/** * @file lltoolface.cpp * @brief A tool to manipulate faces * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #include "llviewerprecompiledheaders.h" // File includes #include "lltoolface.h" // Library includes #include "v3math.h" // Viewer includes #include "llagent.h" //#include "llbuildview.h" #include "llviewercontrol.h" #include "llselectmgr.h" #include "lltoolview.h" #include "llviewerobject.h" #include "llviewerwindow.h" #include "llfloatertools.h" // Globals LLToolFace *gToolFace = NULL; // // Member functions // LLToolFace::LLToolFace() : LLTool("Texture") { } LLToolFace::~LLToolFace() { } BOOL LLToolFace::handleDoubleClick(S32 x, S32 y, MASK mask) { if (!gSelectMgr->isEmpty()) { // You should already have an object selected from the mousedown. // If so, show its properties //gBuildView->showFacePanel(); gFloaterTools->showPanel( LLFloaterTools::PANEL_FACE ); //gBuildView->showMore(LLBuildView::PANEL_FACE); return TRUE; } else { // Nothing selected means the first mouse click was probably // bad, so try again. return FALSE; } } BOOL LLToolFace::handleMouseDown(S32 x, S32 y, MASK mask) { gPickFaces = TRUE; gViewerWindow->hitObjectOrLandGlobalAsync(x, y, mask, pickCallback); return TRUE; } void LLToolFace::pickCallback(S32 x, S32 y, MASK mask) { LLViewerObject* hit_obj = gViewerWindow->lastObjectHit(); if (hit_obj) { S32 hit_face = gLastHitObjectFace; if (hit_obj->isAvatar()) { // ...clicked on an avatar, so don't do anything return; } // ...clicked on a world object, try to pick the appropriate face if (mask & MASK_SHIFT) { // If object not selected, need to inform sim if ( !hit_obj->isSelected() ) { // object wasn't selected so add the object and face gSelectMgr->selectObjectOnly(hit_obj, hit_face); } else if (!gSelectMgr->contains(hit_obj, hit_face) ) { // object is selected, but not this face, so add it. gSelectMgr->addAsIndividual(hit_obj, hit_face); } else { // object is selected, as is this face, so remove the face. gSelectMgr->remove(hit_obj, hit_face); // BUG: If you remove the last face, the simulator won't know about it. } } else { // clicked without modifiers, select only // this face gSelectMgr->deselectAll(); gSelectMgr->selectObjectOnly(hit_obj, hit_face); } } else { if (!(mask == MASK_SHIFT)) { gSelectMgr->deselectAll(); } } } void LLToolFace::handleSelect() { // From now on, draw faces gSelectMgr->setTEMode(TRUE); } void LLToolFace::handleDeselect() { // Stop drawing faces gSelectMgr->setTEMode(FALSE); } void LLToolFace::render() { // for now, do nothing }