/** * @file llfloatervoicevolume.cpp * * $LicenseInfo:firstyear=2012&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2012, 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 "llfloatervoicevolume.h" // Linden libraries #include "llavatarname.h" #include "llavatarnamecache.h" #include "llfloater.h" #include "llfloaterreg.h" #include "lltextbox.h" // viewer files #include "llagent.h" #include "llavataractions.h" #include "llinspect.h" #include "lltransientfloatermgr.h" #include "llvoiceclient.h" class LLAvatarName; ////////////////////////////////////////////////////////////////////////////// // LLFloaterVoiceVolume ////////////////////////////////////////////////////////////////////////////// // Avatar Inspector, a small information window used when clicking // on avatar names in the 2D UI and in the ambient inspector widget for // the 3D world. class LLFloaterVoiceVolume : public LLInspect, LLTransientFloater { friend class LLFloaterReg; public: // avatar_id - Avatar ID for which to show information // Inspector will be positioned relative to current mouse position LLFloaterVoiceVolume(const LLSD& avatar_id); virtual ~LLFloaterVoiceVolume(); /*virtual*/ BOOL postBuild(void); // Because floater is single instance, need to re-parse data on each spawn // (for example, inspector about same avatar but in different position) /*virtual*/ void onOpen(const LLSD& avatar_id); /*virtual*/ LLTransientFloaterMgr::ETransientGroup getGroup() { return LLTransientFloaterMgr::GLOBAL; } private: // Set the volume slider to this user's current client-side volume setting, // hiding/disabling if the user is not nearby. void updateVolumeControls(); void onClickMuteVolume(); void onVolumeChange(const LLSD& data); void onAvatarNameCache(const LLUUID& agent_id, const LLAvatarName& av_name); private: LLUUID mAvatarID; // Need avatar name information to spawn friend add request LLAvatarName mAvatarName; boost::signals2::connection mAvatarNameCacheConnection; }; LLFloaterVoiceVolume::LLFloaterVoiceVolume(const LLSD& sd) : LLInspect(LLSD()) // single_instance, doesn't really need key , mAvatarID() // set in onOpen() *Note: we used to show partner's name but we dont anymore --angela 3rd Dec* , mAvatarName() , mAvatarNameCacheConnection() { LLTransientFloaterMgr::getInstance()->addControlView(LLTransientFloaterMgr::GLOBAL, this); LLTransientFloater::init(this); } LLFloaterVoiceVolume::~LLFloaterVoiceVolume() { if (mAvatarNameCacheConnection.connected()) { mAvatarNameCacheConnection.disconnect(); } LLTransientFloaterMgr::getInstance()->removeControlView(this); } /*virtual*/ BOOL LLFloaterVoiceVolume::postBuild(void) { getChild<LLUICtrl>("mute_btn")->setCommitCallback( boost::bind(&LLFloaterVoiceVolume::onClickMuteVolume, this) ); getChild<LLUICtrl>("volume_slider")->setCommitCallback( boost::bind(&LLFloaterVoiceVolume::onVolumeChange, this, _2)); return TRUE; } // Multiple calls to showInstance("floater_voice_volume", foo) will provide different // LLSD for foo, which we will catch here. //virtual void LLFloaterVoiceVolume::onOpen(const LLSD& data) { // Start open animation LLInspect::onOpen(data); // Extract appropriate avatar id mAvatarID = data["avatar_id"]; LLUI::positionViewNearMouse(this); getChild<LLUICtrl>("avatar_name")->setValue(""); updateVolumeControls(); if (mAvatarNameCacheConnection.connected()) { mAvatarNameCacheConnection.disconnect(); } mAvatarNameCacheConnection = LLAvatarNameCache::get(mAvatarID, boost::bind(&LLFloaterVoiceVolume::onAvatarNameCache, this, _1, _2)); } void LLFloaterVoiceVolume::updateVolumeControls() { bool voice_enabled = LLVoiceClient::getInstance()->getVoiceEnabled(mAvatarID); LLUICtrl* mute_btn = getChild<LLUICtrl>("mute_btn"); LLUICtrl* volume_slider = getChild<LLUICtrl>("volume_slider"); // Do not display volume slider and mute button if it // is ourself or we are not in a voice channel together if (!voice_enabled || (mAvatarID == gAgent.getID())) { mute_btn->setVisible(false); volume_slider->setVisible(false); } else { mute_btn->setVisible(true); volume_slider->setVisible(true); // By convention, we only display and toggle voice mutes, not all mutes bool is_muted = LLAvatarActions::isVoiceMuted(mAvatarID); bool is_linden = LLStringUtil::endsWith(mAvatarName.getUserName(), " Linden"); mute_btn->setEnabled(!is_linden); mute_btn->setValue(is_muted); volume_slider->setEnabled(!is_muted); F32 volume; if (is_muted) { // it's clearer to display their volume as zero volume = 0.f; } else { // actual volume volume = LLVoiceClient::getInstance()->getUserVolume(mAvatarID); } volume_slider->setValue((F64)volume); } } void LLFloaterVoiceVolume::onClickMuteVolume() { LLAvatarActions::toggleMuteVoice(mAvatarID); updateVolumeControls(); } void LLFloaterVoiceVolume::onVolumeChange(const LLSD& data) { F32 volume = (F32)data.asReal(); LLVoiceClient::getInstance()->setUserVolume(mAvatarID, volume); } void LLFloaterVoiceVolume::onAvatarNameCache( const LLUUID& agent_id, const LLAvatarName& av_name) { mAvatarNameCacheConnection.disconnect(); if (agent_id != mAvatarID) { return; } getChild<LLUICtrl>("avatar_name")->setValue(av_name.getCompleteName()); mAvatarName = av_name; } ////////////////////////////////////////////////////////////////////////////// // LLFloaterVoiceVolumeUtil ////////////////////////////////////////////////////////////////////////////// void LLFloaterVoiceVolumeUtil::registerFloater() { LLFloaterReg::add("floater_voice_volume", "floater_voice_volume.xml", &LLFloaterReg::build<LLFloaterVoiceVolume>); }