/** * @file indra_constants.h * @brief some useful short term constants for Indra * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_INDRA_CONSTANTS_H #define LL_INDRA_CONSTANTS_H #include "stdtypes.h" class LLUUID; static const F32 REGION_WIDTH_METERS = 256.f; static const S32 REGION_WIDTH_UNITS = 256; static const U32 REGION_WIDTH_U32 = 256; const F32 REGION_HEIGHT_METERS = 4096.f; const F32 DEFAULT_AGENT_DEPTH = 0.45f; const F32 DEFAULT_AGENT_WIDTH = 0.60f; const F32 DEFAULT_AGENT_HEIGHT = 1.9f; enum ETerrainBrushType { // the valid brush numbers cannot be reordered, because they // are used in the binary LSL format as arguments to llModifyLand() E_LANDBRUSH_LEVEL = 0, E_LANDBRUSH_RAISE = 1, E_LANDBRUSH_LOWER = 2, E_LANDBRUSH_SMOOTH = 3, E_LANDBRUSH_NOISE = 4, E_LANDBRUSH_REVERT = 5, E_LANDBRUSH_INVALID = 6 }; // keys // Bit masks for various keyboard modifier keys. const MASK MASK_NONE = 0x0000; const MASK MASK_CONTROL = 0x0001; // Mapped to cmd on Macs const MASK MASK_ALT = 0x0002; const MASK MASK_SHIFT = 0x0004; const MASK MASK_NORMALKEYS = 0x0007; // A real mask - only get the bits for normal modifier keys const MASK MASK_MAC_CONTROL = 0x0008; // Un-mapped Ctrl key on Macs, not used on Windows const MASK MASK_MODIFIERS = MASK_CONTROL|MASK_ALT|MASK_SHIFT|MASK_MAC_CONTROL; // Special keys go into >128 const KEY KEY_SPECIAL = 0x80; // special keys start here const KEY KEY_RETURN = 0x81; const KEY KEY_LEFT = 0x82; const KEY KEY_RIGHT = 0x83; const KEY KEY_UP = 0x84; const KEY KEY_DOWN = 0x85; const KEY KEY_ESCAPE = 0x86; const KEY KEY_BACKSPACE =0x87; const KEY KEY_DELETE = 0x88; const KEY KEY_SHIFT = 0x89; const KEY KEY_CONTROL = 0x8A; const KEY KEY_ALT = 0x8B; const KEY KEY_HOME = 0x8C; const KEY KEY_END = 0x8D; const KEY KEY_PAGE_UP = 0x8E; const KEY KEY_PAGE_DOWN = 0x8F; const KEY KEY_HYPHEN = 0x90; const KEY KEY_EQUALS = 0x91; const KEY KEY_INSERT = 0x92; const KEY KEY_CAPSLOCK = 0x93; const KEY KEY_TAB = 0x94; const KEY KEY_ADD = 0x95; const KEY KEY_SUBTRACT =0x96; const KEY KEY_MULTIPLY =0x97; const KEY KEY_DIVIDE = 0x98; const KEY KEY_F1 = 0xA1; const KEY KEY_F2 = 0xA2; const KEY KEY_F3 = 0xA3; const KEY KEY_F4 = 0xA4; const KEY KEY_F5 = 0xA5; const KEY KEY_F6 = 0xA6; const KEY KEY_F7 = 0xA7; const KEY KEY_F8 = 0xA8; const KEY KEY_F9 = 0xA9; const KEY KEY_F10 = 0xAA; const KEY KEY_F11 = 0xAB; const KEY KEY_F12 = 0xAC; const KEY KEY_PAD_UP = 0xC0; const KEY KEY_PAD_DOWN = 0xC1; const KEY KEY_PAD_LEFT = 0xC2; const KEY KEY_PAD_RIGHT = 0xC3; const KEY KEY_PAD_HOME = 0xC4; const KEY KEY_PAD_END = 0xC5; const KEY KEY_PAD_PGUP = 0xC6; const KEY KEY_PAD_PGDN = 0xC7; const KEY KEY_PAD_CENTER = 0xC8; // the 5 in the middle const KEY KEY_PAD_INS = 0xC9; const KEY KEY_PAD_DEL = 0xCA; const KEY KEY_PAD_RETURN = 0xCB; const KEY KEY_PAD_ADD = 0xCC; // not used const KEY KEY_PAD_SUBTRACT = 0xCD; // not used const KEY KEY_PAD_MULTIPLY = 0xCE; // not used const KEY KEY_PAD_DIVIDE = 0xCF; // not used const KEY KEY_BUTTON0 = 0xD0; const KEY KEY_BUTTON1 = 0xD1; const KEY KEY_BUTTON2 = 0xD2; const KEY KEY_BUTTON3 = 0xD3; const KEY KEY_BUTTON4 = 0xD4; const KEY KEY_BUTTON5 = 0xD5; const KEY KEY_BUTTON6 = 0xD6; const KEY KEY_BUTTON7 = 0xD7; const KEY KEY_BUTTON8 = 0xD8; const KEY KEY_BUTTON9 = 0xD9; const KEY KEY_BUTTON10 = 0xDA; const KEY KEY_BUTTON11 = 0xDB; const KEY KEY_BUTTON12 = 0xDC; const KEY KEY_BUTTON13 = 0xDD; const KEY KEY_BUTTON14 = 0xDE; const KEY KEY_BUTTON15 = 0xDF; const KEY KEY_NONE = 0xFF; // not sent from keyboard. For internal use only. const S32 KEY_COUNT = 256; const F32 DEFAULT_WATER_HEIGHT = 20.0f; // Maturity ratings for simulators const U8 SIM_ACCESS_MIN = 0; // Treated as 'unknown', usually ends up being SIM_ACCESS_PG const U8 SIM_ACCESS_PG = 13; const U8 SIM_ACCESS_MATURE = 21; const U8 SIM_ACCESS_ADULT = 42; // Seriously Adult Only const U8 SIM_ACCESS_DOWN = 254; const U8 SIM_ACCESS_MAX = SIM_ACCESS_ADULT; // attachment constants const S32 MAX_AGENT_ATTACHMENTS = 38; const U8 ATTACHMENT_ADD = 0x80; // god levels const U8 GOD_MAINTENANCE = 250; const U8 GOD_FULL = 200; const U8 GOD_LIAISON = 150; const U8 GOD_CUSTOMER_SERVICE = 100; const U8 GOD_LIKE = 1; const U8 GOD_NOT = 0; // "agent id" for things that should be done to ALL agents LL_COMMON_API extern const LLUUID LL_UUID_ALL_AGENTS; // inventory library owner LL_COMMON_API extern const LLUUID ALEXANDRIA_LINDEN_ID; LL_COMMON_API extern const LLUUID GOVERNOR_LINDEN_ID; // Maintenance's group id. LL_COMMON_API extern const LLUUID MAINTENANCE_GROUP_ID; // image ids LL_COMMON_API extern const LLUUID IMG_SMOKE; LL_COMMON_API extern const LLUUID IMG_DEFAULT; LL_COMMON_API extern const LLUUID IMG_SUN; LL_COMMON_API extern const LLUUID IMG_MOON; LL_COMMON_API extern const LLUUID IMG_SHOT; LL_COMMON_API extern const LLUUID IMG_SPARK; LL_COMMON_API extern const LLUUID IMG_FIRE; LL_COMMON_API extern const LLUUID IMG_FACE_SELECT; LL_COMMON_API extern const LLUUID IMG_DEFAULT_AVATAR; LL_COMMON_API extern const LLUUID IMG_INVISIBLE; LL_COMMON_API extern const LLUUID IMG_EXPLOSION; LL_COMMON_API extern const LLUUID IMG_EXPLOSION_2; LL_COMMON_API extern const LLUUID IMG_EXPLOSION_3; LL_COMMON_API extern const LLUUID IMG_EXPLOSION_4; LL_COMMON_API extern const LLUUID IMG_SMOKE_POOF; LL_COMMON_API extern const LLUUID IMG_BIG_EXPLOSION_1; LL_COMMON_API extern const LLUUID IMG_BIG_EXPLOSION_2; LL_COMMON_API extern const LLUUID IMG_ALPHA_GRAD; LL_COMMON_API extern const LLUUID IMG_ALPHA_GRAD_2D; LL_COMMON_API extern const LLUUID IMG_TRANSPARENT; LL_COMMON_API extern const LLUUID IMG_BLOOM1; LL_COMMON_API extern const LLUUID TERRAIN_DIRT_DETAIL; LL_COMMON_API extern const LLUUID TERRAIN_GRASS_DETAIL; LL_COMMON_API extern const LLUUID TERRAIN_MOUNTAIN_DETAIL; LL_COMMON_API extern const LLUUID TERRAIN_ROCK_DETAIL; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_HEAD; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_UPPER; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_LOWER; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_EYES; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_SKIRT; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_HAIR; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_LEFTARM; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_LEFTLEG; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_AUX1; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_AUX2; LL_COMMON_API extern const LLUUID IMG_USE_BAKED_AUX3; LL_COMMON_API extern const LLUUID DEFAULT_WATER_NORMAL; // radius within which a chat message is fully audible const F32 CHAT_NORMAL_RADIUS = 20.f; // media commands const U32 PARCEL_MEDIA_COMMAND_STOP = 0; const U32 PARCEL_MEDIA_COMMAND_PAUSE = 1; const U32 PARCEL_MEDIA_COMMAND_PLAY = 2; const U32 PARCEL_MEDIA_COMMAND_LOOP = 3; const U32 PARCEL_MEDIA_COMMAND_TEXTURE = 4; const U32 PARCEL_MEDIA_COMMAND_URL = 5; const U32 PARCEL_MEDIA_COMMAND_TIME = 6; const U32 PARCEL_MEDIA_COMMAND_AGENT = 7; const U32 PARCEL_MEDIA_COMMAND_UNLOAD = 8; const U32 PARCEL_MEDIA_COMMAND_AUTO_ALIGN = 9; const U32 PARCEL_MEDIA_COMMAND_TYPE = 10; const U32 PARCEL_MEDIA_COMMAND_SIZE = 11; const U32 PARCEL_MEDIA_COMMAND_DESC = 12; const U32 PARCEL_MEDIA_COMMAND_LOOP_SET = 13; const S32 CHAT_CHANNEL_DEBUG = S32_MAX; // agent constants const U32 CONTROL_AT_POS_INDEX = 0; const U32 CONTROL_AT_NEG_INDEX = 1; const U32 CONTROL_LEFT_POS_INDEX = 2; const U32 CONTROL_LEFT_NEG_INDEX = 3; const U32 CONTROL_UP_POS_INDEX = 4; const U32 CONTROL_UP_NEG_INDEX = 5; const U32 CONTROL_PITCH_POS_INDEX = 6; const U32 CONTROL_PITCH_NEG_INDEX = 7; const U32 CONTROL_YAW_POS_INDEX = 8; const U32 CONTROL_YAW_NEG_INDEX = 9; const U32 CONTROL_FAST_AT_INDEX = 10; const U32 CONTROL_FAST_LEFT_INDEX = 11; const U32 CONTROL_FAST_UP_INDEX = 12; const U32 CONTROL_FLY_INDEX = 13; const U32 CONTROL_STOP_INDEX = 14; const U32 CONTROL_FINISH_ANIM_INDEX = 15; const U32 CONTROL_STAND_UP_INDEX = 16; const U32 CONTROL_SIT_ON_GROUND_INDEX = 17; const U32 CONTROL_MOUSELOOK_INDEX = 18; const U32 CONTROL_NUDGE_AT_POS_INDEX = 19; const U32 CONTROL_NUDGE_AT_NEG_INDEX = 20; const U32 CONTROL_NUDGE_LEFT_POS_INDEX = 21; const U32 CONTROL_NUDGE_LEFT_NEG_INDEX = 22; const U32 CONTROL_NUDGE_UP_POS_INDEX = 23; const U32 CONTROL_NUDGE_UP_NEG_INDEX = 24; const U32 CONTROL_TURN_LEFT_INDEX = 25; const U32 CONTROL_TURN_RIGHT_INDEX = 26; const U32 CONTROL_AWAY_INDEX = 27; const U32 CONTROL_LBUTTON_DOWN_INDEX = 28; const U32 CONTROL_LBUTTON_UP_INDEX = 29; const U32 CONTROL_ML_LBUTTON_DOWN_INDEX = 30; const U32 CONTROL_ML_LBUTTON_UP_INDEX = 31; const U32 TOTAL_CONTROLS = 32; const U32 AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX; // 0x00000001 const U32 AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX; // 0x00000002 const U32 AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX; // 0x00000004 const U32 AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX; // 0x00000008 const U32 AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX; // 0x00000010 const U32 AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX; // 0x00000020 const U32 AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX; // 0x00000040 const U32 AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX; // 0x00000080 const U32 AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX; // 0x00000100 const U32 AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX; // 0x00000200 const U32 AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX; // 0x00000400 const U32 AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX; // 0x00000800 const U32 AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX; // 0x00001000 const U32 AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX; // 0x00002000 const U32 AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX; // 0x00004000 const U32 AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX; // 0x00008000 const U32 AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX; // 0x00010000 const U32 AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX; // 0x00020000 const U32 AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX; // 0x00040000 const U32 AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX; // 0x00080000 const U32 AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX; // 0x00100000 const U32 AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX; // 0x00200000 const U32 AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX; // 0x00400000 const U32 AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX; // 0x00800000 const U32 AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX; // 0x01000000 const U32 AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX; // 0x02000000 const U32 AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX; // 0x04000000 const U32 AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX; // 0x08000000 const U32 AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX; // 0x10000000 const U32 AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX; // 0x20000000 const U32 AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX; // 0x40000000 const U32 AGENT_CONTROL_ML_LBUTTON_UP = ((U32)0x1) << CONTROL_ML_LBUTTON_UP_INDEX; // 0x80000000 // move these up so that we can hide them in "State" for object updates // (for now) const U32 AGENT_ATTACH_OFFSET = 4; const U32 AGENT_ATTACH_MASK = 0xf << AGENT_ATTACH_OFFSET; // RN: this method swaps the upper and lower nibbles to maintain backward // compatibility with old objects that only used the upper nibble #define ATTACHMENT_ID_FROM_STATE(state) ((S32)((((U8)state & AGENT_ATTACH_MASK) >> 4) | (((U8)state & ~AGENT_ATTACH_MASK) << 4))) // DO NOT CHANGE THE SEQUENCE OF THIS LIST!! const U8 CLICK_ACTION_NONE = 0; const U8 CLICK_ACTION_TOUCH = 0; const U8 CLICK_ACTION_SIT = 1; const U8 CLICK_ACTION_BUY = 2; const U8 CLICK_ACTION_PAY = 3; const U8 CLICK_ACTION_OPEN = 4; const U8 CLICK_ACTION_PLAY = 5; const U8 CLICK_ACTION_OPEN_MEDIA = 6; const U8 CLICK_ACTION_ZOOM = 7; // DO NOT CHANGE THE SEQUENCE OF THIS LIST!! #endif