/** * @file llfloatereditwater.cpp * @brief Floater to create or edit a water preset * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfloatereditwater.h" #include // libs #include "llbutton.h" #include "llcheckboxctrl.h" #include "llcolorswatch.h" #include "llcombobox.h" //#include "llnotifications.h" #include "llnotificationsutil.h" #include "llsliderctrl.h" #include "lltexturectrl.h" // newview #include "llagent.h" #include "llregioninfomodel.h" #include "llviewerregion.h" #include "llenvironment.h" #include "llsettingswater.h" #include "llenvadapters.h" #include "v3colorutil.h" #undef max // Fixes a Windows compiler error LLFloaterEditWater::LLFloaterEditWater(const LLSD &key): LLFloater(key), mWaterPresetNameEditor(NULL), mWaterPresetCombo(NULL), mMakeDefaultCheckBox(NULL), mSaveButton(NULL), mWaterAdapter() { } // virtual BOOL LLFloaterEditWater::postBuild() { mWaterPresetNameEditor = getChild("water_preset_name"); mWaterPresetCombo = getChild("water_preset_combo"); mMakeDefaultCheckBox = getChild("make_default_cb"); mSaveButton = getChild("save"); mWaterAdapter = boost::make_shared(); LLEnvironment::instance().setWaterListChange(boost::bind(&LLFloaterEditWater::onWaterPresetListChange, this)); initCallbacks(); refreshWaterPresetsList(); syncControls(); return TRUE; } // virtual void LLFloaterEditWater::onOpen(const LLSD& key) { bool new_preset = isNewPreset(); std::string param = key.asString(); std::string floater_title = getString(std::string("title_") + param); std::string hint = getString(std::string("hint_" + param)); // Update floater title. setTitle(floater_title); // Update the hint at the top. getChild("hint")->setValue(hint); // Hide the hint to the right of the combo if we're invoked to create a new preset. getChildView("note")->setVisible(!new_preset); // Switch between the water presets combobox and preset name input field. mWaterPresetCombo->setVisible(!new_preset); mWaterPresetNameEditor->setVisible(new_preset); reset(); } // virtual void LLFloaterEditWater::onClose(bool app_quitting) { if (!app_quitting) // there's no point to change environment if we're quitting { LLEnvironment::instance().clearEnvironment(LLEnvironment::ENV_EDIT); LLEnvironment::instance().setSelectedEnvironment(LLEnvironment::ENV_LOCAL); } } // virtual void LLFloaterEditWater::draw() { syncControls(); LLFloater::draw(); } void LLFloaterEditWater::initCallbacks(void) { mWaterPresetNameEditor->setKeystrokeCallback(boost::bind(&LLFloaterEditWater::onWaterPresetNameEdited, this), NULL); mWaterPresetCombo->setCommitCallback(boost::bind(&LLFloaterEditWater::onWaterPresetSelected, this)); mWaterPresetCombo->setTextEntryCallback(boost::bind(&LLFloaterEditWater::onWaterPresetNameEdited, this)); mSaveButton->setCommitCallback(boost::bind(&LLFloaterEditWater::onBtnSave, this)); getChild("cancel")->setCommitCallback(boost::bind(&LLFloaterEditWater::onBtnCancel, this)); // Connect to region info updates. LLRegionInfoModel::instance().setUpdateCallback(boost::bind(&LLFloaterEditWater::onRegionInfoUpdate, this)); //------------------------------------------------------------------------- getChild("WaterFogColor")->setCommitCallback(boost::bind(&LLFloaterEditWater::onColorControlMoved, this, _1, &mWaterAdapter->mFogColor)); // fog density getChild("WaterFogDensity")->setCommitCallback(boost::bind(&LLFloaterEditWater::onExpFloatControlMoved, this, _1, &mWaterAdapter->mFogDensity)); getChild("WaterUnderWaterFogMod")->setCommitCallback(boost::bind(&LLFloaterEditWater::onFloatControlMoved, this, _1, &mWaterAdapter->mUnderWaterFogMod)); // blue density getChild("WaterNormalScaleX")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector3ControlXMoved, this, _1, &mWaterAdapter->mNormalScale)); getChild("WaterNormalScaleY")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector3ControlYMoved, this, _1, &mWaterAdapter->mNormalScale)); getChild("WaterNormalScaleZ")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector3ControlZMoved, this, _1, &mWaterAdapter->mNormalScale)); // fresnel getChild("WaterFresnelScale")->setCommitCallback(boost::bind(&LLFloaterEditWater::onFloatControlMoved, this, _1, &mWaterAdapter->mFresnelScale)); getChild("WaterFresnelOffset")->setCommitCallback(boost::bind(&LLFloaterEditWater::onFloatControlMoved, this, _1, &mWaterAdapter->mFresnelOffset)); // scale above/below getChild("WaterScaleAbove")->setCommitCallback(boost::bind(&LLFloaterEditWater::onFloatControlMoved, this, _1, &mWaterAdapter->mScaleAbove)); getChild("WaterScaleBelow")->setCommitCallback(boost::bind(&LLFloaterEditWater::onFloatControlMoved, this, _1, &mWaterAdapter->mScaleBelow)); // blur mult getChild("WaterBlurMult")->setCommitCallback(boost::bind(&LLFloaterEditWater::onFloatControlMoved, this, _1, &mWaterAdapter->mBlurMultiplier)); // wave direction getChild("WaterWave1DirX")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector2ControlXMoved, this, _1, &mWaterAdapter->mWave1Dir)); getChild("WaterWave1DirY")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector2ControlYMoved, this, _1, &mWaterAdapter->mWave1Dir)); getChild("WaterWave2DirX")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector2ControlXMoved, this, _1, &mWaterAdapter->mWave2Dir)); getChild("WaterWave2DirY")->setCommitCallback(boost::bind(&LLFloaterEditWater::onVector2ControlYMoved, this, _1, &mWaterAdapter->mWave2Dir)); LLTextureCtrl* texture_ctrl = getChild("WaterNormalMap"); texture_ctrl->setDefaultImageAssetID(DEFAULT_WATER_NORMAL); texture_ctrl->setCommitCallback(boost::bind(&LLFloaterEditWater::onNormalMapPicked, this, _1)); } //============================================================================= void LLFloaterEditWater::syncControls() { // *TODO: Eliminate slow getChild() calls. LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); mEditSettings = pwater; std::string name = pwater->getName(); mWaterPresetNameEditor->setText(name); mWaterPresetCombo->setValue(name); //getChild("WaterGlow")->setValue(col.mV[3]); getChild("WaterFogColor")->set(LLColor4(pwater->getFogColor())); // fog and wavelets mWaterAdapter->mFogDensity = pwater->getFogDensity(); getChild("WaterFogDensity")->setValue(mWaterAdapter->mFogDensity.getExp()); mWaterAdapter->mUnderWaterFogMod = pwater->getFogMod(); getChild("WaterUnderWaterFogMod")->setValue(static_cast(mWaterAdapter->mUnderWaterFogMod)); mWaterAdapter->mNormalScale = pwater->getNormalScale(); getChild("WaterNormalScaleX")->setValue(mWaterAdapter->mNormalScale.getX()); getChild("WaterNormalScaleY")->setValue(mWaterAdapter->mNormalScale.getY()); getChild("WaterNormalScaleZ")->setValue(mWaterAdapter->mNormalScale.getZ()); // Fresnel mWaterAdapter->mFresnelScale = pwater->getFresnelScale(); getChild("WaterFresnelScale")->setValue(static_cast(mWaterAdapter->mFresnelScale)); mWaterAdapter->mFresnelOffset = pwater->getFresnelOffset(); getChild("WaterFresnelOffset")->setValue(static_cast(mWaterAdapter->mFresnelOffset)); // Scale Above/Below mWaterAdapter->mScaleAbove = pwater->getScaleAbove(); getChild("WaterScaleAbove")->setValue(static_cast(mWaterAdapter->mScaleAbove)); mWaterAdapter->mScaleBelow = pwater->getScaleBelow(); getChild("WaterScaleBelow")->setValue(static_cast(mWaterAdapter->mScaleBelow)); // blur mult mWaterAdapter->mBlurMultiplier = pwater->getBlurMultiplier(); getChild("WaterBlurMult")->setValue(static_cast(mWaterAdapter->mBlurMultiplier)); // wave directions mWaterAdapter->mWave1Dir = pwater->getWave1Dir(); getChild("WaterWave1DirX")->setValue(mWaterAdapter->mWave1Dir.getU()); getChild("WaterWave1DirY")->setValue(mWaterAdapter->mWave1Dir.getV()); mWaterAdapter->mWave2Dir = pwater->getWave2Dir(); getChild("WaterWave2DirX")->setValue(mWaterAdapter->mWave2Dir.getU()); getChild("WaterWave2DirY")->setValue(mWaterAdapter->mWave2Dir.getV()); LLTextureCtrl* textCtrl = getChild("WaterNormalMap"); textCtrl->setImageAssetID(pwater->getNormalMapID()); } // vector control callbacks void LLFloaterEditWater::onVector3ControlXMoved(LLUICtrl* ctrl, WLVect3Control* vector_ctrl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); vector_ctrl->setX( sldr_ctrl->getValueF32() ); vector_ctrl->update(mEditSettings); } // vector control callbacks void LLFloaterEditWater::onVector3ControlYMoved(LLUICtrl* ctrl, WLVect3Control* vector_ctrl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); vector_ctrl->setY(sldr_ctrl->getValueF32()); vector_ctrl->update(mEditSettings); } // vector control callbacks void LLFloaterEditWater::onVector3ControlZMoved(LLUICtrl* ctrl, WLVect3Control* vector_ctrl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); vector_ctrl->setZ(sldr_ctrl->getValueF32()); vector_ctrl->update(mEditSettings); } // vector control callbacks void LLFloaterEditWater::onVector2ControlXMoved(LLUICtrl* ctrl, WLVect2Control* vector_ctrl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); vector_ctrl->setU(sldr_ctrl->getValueF32()); vector_ctrl->update(mEditSettings); } // vector control callbacks void LLFloaterEditWater::onVector2ControlYMoved(LLUICtrl* ctrl, WLVect2Control* vector_ctrl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); vector_ctrl->setV(sldr_ctrl->getValueF32()); vector_ctrl->update(mEditSettings); } void LLFloaterEditWater::onFloatControlMoved(LLUICtrl* ctrl, WLFloatControl* floatControl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); floatControl->setValue(sldr_ctrl->getValueF32()); floatControl->update(mEditSettings); } void LLFloaterEditWater::onExpFloatControlMoved(LLUICtrl* ctrl, WLXFloatControl* expFloatControl) { LLSliderCtrl* sldr_ctrl = static_cast(ctrl); expFloatControl->setExp(sldr_ctrl->getValueF32()); expFloatControl->update(mEditSettings); } void LLFloaterEditWater::onColorControlMoved(LLUICtrl* ctrl, WLColorControl* color_ctrl) { LLColorSwatchCtrl* swatch = static_cast(ctrl); color_ctrl->setColor4( swatch->get() ); color_ctrl->update(mEditSettings); } void LLFloaterEditWater::onNormalMapPicked(LLUICtrl* ctrl) { LLTextureCtrl* textCtrl = static_cast(ctrl); LLUUID textID = textCtrl->getImageAssetID(); mEditSettings->setNormalMapID(textID); } //============================================================================= void LLFloaterEditWater::reset() { if (isNewPreset()) { mWaterPresetNameEditor->setValue(LLSD()); mSaveButton->setEnabled(FALSE); // will be enabled as soon as users enters a name } else { refreshWaterPresetsList(); // Disable controls until a water preset to edit is selected. enableEditing(false); } } bool LLFloaterEditWater::isNewPreset() const { return mKey.asString() == "new"; } void LLFloaterEditWater::refreshWaterPresetsList() { mWaterPresetCombo->removeall(); LLEnvironment::list_name_id_t list = LLEnvironment::instance().getWaterList(); for (LLEnvironment::list_name_id_t::iterator it = list.begin(); it != list.end(); ++it) { mWaterPresetCombo->add((*it).first, LLSDArray((*it).first)((*it).second)); } mWaterPresetCombo->setLabel(getString("combo_label")); } void LLFloaterEditWater::enableEditing(bool enable) { // Enable/disable water controls. getChild("panel_water_preset")->setCtrlsEnabled(enable); // Enable/disable saving. mSaveButton->setEnabled(enable); mMakeDefaultCheckBox->setEnabled(enable); } void LLFloaterEditWater::saveRegionWater() { #if 0 llassert(getCurrentScope() == LLEnvKey::SCOPE_REGION); // make sure we're editing region water LL_DEBUGS("Windlight") << "Saving region water preset" << LL_ENDL; //LLWaterParamSet region_water = water_mgr.mCurParams; // *TODO: save to cached region settings. LL_WARNS("Windlight") << "Saving region water is not fully implemented yet" << LL_ENDL; #endif } #if 0 std::string LLFloaterEditWater::getCurrentPresetName() const { std::string name; LLEnvKey::EScope scope; getSelectedPreset(name, scope); return name; } #endif #if 0 LLEnvKey::EScope LLFloaterEditWater::getCurrentScope() const { std::string name; LLEnvKey::EScope scope; getSelectedPreset(name, scope); return scope; } #endif std::string LLFloaterEditWater::getSelectedPresetName() const { std::string name; if (mWaterPresetNameEditor->getVisible()) { name = mWaterPresetNameEditor->getText(); } else { LLSD combo_val = mWaterPresetCombo->getValue(); name = combo_val[0].asString(); } return name; } void LLFloaterEditWater::onWaterPresetNameEdited() { std::string name = mWaterPresetNameEditor->getText(); LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); pwater->setName(name); #if 0 // Disable saving a water preset having empty name. mSaveButton->setEnabled(!getCurrentPresetName().empty()); #endif } void LLFloaterEditWater::onWaterPresetSelected() { std::string name; name = getSelectedPresetName(); LLSettingsWater::ptr_t pwater = LLEnvironment::instance().findWaterByName(name); if (!pwater) { LL_WARNS("WATEREDIT") << "Could not find water preset" << LL_ENDL; enableEditing(false); return; } pwater = pwater->buildClone(); LLEnvironment::instance().setEnvironment(LLEnvironment::ENV_EDIT, pwater); mEditSettings = pwater; syncControls(); enableEditing(true); } bool LLFloaterEditWater::onSaveAnswer(const LLSD& notification, const LLSD& response) { S32 option = LLNotificationsUtil::getSelectedOption(notification, response); // If they choose save, do it. Otherwise, don't do anything if (option == 0) { onSaveConfirmed(); } return false; } void LLFloaterEditWater::onSaveConfirmed() { // Save currently displayed water params to the selected preset. std::string name = mEditSettings->getName(); LL_DEBUGS("Windlight") << "Saving sky preset " << name << LL_ENDL; LLEnvironment::instance().addWater(mEditSettings); // Change preference if requested. if (mMakeDefaultCheckBox->getEnabled() && mMakeDefaultCheckBox->getValue()) { LL_DEBUGS("Windlight") << name << " is now the new preferred water preset" << LL_ENDL; LLEnvironment::instance().setEnvironment(LLEnvironment::ENV_LOCAL, mEditSettings); } closeFloater(); } void LLFloaterEditWater::onBtnSave() { LLEnvironment::instance().addWater(mEditSettings); LLEnvironment::instance().setEnvironment(LLEnvironment::ENV_LOCAL, mEditSettings); closeFloater(); } void LLFloaterEditWater::onBtnCancel() { closeFloater(); } void LLFloaterEditWater::onWaterPresetListChange() { refreshWaterPresetsList(); } void LLFloaterEditWater::onRegionSettingsChange() { #if 0 // If creating a new preset, don't bother. if (isNewPreset()) { return; } if (getCurrentScope() == LLEnvKey::SCOPE_REGION) // if editing region water { // reset the floater to its initial state reset(); // *TODO: Notify user? } else // editing a local preset { refreshWaterPresetsList(); } #endif } void LLFloaterEditWater::onRegionInfoUpdate() { #if 0 bool can_edit = true; // If we've selected the region water for editing. if (getCurrentScope() == LLEnvKey::SCOPE_REGION) { // check whether we have the access can_edit = LLEnvManagerNew::canEditRegionSettings(); } enableEditing(can_edit); #endif }