/** * @file llfloaterwindlight.h * @brief LLFloaterWater class definition * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, 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 * $/LicenseInfo$ */ /* * Menu for adjusting the atmospheric settings of the world */ #ifndef LL_LLFLOATER_WATER_H #define LL_LLFLOATER_WATER_H #include "llfloater.h" #include "llenvmanager.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); static void show(LLEnvKey::EScope scope = LLEnvKey::SCOPE_LOCAL); 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; static LLEnvKey::EScope sScope; static std::string sOriginalTitle; }; #endif