/** * @file llgesturemgr.h * @brief Manager for playing gestures on the viewer * * $LicenseInfo:firstyear=2004&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_LLGESTUREMGR_H #define LL_LLGESTUREMGR_H #include #include #include #include "llassetstorage.h" // LLAssetType #include "llinventoryobserver.h" #include "llsingleton.h" #include "llviewerinventory.h" class LLMultiGesture; class LLGestureListener; class LLGestureStep; class LLUUID; class LLGestureManagerObserver { public: virtual ~LLGestureManagerObserver() { }; virtual void changed() = 0; }; class LLGestureMgr : public LLSingleton, public LLInventoryFetchItemsObserver { LLSINGLETON(LLGestureMgr); ~LLGestureMgr(); public: typedef boost::function gesture_loaded_callback_t; // Maps inventory item_id to gesture typedef std::map item_map_t; typedef std::map callback_map_t; void init(); // Call once per frame to manage gestures void update(); // Loads a gesture out of inventory into the in-memory active form // Note that the inventory item must exist, so we can look up the // asset id. void activateGesture(const LLUUID& item_id); // Activate a list of gestures void activateGestures(LLViewerInventoryItem::item_array_t& items); // If you change a gesture, you need to build a new multigesture // and call this method. void replaceGesture(const LLUUID& item_id, LLMultiGesture* new_gesture, const LLUUID& asset_id); void replaceGesture(const LLUUID& item_id, const LLUUID& asset_id); // Load gesture into in-memory active form. // Can be called even if the inventory item isn't loaded yet. // inform_server true will send message upstream to update database // user_gesture_active table, which isn't necessary on login. // deactivate_similar will cause other gestures with the same trigger phrase // or keybinding to be deactivated. void activateGestureWithAsset(const LLUUID& item_id, const LLUUID& asset_id, bool inform_server, bool deactivate_similar); // Takes gesture out of active list and deletes it. void deactivateGesture(const LLUUID& item_id); // Deactivates all gestures that match either this trigger phrase, // or this hot key. void deactivateSimilarGestures(LLMultiGesture* gesture, const LLUUID& in_item_id); bool isGestureActive(const LLUUID& item_id); bool isGesturePlaying(const LLUUID& item_id); bool isGesturePlaying(LLMultiGesture* gesture); const item_map_t& getActiveGestures() const { return mActive; } // Force a gesture to be played, for example, if it is being // previewed. void playGesture(LLMultiGesture* gesture, bool fromKeyPress); void playGesture(LLMultiGesture* gesture) { playGesture(gesture, false); } void playGesture(const LLUUID& item_id); // Stop all requested or playing anims for this gesture // Also remove from playing list void stopGesture(LLMultiGesture* gesture); void stopGesture(const LLUUID& item_id); /** * Add cb into callbackMap. * Note: * Manager will call cb after gesture will be loaded and will remove cb automatically. */ void setGestureLoadedCallback(LLUUID inv_item_id, gesture_loaded_callback_t cb) { mCallbackMap[inv_item_id] = cb; } // Trigger a random gesture that matches this key. // Returns true if it finds a gesture bound to that key. bool triggerGesture(KEY key, MASK mask); // Trigger release wait on all gestures that matches this key. // Returns true if it finds a gesture bound to that key. bool triggerGestureRelease(KEY key, MASK mask); // Trigger all gestures referenced as substrings in this string bool triggerAndReviseString(const std::string &str, std::string *revised_string = NULL); // Does some gesture have this key bound? bool isKeyBound(KEY key, MASK mask); S32 getPlayingCount() const; void addObserver(LLGestureManagerObserver* observer); void removeObserver(LLGestureManagerObserver* observer); void notifyObservers(); // Overriding so we can update active gesture names and notify observers void changed(U32 mask) override; bool matchPrefix(const std::string& in_str, std::string* out_str); // Copy item ids into the vector void getItemIDs(uuid_vec_t* ids); protected: // Handle the processing of a single gesture void stepGesture(LLMultiGesture* gesture); // Do a single step in a gesture void runStep(LLMultiGesture* gesture, LLGestureStep* step); // LLInventoryCompletionObserver trigger void done() override; // Used by loadGesture static void onLoadComplete(const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status); // Used by playGesture to load an asset file // required to play a gesture step static void onAssetLoadComplete(const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status); // Checks whether all animation and sound assets // needed to play a gesture are loaded. static bool hasLoadingAssets(LLMultiGesture* gesture); private: // Active gestures. // NOTE: The gesture pointer CAN BE NULL. This means that // there is a gesture with that item_id, but the asset data // is still on its way down from the server. item_map_t mActive; S32 mLoadingCount; std::string mDeactivateSimilarNames; std::vector mObservers; callback_map_t mCallbackMap; std::vector mPlaying; bool mValid; std::set mLoadingAssets; // LLEventHost interface std::shared_ptr mListener; }; #endif