/** * @file llfloaterwindlight.h * @brief LLFloaterWater class definition * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2009, 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. * $/LicenseInfo$ */ /* * 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 WaterVector2Control; struct WaterVector3Control; struct WaterColorControl; struct WaterFloatControl; struct WaterExpFloatControl; /// Menuing system for all of windlight's functionality class LLFloaterWater : public LLFloater { public: LLFloaterWater(const LLSD& key); virtual ~LLFloaterWater(); /*virtual*/ BOOL postBuild(); /// initialize all void initCallbacks(void); bool newPromptCallback(const LLSD& notification, const LLSD& response); /// general purpose callbacks for dealing with color controllers void onColorControlRMoved(LLUICtrl* ctrl, WaterColorControl* colorControl); void onColorControlGMoved(LLUICtrl* ctrl, WaterColorControl* colorControl); void onColorControlBMoved(LLUICtrl* ctrl, WaterColorControl* colorControl); void onColorControlAMoved(LLUICtrl* ctrl, WaterColorControl* colorControl); void onColorControlIMoved(LLUICtrl* ctrl, WaterColorControl* colorControl); void onVector3ControlXMoved(LLUICtrl* ctrl, WaterVector3Control* vectorControl); void onVector3ControlYMoved(LLUICtrl* ctrl, WaterVector3Control* vectorControl); void onVector3ControlZMoved(LLUICtrl* ctrl, WaterVector3Control* vectorControl); void onVector2ControlXMoved(LLUICtrl* ctrl, WaterVector2Control* vectorControl); void onVector2ControlYMoved(LLUICtrl* ctrl, WaterVector2Control* vectorControl); void onFloatControlMoved(LLUICtrl* ctrl, WaterFloatControl* floatControl); void onExpFloatControlMoved(LLUICtrl* ctrl, WaterExpFloatControl* expFloatControl); void onWaterFogColorMoved(LLUICtrl* ctrl, WaterColorControl* colorControl); /// handle if they choose a new normal map void onNormalMapPicked(LLUICtrl* ctrl); /// when user hits the load preset button void onNewPreset(); /// when user hits the save preset button void onSavePreset(); /// prompts a user when overwriting a preset bool saveAlertCallback(const LLSD& notification, const LLSD& response); /// when user hits the save preset button void onDeletePreset(); /// prompts a user when overwriting a preset bool deleteAlertCallback(const LLSD& notification, const LLSD& response); /// what to do when you change the preset name void onChangePresetName(LLUICtrl* ctrl); /// sync up sliders with parameters void syncMenu(); private: static std::set sDefaultPresets; }; #endif