/** * @file llfloatergesture.cpp * @brief Read-only list of gestures from your inventory. * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, 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 "llfloatergesture.h" #include "lldir.h" #include "llinventory.h" #include "llmultigesture.h" #include "llagent.h" #include "llviewerwindow.h" #include "llbutton.h" #include "llcombobox.h" #include "llgesturemgr.h" #include "llinventorymodel.h" #include "llfloaterinventory.h" #include "llkeyboard.h" #include "lllineeditor.h" #include "llpreviewgesture.h" #include "llresizehandle.h" #include "llscrollbar.h" #include "llscrollcontainer.h" #include "llscrolllistctrl.h" #include "lltextbox.h" #include "lltrans.h" #include "lluictrlfactory.h" #include "llviewergesture.h" #include "llviewertexturelist.h" #include "llviewerinventory.h" #include "llvoavatar.h" #include "llviewercontrol.h" BOOL item_name_precedes( LLInventoryItem* a, LLInventoryItem* b ) { return LLStringUtil::precedesDict( a->getName(), b->getName() ); } class LLFloaterGestureObserver : public LLGestureManagerObserver { public: LLFloaterGestureObserver(LLFloaterGesture* floater) : mFloater(floater) {} virtual ~LLFloaterGestureObserver() {} virtual void changed() { mFloater->refreshAll(); } private: LLFloaterGesture* mFloater; }; //--------------------------------------------------------------------------- // LLFloaterGesture //--------------------------------------------------------------------------- LLFloaterGesture::LLFloaterGesture(const LLSD& key) : LLFloater(key) { mObserver = new LLFloaterGestureObserver(this); LLGestureManager::instance().addObserver(mObserver); //LLUICtrlFactory::getInstance()->buildFloater(this, "floater_gesture.xml"); } // virtual LLFloaterGesture::~LLFloaterGesture() { LLGestureManager::instance().removeObserver(mObserver); delete mObserver; mObserver = NULL; } // virtual BOOL LLFloaterGesture::postBuild() { std::string label; label = getTitle(); setTitle(label); getChild("gesture_list")->setCommitCallback(boost::bind(&LLFloaterGesture::onCommitList, this)); getChild("gesture_list")->setDoubleClickCallback(boost::bind(&LLFloaterGesture::onClickPlay, this)); getChild("inventory_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickInventory, this)); getChild("edit_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickEdit, this)); getChild("play_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickPlay, this)); getChild("stop_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickPlay, this)); getChild("new_gesture_btn")->setCommitCallback(boost::bind(&LLFloaterGesture::onClickNew, this)); childSetVisible("play_btn", true); childSetVisible("stop_btn", false); setDefaultBtn("play_btn"); buildGestureList(); childSetFocus("gesture_list"); LLCtrlListInterface *list = childGetListInterface("gesture_list"); if (list) { const BOOL ascending = TRUE; list->sortByColumn(std::string("name"), ascending); list->selectFirstItem(); } // Update button labels onCommitList(); return TRUE; } void LLFloaterGesture::refreshAll() { buildGestureList(); LLCtrlListInterface *list = childGetListInterface("gesture_list"); if (!list) return; if (mSelectedID.isNull()) { list->selectFirstItem(); } else { if (! list->setCurrentByID(mSelectedID)) { list->selectFirstItem(); } } // Update button labels onCommitList(); } void LLFloaterGesture::buildGestureList() { LLCtrlListInterface *list = childGetListInterface("gesture_list"); LLCtrlScrollInterface *scroll = childGetScrollInterface("gesture_list"); if (! (list && scroll)) return; // attempt to preserve scroll position through re-builds // since we do re-build any time anything dirties S32 current_scroll_pos = scroll->getScrollPos(); list->operateOnAll(LLCtrlListInterface::OP_DELETE); LLGestureManager::item_map_t::iterator it; for (it = LLGestureManager::instance().mActive.begin(); it != LLGestureManager::instance().mActive.end(); ++it) { const LLUUID& item_id = (*it).first; LLMultiGesture* gesture = (*it).second; // Note: Can have NULL item if inventory hasn't arrived yet. std::string item_name = getString("loading"); LLInventoryItem* item = gInventory.getItem(item_id); if (item) { item_name = item->getName(); } std::string font_style = "NORMAL"; // If gesture is playing, bold it LLSD element; element["id"] = item_id; if (gesture) { if (gesture->mPlaying) { font_style = "BOLD"; } element["columns"][0]["column"] = "trigger"; element["columns"][0]["value"] = gesture->mTrigger; element["columns"][0]["font"]["name"] = "SANSSERIF"; element["columns"][0]["font"]["style"] = font_style; std::string key_string = LLKeyboard::stringFromKey(gesture->mKey); std::string buffer; if (gesture->mKey == KEY_NONE) { buffer = "---"; key_string = "~~~"; // alphabetize to end } else { buffer = LLKeyboard::stringFromAccelerator( gesture->mMask, gesture->mKey ); } element["columns"][1]["column"] = "shortcut"; element["columns"][1]["value"] = buffer; element["columns"][1]["font"]["name"] = "SANSSERIF"; element["columns"][1]["font"]["style"] = font_style; // hidden column for sorting element["columns"][2]["column"] = "key"; element["columns"][2]["value"] = key_string; element["columns"][2]["font"]["name"] = "SANSSERIF"; element["columns"][2]["font"]["style"] = font_style; // Only add "playing" if we've got the name, less confusing. JC if (item && gesture->mPlaying) { item_name += " " + getString("playing"); } element["columns"][3]["column"] = "name"; element["columns"][3]["value"] = item_name; element["columns"][3]["font"]["name"] = "SANSSERIF"; element["columns"][3]["font"]["style"] = font_style; } else { element["columns"][0]["column"] = "trigger"; element["columns"][0]["value"] = ""; element["columns"][0]["font"]["name"] = "SANSSERIF"; element["columns"][0]["font"]["style"] = font_style; element["columns"][0]["column"] = "trigger"; element["columns"][0]["value"] = "---"; element["columns"][0]["font"]["name"] = "SANSSERIF"; element["columns"][0]["font"]["style"] = font_style; element["columns"][2]["column"] = "key"; element["columns"][2]["value"] = "~~~"; element["columns"][2]["font"]["name"] = "SANSSERIF"; element["columns"][2]["font"]["style"] = font_style; element["columns"][3]["column"] = "name"; element["columns"][3]["value"] = item_name; element["columns"][3]["font"]["name"] = "SANSSERIF"; element["columns"][3]["font"]["style"] = font_style; } list->addElement(element, ADD_BOTTOM); } scroll->setScrollPos(current_scroll_pos); } void LLFloaterGesture::onClickInventory() { LLCtrlListInterface *list = childGetListInterface("gesture_list"); if (!list) return; const LLUUID& item_id = list->getCurrentID(); LLFloaterInventory* inv = LLFloaterInventory::showAgentInventory(); if (!inv) return; inv->getPanel()->setSelection(item_id, TRUE); } void LLFloaterGesture::onClickPlay() { LLCtrlListInterface *list = childGetListInterface("gesture_list"); if (!list) return; const LLUUID& item_id = list->getCurrentID(); if (LLGestureManager::instance().isGesturePlaying(item_id)) { LLGestureManager::instance().stopGesture(item_id); } else { LLGestureManager::instance().playGesture(item_id); } } class GestureShowCallback : public LLInventoryCallback { public: void fire(const LLUUID &inv_item) { LLPreviewGesture::show(inv_item, LLUUID::null); } }; void LLFloaterGesture::onClickNew() { LLPointer cb = new GestureShowCallback(); create_inventory_item(gAgent.getID(), gAgent.getSessionID(), LLUUID::null, LLTransactionID::tnull, "New Gesture", "", LLAssetType::AT_GESTURE, LLInventoryType::IT_GESTURE, NOT_WEARABLE, PERM_MOVE | PERM_TRANSFER, cb); } void LLFloaterGesture::onClickEdit() { LLCtrlListInterface *list = childGetListInterface("gesture_list"); if (!list) return; const LLUUID& item_id = list->getCurrentID(); LLInventoryItem* item = gInventory.getItem(item_id); if (!item) return; LLPreviewGesture* previewp = LLPreviewGesture::show(item_id, LLUUID::null); if (!previewp->getHost()) { previewp->setRect(gFloaterView->findNeighboringPosition(this, previewp)); } } void LLFloaterGesture::onCommitList() { const LLUUID& item_id = childGetValue("gesture_list").asUUID(); mSelectedID = item_id; if (LLGestureManager::instance().isGesturePlaying(item_id)) { childSetVisible("play_btn", false); childSetVisible("stop_btn", true); } else { childSetVisible("play_btn", true); childSetVisible("stop_btn", false); } }