/** * @file llfloaterbeacons.cpp * @brief Front-end to LLPipeline controls for highlighting various kinds of objects. * @author Coco * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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) { 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")); } BOOL LLFloaterBeacons::postBuild() { childSetCommitCallback("touch_only", onClickUICheck, this); childSetCommitCallback("scripted", onClickUICheck, this); childSetCommitCallback("physical", onClickUICheck, this); childSetCommitCallback("sounds", onClickUICheck, this); childSetCommitCallback("particles", onClickUICheck, this); childSetCommitCallback("highlights", onClickUICheck, this); childSetCommitCallback("beacons", onClickUICheck, this); return TRUE; } // Needed to make the floater visibility toggle the beacons. // Too bad we can't just add control_name="BeaconAlwaysOn" to the XML. void LLFloaterBeacons::open() { LLFloater::open(); gSavedSettings.setBOOL( "BeaconAlwaysOn", TRUE); } void LLFloaterBeacons::close(bool app_quitting) { LLFloater::close(app_quitting); if(!app_quitting) { gSavedSettings.setBOOL( "BeaconAlwaysOn", FALSE); } } // Callback attached to each check box control to both affect their main purpose // and to implement the couple screwy interdependency rules that some have. //static void LLFloaterBeacons::onClickUICheck(LLUICtrl *ctrl, void* data) { LLCheckBoxCtrl *check = (LLCheckBoxCtrl *)ctrl; std::string name = check->getName(); LLFloaterBeacons* view = (LLFloaterBeacons*)data; 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); view->getChild("scripted")->setControlValue(LLSD(FALSE)); view->getChild("touch_only")->setControlValue(LLSD(TRUE)); // just to be sure it's in sync with llpipeline } } 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); view->getChild("touch_only")->setControlValue(LLSD(FALSE)); view->getChild("scripted")->setControlValue(LLSD(TRUE)); // just to be sure it's in sync with llpipeline } } 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); view->getChild("beacons")->setControlValue(LLSD(TRUE)); view->getChild("highlights")->setControlValue(LLSD(FALSE)); // just to be sure it's in sync with llpipeline } } 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); view->getChild("highlights")->setControlValue(LLSD(TRUE)); view->getChild("beacons")->setControlValue(LLSD(FALSE)); // just to be sure it's in sync with llpipeline } } }