/** * @file llgesturemgr.h * @brief Manager for playing gestures on the viewer * * Copyright (c) 2004-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLGESTUREMGR_H #define LL_LLGESTUREMGR_H #include #include #include #include "llassetstorage.h" // LLAssetType #include "llviewerinventory.h" class LLMultiGesture; class LLGestureStep; class LLUUID; class LLVFS; class LLGestureManagerObserver { public: virtual ~LLGestureManagerObserver() { }; virtual void changed() = 0; }; class LLGestureManager { public: LLGestureManager(); ~LLGestureManager(); 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); // 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); // 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); // 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); // 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(); 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); // Used by loadGesture static void onLoadComplete(LLVFS *vfs, const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status); public: BOOL mValid; std::vector mPlaying; // Maps inventory item_id to gesture typedef std::map item_map_t; // 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; }; extern LLGestureManager gGestureManager; #endif