/** * @file llfloaterbeacons.cpp * @brief Front-end to LLPipeline controls for highlighting various kinds of objects. * @author Coco * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfloaterbeacons.h" #include "llviewercontrol.h" #include "lluictrlfactory.h" #include "llcheckboxctrl.h" #include "pipeline.h" LLFloaterBeacons::LLFloaterBeacons(const LLSD& seed) : LLFloater(seed) { // LLUICtrlFactory::getInstance()->buildFloater(this, "floater_beacons.xml"); // Initialize pipeline states from saved settings. // OK to do at floater constructor time because beacons do not display unless the floater is open // therefore it is OK to not initialize the pipeline state before needed. // Note also that we should replace those pipeline statics with direct lookup of the saved settings // eliminating the need to keep these states in sync. LLPipeline::setRenderScriptedTouchBeacons(gSavedSettings.getBOOL("scripttouchbeacon")); LLPipeline::setRenderScriptedBeacons( gSavedSettings.getBOOL("scriptsbeacon")); LLPipeline::setRenderPhysicalBeacons( gSavedSettings.getBOOL("physicalbeacon")); LLPipeline::setRenderSoundBeacons( gSavedSettings.getBOOL("soundsbeacon")); LLPipeline::setRenderParticleBeacons( gSavedSettings.getBOOL("particlesbeacon")); LLPipeline::setRenderHighlights( gSavedSettings.getBOOL("renderhighlights")); LLPipeline::setRenderBeacons( gSavedSettings.getBOOL("renderbeacons")); mCommitCallbackRegistrar.add("Beacons.UICheck", boost::bind(&LLFloaterBeacons::onClickUICheck, this,_1)); } BOOL LLFloaterBeacons::postBuild() { return TRUE; } // Callback attached to each check box control to both affect their main purpose // and to implement the couple screwy interdependency rules that some have. void LLFloaterBeacons::onClickUICheck(LLUICtrl *ctrl) { LLCheckBoxCtrl *check = (LLCheckBoxCtrl *)ctrl; std::string name = check->getName(); if(name == "touch_only") { LLPipeline::toggleRenderScriptedTouchBeacons(NULL); // Don't allow both to be ON at the same time. Toggle the other one off if both now on. if ( LLPipeline::getRenderScriptedTouchBeacons(NULL) && LLPipeline::getRenderScriptedBeacons(NULL) ) { LLPipeline::setRenderScriptedBeacons(FALSE); getChild("scripted")->setControlValue(LLSD(FALSE)); getChild("scripted")->setValue(FALSE); getChild("touch_only")->setControlValue(LLSD(TRUE)); // just to be sure it's in sync with llpipeline getChild("touch_only")->setValue(TRUE); } } else if(name == "scripted") { LLPipeline::toggleRenderScriptedBeacons(NULL); // Don't allow both to be ON at the same time. Toggle the other one off if both now on. if ( LLPipeline::getRenderScriptedTouchBeacons(NULL) && LLPipeline::getRenderScriptedBeacons(NULL) ) { LLPipeline::setRenderScriptedTouchBeacons(FALSE); getChild("touch_only")->setControlValue(LLSD(FALSE)); getChild("touch_only")->setValue(FALSE); getChild("scripted")->setControlValue(LLSD(TRUE)); // just to be sure it's in sync with llpipeline getChild("scripted")->setValue(TRUE); } } else if(name == "physical") LLPipeline::setRenderPhysicalBeacons(check->get()); else if(name == "sounds") LLPipeline::setRenderSoundBeacons(check->get()); else if(name == "particles") LLPipeline::setRenderParticleBeacons(check->get()); else if(name == "highlights") { LLPipeline::toggleRenderHighlights(NULL); // Don't allow both to be OFF at the same time. Toggle the other one on if both now off. if ( !LLPipeline::getRenderBeacons(NULL) && !LLPipeline::getRenderHighlights(NULL) ) { LLPipeline::setRenderBeacons(TRUE); getChild("beacons")->setControlValue(LLSD(TRUE)); getChild("beacons")->setValue(TRUE); getChild("highlights")->setControlValue(LLSD(FALSE)); // just to be sure it's in sync with llpipeline getChild("highlights")->setValue(FALSE); } } else if(name == "beacons") { LLPipeline::toggleRenderBeacons(NULL); // Don't allow both to be OFF at the same time. Toggle the other one on if both now off. if ( !LLPipeline::getRenderBeacons(NULL) && !LLPipeline::getRenderHighlights(NULL) ) { LLPipeline::setRenderHighlights(TRUE); getChild("highlights")->setControlValue(LLSD(TRUE)); getChild("highlights")->setValue(TRUE); getChild("beacons")->setControlValue(LLSD(FALSE)); // just to be sure it's in sync with llpipeline getChild("beacons")->setValue(FALSE); } } }