->deserialize(dp); - - if (ok) - { - if (deactivate_similar) - { - self.deactivateSimilarGestures(gesture, item_id); - - // Display deactivation message if this was the last of the bunch. - if (self.mLoadingCount == 0 - && self.mDeactivateSimilarNames.length() > 0) - { - // we're done with this set of deactivations - LLSD args; - args["NAMES"] = self.mDeactivateSimilarNames; - LLNotificationsUtil::add("DeactivatedGesturesTrigger", args); - } - } - - LLViewerInventoryItem* item = gInventory.getItem(item_id); - if(item) - { - gesture->mName = item->getName(); - } - else - { - // Watch this item and set gesture name when item exists in inventory - self.setFetchID(item_id); - self.startFetch(); - } + LLLoadInfo* info = (LLLoadInfo*)user_data; + + LLUUID item_id = info->mItemID; + BOOL inform_server = info->mInformServer; + BOOL deactivate_similar = info->mDeactivateSimilar; + + delete info; + info = NULL; + LLGestureMgr& self = LLGestureMgr::instance(); + self.mLoadingCount--; + + if (0 == status) + { + LLFileSystem file(asset_uuid, type, LLFileSystem::READ); + S32 size = file.getSize(); + + std::vector buffer(size+1); + + file.read((U8*)&buffer[0], size); + // ensure there's a trailing NULL so strlen will work. + buffer[size] = '\0'; + + LLMultiGesture* gesture = new LLMultiGesture(); + + LLDataPackerAsciiBuffer dp(&buffer[0], size+1); + BOOL ok = gesture->deserialize(dp); + + if (ok) + { + if (deactivate_similar) + { + self.deactivateSimilarGestures(gesture, item_id); + + // Display deactivation message if this was the last of the bunch. + if (self.mLoadingCount == 0 + && self.mDeactivateSimilarNames.length() > 0) + { + // we're done with this set of deactivations + LLSD args; + args["NAMES"] = self.mDeactivateSimilarNames; + LLNotificationsUtil::add("DeactivatedGesturesTrigger", args); + } + } + + LLViewerInventoryItem* item = gInventory.getItem(item_id); + if(item) + { + gesture->mName = item->getName(); + } + else + { + // Watch this item and set gesture name when item exists in inventory + self.setFetchID(item_id); + self.startFetch(); + } item_map_t::iterator it = self.mActive.find(item_id); if (it == self.mActive.end()) @@ -1130,41 +1130,41 @@ void LLGestureMgr::onLoadComplete(const LLUUID& asset_uuid, } } - self.mActive[item_id] = gesture; - - // Everything has been successful. Add to the active list. - gInventory.addChangedMask(LLInventoryObserver::LABEL, item_id); - - if (inform_server) - { - // Inform the database of this change - LLMessageSystem* msg = gMessageSystem; - msg->newMessage("ActivateGestures"); - msg->nextBlock("AgentData"); - msg->addUUID("AgentID", gAgent.getID()); - msg->addUUID("SessionID", gAgent.getSessionID()); - msg->addU32("Flags", 0x0); - - msg->nextBlock("Data"); - msg->addUUID("ItemID", item_id); - msg->addUUID("AssetID", asset_uuid); - msg->addU32("GestureFlags", 0x0); - - gAgent.sendReliableMessage(); - } - callback_map_t::iterator i_cb = self.mCallbackMap.find(item_id); - - if(i_cb != self.mCallbackMap.end()) - { - i_cb->second(gesture); - self.mCallbackMap.erase(i_cb); - } - - self.notifyObservers(); - } - else - { - LL_WARNS("GestureMgr") << "Unable to load gesture" << LL_ENDL; + self.mActive[item_id] = gesture; + + // Everything has been successful. Add to the active list. + gInventory.addChangedMask(LLInventoryObserver::LABEL, item_id); + + if (inform_server) + { + // Inform the database of this change + LLMessageSystem* msg = gMessageSystem; + msg->newMessage("ActivateGestures"); + msg->nextBlock("AgentData"); + msg->addUUID("AgentID", gAgent.getID()); + msg->addUUID("SessionID", gAgent.getSessionID()); + msg->addU32("Flags", 0x0); + + msg->nextBlock("Data"); + msg->addUUID("ItemID", item_id); + msg->addUUID("AssetID", asset_uuid); + msg->addU32("GestureFlags", 0x0); + + gAgent.sendReliableMessage(); + } + callback_map_t::iterator i_cb = self.mCallbackMap.find(item_id); + + if(i_cb != self.mCallbackMap.end()) + { + i_cb->second(gesture); + self.mCallbackMap.erase(i_cb); + } + + self.notifyObservers(); + } + else + { + LL_WARNS("GestureMgr") << "Unable to load gesture" << LL_ENDL; item_map_t::iterator it = self.mActive.find(item_id); if (it != self.mActive.end()) @@ -1181,25 +1181,25 @@ void LLGestureMgr::onLoadComplete(const LLUUID& asset_uuid, } self.mActive.erase(item_id); } - - delete gesture; - gesture = NULL; - } - } - else - { - if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status || - LL_ERR_FILE_EMPTY == status) - { - LLDelayedGestureError::gestureMissing( item_id ); - } - else - { - LLDelayedGestureError::gestureFailedToLoad( item_id ); - } - - LL_WARNS("GestureMgr") << "Problem loading gesture: " << status << LL_ENDL; - + + delete gesture; + gesture = NULL; + } + } + else + { + if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status || + LL_ERR_FILE_EMPTY == status) + { + LLDelayedGestureError::gestureMissing( item_id ); + } + else + { + LLDelayedGestureError::gestureFailedToLoad( item_id ); + } + + LL_WARNS("GestureMgr") << "Problem loading gesture: " << status << LL_ENDL; + item_map_t::iterator it = self.mActive.find(item_id); if (it != self.mActive.end()) { @@ -1215,168 +1215,168 @@ void LLGestureMgr::onLoadComplete(const LLUUID& asset_uuid, } self.mActive.erase(item_id); } - } + } } // static void LLGestureMgr::onAssetLoadComplete(const LLUUID& asset_uuid, - LLAssetType::EType type, - void* user_data, S32 status, LLExtStat ext_status) + LLAssetType::EType type, + void* user_data, S32 status, LLExtStat ext_status) { - LLGestureMgr& self = LLGestureMgr::instance(); - - // Complete the asset loading process depending on the type and - // remove the asset id from pending downloads list. - switch(type) - { - case LLAssetType::AT_ANIMATION: - { - LLKeyframeMotion::onLoadComplete(asset_uuid, type, user_data, status, ext_status); - - self.mLoadingAssets.erase(asset_uuid); - - break; - } - case LLAssetType::AT_SOUND: - { - LLAudioEngine::assetCallback(asset_uuid, type, user_data, status, ext_status); - - self.mLoadingAssets.erase(asset_uuid); - - break; - } - default: - { - LL_WARNS() << "Unexpected asset type: " << type << LL_ENDL; - - // We don't want to return from this callback without - // an animation or sound callback being fired - // and *user_data handled to avoid memory leaks. - llassert(type == LLAssetType::AT_ANIMATION || type == LLAssetType::AT_SOUND); - } - } + LLGestureMgr& self = LLGestureMgr::instance(); + + // Complete the asset loading process depending on the type and + // remove the asset id from pending downloads list. + switch(type) + { + case LLAssetType::AT_ANIMATION: + { + LLKeyframeMotion::onLoadComplete(asset_uuid, type, user_data, status, ext_status); + + self.mLoadingAssets.erase(asset_uuid); + + break; + } + case LLAssetType::AT_SOUND: + { + LLAudioEngine::assetCallback(asset_uuid, type, user_data, status, ext_status); + + self.mLoadingAssets.erase(asset_uuid); + + break; + } + default: + { + LL_WARNS() << "Unexpected asset type: " << type << LL_ENDL; + + // We don't want to return from this callback without + // an animation or sound callback being fired + // and *user_data handled to avoid memory leaks. + llassert(type == LLAssetType::AT_ANIMATION || type == LLAssetType::AT_SOUND); + } + } } // static bool LLGestureMgr::hasLoadingAssets(LLMultiGesture* gesture) { - LLGestureMgr& self = LLGestureMgr::instance(); - - for (std::vector::iterator steps_it = gesture->mSteps.begin(); - steps_it != gesture->mSteps.end(); - ++steps_it) - { - LLGestureStep* step = *steps_it; - switch(step->getType()) - { - case STEP_ANIMATION: - { - LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; - const LLUUID& anim_id = anim_step->mAnimAssetID; - - if (!(anim_id.isNull() - || anim_step->mFlags & ANIM_FLAG_STOP - || self.mLoadingAssets.find(anim_id) == self.mLoadingAssets.end())) - { - return true; - } - break; - } - case STEP_SOUND: - { - LLGestureStepSound* sound_step = (LLGestureStepSound*)step; - const LLUUID& sound_id = sound_step->mSoundAssetID; - - if (!(sound_id.isNull() - || self.mLoadingAssets.find(sound_id) == self.mLoadingAssets.end())) - { - return true; - } - break; - } - case STEP_CHAT: - case STEP_WAIT: - case STEP_EOF: - { - break; - } - default: - { - LL_WARNS() << "Unknown gesture step type: " << step->getType() << LL_ENDL; - } - } - } - - return false; + LLGestureMgr& self = LLGestureMgr::instance(); + + for (std::vector::iterator steps_it = gesture->mSteps.begin(); + steps_it != gesture->mSteps.end(); + ++steps_it) + { + LLGestureStep* step = *steps_it; + switch(step->getType()) + { + case STEP_ANIMATION: + { + LLGestureStepAnimation* anim_step = (LLGestureStepAnimation*)step; + const LLUUID& anim_id = anim_step->mAnimAssetID; + + if (!(anim_id.isNull() + || anim_step->mFlags & ANIM_FLAG_STOP + || self.mLoadingAssets.find(anim_id) == self.mLoadingAssets.end())) + { + return true; + } + break; + } + case STEP_SOUND: + { + LLGestureStepSound* sound_step = (LLGestureStepSound*)step; + const LLUUID& sound_id = sound_step->mSoundAssetID; + + if (!(sound_id.isNull() + || self.mLoadingAssets.find(sound_id) == self.mLoadingAssets.end())) + { + return true; + } + break; + } + case STEP_CHAT: + case STEP_WAIT: + case STEP_EOF: + { + break; + } + default: + { + LL_WARNS() << "Unknown gesture step type: " << step->getType() << LL_ENDL; + } + } + } + + return false; } void LLGestureMgr::stopGesture(LLMultiGesture* gesture) { - if (!gesture) return; - - // Stop any animations that this gesture is currently playing - std::set::const_iterator set_it; - for (set_it = gesture->mRequestedAnimIDs.begin(); set_it != gesture->mRequestedAnimIDs.end(); ++set_it) - { - const LLUUID& anim_id = *set_it; - gAgent.sendAnimationRequest(anim_id, ANIM_REQUEST_STOP); - } - for (set_it = gesture->mPlayingAnimIDs.begin(); set_it != gesture->mPlayingAnimIDs.end(); ++set_it) - { - const LLUUID& anim_id = *set_it; - gAgent.sendAnimationRequest(anim_id, ANIM_REQUEST_STOP); - } - - std::vector::iterator it; - it = std::find(mPlaying.begin(), mPlaying.end(), gesture); - while (it != mPlaying.end()) - { - mPlaying.erase(it); - it = std::find(mPlaying.begin(), mPlaying.end(), gesture); - } - - gesture->reset(); - - if (gesture->mDoneCallback) - { - gesture->mDoneCallback(gesture, gesture->mCallbackData); - - // callback might have deleted gesture, can't - // rely on this pointer any more - gesture = NULL; - } - - notifyObservers(); + if (!gesture) return; + + // Stop any animations that this gesture is currently playing + std::set::const_iterator set_it; + for (set_it = gesture->mRequestedAnimIDs.begin(); set_it != gesture->mRequestedAnimIDs.end(); ++set_it) + { + const LLUUID& anim_id = *set_it; + gAgent.sendAnimationRequest(anim_id, ANIM_REQUEST_STOP); + } + for (set_it = gesture->mPlayingAnimIDs.begin(); set_it != gesture->mPlayingAnimIDs.end(); ++set_it) + { + const LLUUID& anim_id = *set_it; + gAgent.sendAnimationRequest(anim_id, ANIM_REQUEST_STOP); + } + + std::vector::iterator it; + it = std::find(mPlaying.begin(), mPlaying.end(), gesture); + while (it != mPlaying.end()) + { + mPlaying.erase(it); + it = std::find(mPlaying.begin(), mPlaying.end(), gesture); + } + + gesture->reset(); + + if (gesture->mDoneCallback) + { + gesture->mDoneCallback(gesture, gesture->mCallbackData); + + // callback might have deleted gesture, can't + // rely on this pointer any more + gesture = NULL; + } + + notifyObservers(); } void LLGestureMgr::stopGesture(const LLUUID& item_id) { - const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); + const LLUUID& base_item_id = gInventory.getLinkedItemID(item_id); - item_map_t::iterator it = mActive.find(base_item_id); - if (it == mActive.end()) return; + item_map_t::iterator it = mActive.find(base_item_id); + if (it == mActive.end()) return; - LLMultiGesture* gesture = (*it).second; - if (!gesture) return; + LLMultiGesture* gesture = (*it).second; + if (!gesture) return; - stopGesture(gesture); + stopGesture(gesture); } void LLGestureMgr::addObserver(LLGestureManagerObserver* observer) { - mObservers.push_back(observer); + mObservers.push_back(observer); } void LLGestureMgr::removeObserver(LLGestureManagerObserver* observer) { - std::vector::iterator it; - it = std::find(mObservers.begin(), mObservers.end(), observer); - if (it != mObservers.end()) - { - mObservers.erase(it); - } + std::vector::iterator it; + it = std::find(mObservers.begin(), mObservers.end(), observer); + if (it != mObservers.end()) + { + mObservers.erase(it); + } } // Call this method when it's time to update everyone on a new state. @@ -1384,132 +1384,132 @@ void LLGestureMgr::removeObserver(LLGestureManagerObserver* observer) // from the list. void LLGestureMgr::notifyObservers() { - LL_DEBUGS() << "LLGestureMgr::notifyObservers" << LL_ENDL; - - for(std::vector::iterator iter = mObservers.begin(); - iter != mObservers.end(); - ++iter) - { - LLGestureManagerObserver* observer = (*iter); - observer->changed(); - } + LL_DEBUGS() << "LLGestureMgr::notifyObservers" << LL_ENDL; + + for(std::vector::iterator iter = mObservers.begin(); + iter != mObservers.end(); + ++iter) + { + LLGestureManagerObserver* observer = (*iter); + observer->changed(); + } } BOOL LLGestureMgr::matchPrefix(const std::string& in_str, std::string* out_str) { - S32 in_len = in_str.length(); - - //return whole trigger, if received text equals to it - item_map_t::iterator it; - for (it = mActive.begin(); it != mActive.end(); ++it) - { - LLMultiGesture* gesture = (*it).second; - if (gesture) - { - const std::string& trigger = gesture->getTrigger(); - if (!LLStringUtil::compareInsensitive(in_str, trigger)) - { - *out_str = trigger; - return TRUE; - } - } - } - - //return common chars, if more than one trigger matches the prefix - std::string rest_of_match = ""; - std::string buf = ""; - for (it = mActive.begin(); it != mActive.end(); ++it) - { - LLMultiGesture* gesture = (*it).second; - if (gesture) - { - const std::string& trigger = gesture->getTrigger(); - - if (in_len > (S32)trigger.length()) - { - // too short, bail out - continue; - } - - std::string trigger_trunc = trigger; - LLStringUtil::truncate(trigger_trunc, in_len); - if (!LLStringUtil::compareInsensitive(in_str, trigger_trunc)) - { - if (rest_of_match.compare("") == 0) - { - rest_of_match = trigger.substr(in_str.size()); - } - std::string cur_rest_of_match = trigger.substr(in_str.size()); - buf = ""; - S32 i=0; - - while (igetTrigger(); + if (!LLStringUtil::compareInsensitive(in_str, trigger)) + { + *out_str = trigger; + return TRUE; + } + } + } + + //return common chars, if more than one trigger matches the prefix + std::string rest_of_match = ""; + std::string buf = ""; + for (it = mActive.begin(); it != mActive.end(); ++it) + { + LLMultiGesture* gesture = (*it).second; + if (gesture) + { + const std::string& trigger = gesture->getTrigger(); + + if (in_len > (S32)trigger.length()) + { + // too short, bail out + continue; + } + + std::string trigger_trunc = trigger; + LLStringUtil::truncate(trigger_trunc, in_len); + if (!LLStringUtil::compareInsensitive(in_str, trigger_trunc)) + { + if (rest_of_match.compare("") == 0) + { + rest_of_match = trigger.substr(in_str.size()); + } + std::string cur_rest_of_match = trigger.substr(in_str.size()); + buf = ""; + S32 i=0; + + while (ipush_back(it->first); - } + item_map_t::const_iterator it; + for (it = mActive.begin(); it != mActive.end(); ++it) + { + ids->push_back(it->first); + } } void LLGestureMgr::done() { - bool notify = false; - for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it) - { - if(it->second && it->second->mName.empty()) - { - LLViewerInventoryItem* item = gInventory.getItem(it->first); - if(item) - { - it->second->mName = item->getName(); - notify = true; - } - } - } - if(notify) - { - notifyObservers(); - } + bool notify = false; + for(item_map_t::iterator it = mActive.begin(); it != mActive.end(); ++it) + { + if(it->second && it->second->mName.empty()) + { + LLViewerInventoryItem* item = gInventory.getItem(it->first); + if(item) + { + it->second->mName = item->getName(); + notify = true; + } + } + } + if(notify) + { + notifyObservers(); + } } -- cgit v1.2.3