/** * @file llfloaterwindlight.h * @brief LLFloaterWater class definition * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2007, 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. * $/LicenseInfo$ */ /* * Menu for adjusting the atmospheric settings of the world */ #ifndef LL_LLFLOATER_WATER_H #define LL_LLFLOATER_WATER_H #include "llfloater.h" #include #include "llwlparamset.h" struct WaterColorControl; struct WaterloatControl; /// Menuing system for all of windlight's functionality class LLFloaterWater : public LLFloater { public: LLFloaterWater(); virtual ~LLFloaterWater(); /// initialize all void initCallbacks(void); /// one and one instance only static LLFloaterWater* instance(); // help button stuff static void onClickHelp(void* data); void initHelpBtn(const std::string& name, const std::string& xml_alert); static bool newPromptCallback(const LLSD& notification, const LLSD& response); /// general purpose callbacks for dealing with color controllers static void onColorControlRMoved(LLUICtrl* ctrl, void* userData); static void onColorControlGMoved(LLUICtrl* ctrl, void* userData); static void onColorControlBMoved(LLUICtrl* ctrl, void* userData); static void onColorControlAMoved(LLUICtrl* ctrl, void* userData); static void onColorControlIMoved(LLUICtrl* ctrl, void* userData); static void onVector3ControlXMoved(LLUICtrl* ctrl, void* userData); static void onVector3ControlYMoved(LLUICtrl* ctrl, void* userData); static void onVector3ControlZMoved(LLUICtrl* ctrl, void* userData); static void onVector2ControlXMoved(LLUICtrl* ctrl, void* userData); static void onVector2ControlYMoved(LLUICtrl* ctrl, void* userData); static void onFloatControlMoved(LLUICtrl* ctrl, void* userData); static void onExpFloatControlMoved(LLUICtrl* ctrl, void* userData); static void onWaterFogColorMoved(LLUICtrl* ctrl, void* userData); static void onBoolToggle(LLUICtrl* ctrl, void* userData); /// handle if they choose a new normal map static void onNormalMapPicked(LLUICtrl* ctrl, void* userData); /// when user hits the load preset button static void onNewPreset(void* userData); /// when user hits the save preset button static void onSavePreset(void* userData); /// prompts a user when overwriting a preset static bool saveAlertCallback(const LLSD& notification, const LLSD& response); /// when user hits the save preset button static void onDeletePreset(void* userData); /// prompts a user when overwriting a preset static bool deleteAlertCallback(const LLSD& notification, const LLSD& response); /// what to do when you change the preset name static void onChangePresetName(LLUICtrl* ctrl, void* userData); //// menu management /// show off our menu static void show(); /// return if the menu exists or not static bool isOpen(); /// stuff to do on exit virtual void onClose(bool app_quitting); /// sync up sliders with parameters void syncMenu(); private: // one instance on the inside static LLFloaterWater* sWaterMenu; static std::set sDefaultPresets; }; #endif