/** * @file llgesturemgr.h * @brief Manager for playing gestures on the viewer * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * Copyright (c) 2004-2009, 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. * $/LicenseInfo$ */ #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 LLGestureStep; class LLUUID; class LLVFS; class LLGestureManagerObserver { public: virtual ~LLGestureManagerObserver() { }; virtual void changed() = 0; }; class LLGestureMgr : public LLSingleton, public LLInventoryFetchObserver { 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; LLGestureMgr(); ~LLGestureMgr(); 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); 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 the first gesture that matches this key. // Returns TRUE if it finds a gesture bound to that key. BOOL triggerGesture(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); BOOL matchPrefix(const std::string& in_str, std::string* out_str); // Copy item ids into the vector void getItemIDs(std::vector* 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(); // Used by loadGesture static void onLoadComplete(LLVFS *vfs, const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status); 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; }; #endif