/** * @file llpreviewanim.cpp * @brief LLPreviewAnim class implementation * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * 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. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llpreviewanim.h" #include "llbutton.h" #include "llresmgr.h" #include "llinventory.h" #include "llvoavatarself.h" #include "llagent.h" // gAgent #include "llkeyframemotion.h" #include "llfilepicker.h" #include "lllineeditor.h" #include "lluictrlfactory.h" #include "lluictrlfactory.h" extern LLAgent gAgent; LLPreviewAnim::LLPreviewAnim(const LLSD& key) : LLPreview( key ) { //Called from floater reg: LLUICtrlFactory::getInstance()->buildFloater(this,"floater_preview_animation.xml", FALSE); } // static void LLPreviewAnim::endAnimCallback( void *userdata ) { LLHandle<LLFloater>* handlep = ((LLHandle<LLFloater>*)userdata); LLFloater* self = handlep->get(); delete handlep; // done with the handle if (self) { self->childSetValue("Anim play btn", FALSE); self->childSetValue("Anim audition btn", FALSE); } } // virtual BOOL LLPreviewAnim::postBuild() { const LLInventoryItem* item = getItem(); if(item) { gAgent.getAvatarObject()->createMotion(item->getAssetUUID()); // preload the animation childSetText("desc", item->getDescription()); } childSetAction("Anim play btn",playAnim, this); childSetAction("Anim audition btn",auditionAnim, this); childSetCommitCallback("desc", LLPreview::onText, this); childSetPrevalidate("desc", &LLLineEditor::prevalidatePrintableNotPipe); return LLPreview::postBuild(); } void LLPreviewAnim::activate(e_activation_type type) { switch ( type ) { case PLAY: { playAnim( (void *) this ); break; } case AUDITION: { auditionAnim( (void *) this ); break; } default: { //do nothing } } } // static void LLPreviewAnim::playAnim( void *userdata ) { LLPreviewAnim* self = (LLPreviewAnim*) userdata; const LLInventoryItem *item = self->getItem(); if(item) { LLUUID itemID=item->getAssetUUID(); LLButton* btn = self->getChild<LLButton>("Anim play btn"); if (btn) { btn->toggleState(); } if (self->childGetValue("Anim play btn").asBoolean() ) { self->mPauseRequest = NULL; gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_START); LLVOAvatar* avatar = gAgent.getAvatarObject(); LLMotion* motion = avatar->findMotion(itemID); if (motion) { motion->setDeactivateCallback(&endAnimCallback, (void *)(new LLHandle<LLFloater>(self->getHandle()))); } } else { gAgent.getAvatarObject()->stopMotion(itemID); gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_STOP); } } } // static void LLPreviewAnim::auditionAnim( void *userdata ) { LLPreviewAnim* self = (LLPreviewAnim*) userdata; const LLInventoryItem *item = self->getItem(); if(item) { LLUUID itemID=item->getAssetUUID(); LLButton* btn = self->getChild<LLButton>("Anim audition btn"); if (btn) { btn->toggleState(); } if (self->childGetValue("Anim audition btn").asBoolean() ) { self->mPauseRequest = NULL; gAgent.getAvatarObject()->startMotion(item->getAssetUUID()); LLVOAvatar* avatar = gAgent.getAvatarObject(); LLMotion* motion = avatar->findMotion(itemID); if (motion) { motion->setDeactivateCallback(&endAnimCallback, (void *)(new LLHandle<LLFloater>(self->getHandle()))); } } else { gAgent.getAvatarObject()->stopMotion(itemID); gAgent.sendAnimationRequest(itemID, ANIM_REQUEST_STOP); } } } // virtual void LLPreviewAnim::onClose(bool app_quitting) { const LLInventoryItem *item = getItem(); if(item) { gAgent.getAvatarObject()->stopMotion(item->getAssetUUID()); gAgent.sendAnimationRequest(item->getAssetUUID(), ANIM_REQUEST_STOP); LLVOAvatar* avatar = gAgent.getAvatarObject(); LLMotion* motion = avatar->findMotion(item->getAssetUUID()); if (motion) { // *TODO: minor memory leak here, user data is never deleted (Use real callbacks) motion->setDeactivateCallback(NULL, (void *)NULL); } } }