/** * @file llviewermediafocus.cpp * @brief Governs focus on Media prims * * $LicenseInfo:firstyear=2003&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llviewermediafocus.h" //LLViewerMediaFocus #include "llviewerobjectlist.h" #include "llpanelprimmediacontrols.h" #include "llpluginclassmedia.h" #include "llagent.h" #include "llagentcamera.h" #include "lltoolpie.h" #include "llviewercamera.h" #include "llviewermedia.h" #include "llhudview.h" #include "lluictrlfactory.h" #include "lldrawable.h" #include "llparcel.h" #include "llviewerparcelmgr.h" #include "llweb.h" #include "llmediaentry.h" #include "llkeyboard.h" #include "lltoolmgr.h" #include "llvovolume.h" #include "llhelp.h" // // LLViewerMediaFocus // LLViewerMediaFocus::LLViewerMediaFocus() : mFocusedObjectFace(0), mHoverObjectFace(0) { } LLViewerMediaFocus::~LLViewerMediaFocus() { // The destructor for LLSingletons happens at atexit() time, which is too late to do much. // Clean up in cleanupClass() instead. } void LLViewerMediaFocus::setFocusFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal) { LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel(); LLViewerMediaImpl *old_media_impl = getFocusedMediaImpl(); if(old_media_impl) { old_media_impl->focus(false); } // Always clear the current selection. If we're setting focus on a face, we'll reselect the correct object below. LLSelectMgr::getInstance()->deselectAll(); mSelection = NULL; if (media_impl.notNull() && objectp.notNull()) { bool face_auto_zoom = false; mFocusedImplID = media_impl->getMediaTextureID(); mFocusedObjectID = objectp->getID(); mFocusedObjectFace = face; mFocusedObjectNormal = pick_normal; // Set the selection in the selection manager so we can draw the focus ring. mSelection = LLSelectMgr::getInstance()->selectObjectOnly(objectp, face); // Focusing on a media face clears its disable flag. media_impl->setDisabled(false); LLTextureEntry* tep = objectp->getTE(face); if(tep->hasMedia()) { LLMediaEntry* mep = tep->getMediaData(); face_auto_zoom = mep->getAutoZoom(); if(!media_impl->hasMedia()) { std::string url = mep->getCurrentURL().empty() ? mep->getHomeURL() : mep->getCurrentURL(); media_impl->navigateTo(url, "", true); } } else { // This should never happen. llwarns << "Can't find media entry for focused face" << llendl; } media_impl->focus(true); gFocusMgr.setKeyboardFocus(this); LLViewerMediaImpl* impl = getFocusedMediaImpl(); if (impl) { LLEditMenuHandler::gEditMenuHandler = impl; } // We must do this before processing the media HUD zoom, or it may zoom to the wrong face. update(); if(mMediaControls.get()) { if(face_auto_zoom && ! parcel->getMediaPreventCameraZoom()) { // Zoom in on this face mMediaControls.get()->resetZoomLevel(false); mMediaControls.get()->nextZoomLevel(); } else { // Reset the controls' zoom level without moving the camera. // This fixes the case where clicking focus between two non-autozoom faces doesn't change the zoom-out button back to a zoom-in button. mMediaControls.get()->resetZoomLevel(false); } } } else { if(hasFocus()) { gFocusMgr.setKeyboardFocus(NULL); } LLViewerMediaImpl* impl = getFocusedMediaImpl(); if (LLEditMenuHandler::gEditMenuHandler == impl) { LLEditMenuHandler::gEditMenuHandler = NULL; } mFocusedImplID = LLUUID::null; if (objectp.notNull()) { // Still record the focused object...it may mean we need to load media data. // This will aid us in determining this object is "important enough" mFocusedObjectID = objectp->getID(); mFocusedObjectFace = face; } else { mFocusedObjectID = LLUUID::null; mFocusedObjectFace = 0; } } } void LLViewerMediaFocus::clearFocus() { setFocusFace(NULL, 0, NULL); } void LLViewerMediaFocus::setHoverFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal) { if (media_impl.notNull()) { mHoverImplID = media_impl->getMediaTextureID(); mHoverObjectID = objectp->getID(); mHoverObjectFace = face; mHoverObjectNormal = pick_normal; } else { mHoverObjectID = LLUUID::null; mHoverObjectFace = 0; mHoverImplID = LLUUID::null; } } void LLViewerMediaFocus::clearHover() { setHoverFace(NULL, 0, NULL); } bool LLViewerMediaFocus::getFocus() { if (gFocusMgr.getKeyboardFocus() == this) { return true; } return false; } // This function selects an ideal viewing distance based on the focused object, pick normal, and padding value void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal, F32 padding_factor, bool zoom_in_only) { if (object) { gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE); LLBBox bbox = object->getBoundingBoxAgent(); LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent()); F32 height; F32 width; F32 depth; F32 angle_of_view; F32 distance; // We need the aspect ratio, and the 3 components of the bbox as height, width, and depth. F32 aspect_ratio = getBBoxAspectRatio(bbox, normal, &height, &width, &depth); F32 camera_aspect = LLViewerCamera::getInstance()->getAspect(); lldebugs << "normal = " << normal << ", aspect_ratio = " << aspect_ratio << ", camera_aspect = " << camera_aspect << llendl; // We will normally use the side of the volume aligned with the short side of the screen (i.e. the height for // a screen in a landscape aspect ratio), however there is an edge case where the aspect ratio of the object is // more extreme than the screen. In this case we invert the logic, using the longer component of both the object // and the screen. bool invert = (camera_aspect > 1.0f && aspect_ratio > camera_aspect) || (camera_aspect < 1.0f && aspect_ratio < camera_aspect); // To calculate the optimum viewing distance we will need the angle of the shorter side of the view rectangle. // In portrait mode this is the width, and in landscape it is the height. // We then calculate the distance based on the corresponding side of the object bbox (width for portrait, height for landscape) // We will add half the depth of the bounding box, as the distance projection uses the center point of the bbox. if(camera_aspect < 1.0f || invert) { angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect()); distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f ); lldebugs << "using width (" << width << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl; } else { angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView()); distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f ); lldebugs << "using height (" << height << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl; } distance += depth * 0.5; // Finally animate the camera to this new position and focal point LLVector3d camera_pos, target_pos; // The target lookat position is the center of the selection (in global coords) target_pos = center; // Target look-from (camera) position is "distance" away from the target along the normal LLVector3d pickNormal = LLVector3d(normal); pickNormal.normalize(); camera_pos = target_pos + pickNormal * distance; if (pickNormal == LLVector3d::z_axis || pickNormal == LLVector3d::z_axis_neg) { // If the normal points directly up, the camera will "flip" around. // We try to avoid this by adjusting the target camera position a // smidge towards current camera position // *NOTE: this solution is not perfect. All it attempts to solve is the // "looking down" problem where the camera flips around when it animates // to that position. You still are not guaranteed to be looking at the // media in the correct orientation. What this solution does is it will // put the camera into position keeping as best it can the current // orientation with respect to the face. In other words, if before zoom // the media appears "upside down" from the camera, after zooming it will // still be upside down, but at least it will not flip. LLVector3d cur_camera_pos = LLVector3d(gAgentCamera.getCameraPositionGlobal()); LLVector3d delta = (cur_camera_pos - camera_pos); F64 len = delta.length(); delta.normalize(); // Move 1% of the distance towards original camera location camera_pos += 0.01 * len * delta; } // If we are not allowing zooming out and the old camera position is closer to // the center then the new intended camera position, don't move camera and return if (zoom_in_only && (dist_vec_squared(gAgentCamera.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos))) { return; } gAgentCamera.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() ); } else { // If we have no object, focus back on the avatar. gAgentCamera.setFocusOnAvatar(TRUE, ANIMATE); } } void LLViewerMediaFocus::onFocusReceived() { LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); if(media_impl) media_impl->focus(true); LLFocusableElement::onFocusReceived(); } void LLViewerMediaFocus::onFocusLost() { LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); if(media_impl) media_impl->focus(false); gViewerWindow->focusClient(); LLFocusableElement::onFocusLost(); } BOOL LLViewerMediaFocus::handleKey(KEY key, MASK mask, BOOL called_from_parent) { LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); if(media_impl) { media_impl->handleKeyHere(key, mask); if (KEY_ESCAPE == key) { // Reset camera zoom in this case. if(mFocusedImplID.notNull()) { if(mMediaControls.get()) { mMediaControls.get()->resetZoomLevel(true); } } clearFocus(); } if ( KEY_F1 == key && LLUI::sHelpImpl && mMediaControls.get()) { std::string help_topic; if (mMediaControls.get()->findHelpTopic(help_topic)) { LLUI::sHelpImpl->showTopic(help_topic); } } } return true; } BOOL LLViewerMediaFocus::handleUnicodeChar(llwchar uni_char, BOOL called_from_parent) { LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); if(media_impl) media_impl->handleUnicodeCharHere(uni_char); return true; } BOOL LLViewerMediaFocus::handleScrollWheel(S32 x, S32 y, S32 clicks) { BOOL retval = FALSE; LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); if(media_impl && media_impl->hasMedia()) { // the scrollEvent() API's x and y are not the same as handleScrollWheel's x and y. // The latter is the position of the mouse at the time of the event // The former is the 'scroll amount' in x and y, respectively. // All we have for 'scroll amount' here is 'clicks'. // We're also not passed the keyboard modifier mask, but we can get that from gKeyboard. media_impl->getMediaPlugin()->scrollEvent(0, clicks, gKeyboard->currentMask(TRUE)); retval = TRUE; } return retval; } void LLViewerMediaFocus::update() { if(mFocusedImplID.notNull()) { // We have a focused impl/face. if(!getFocus()) { // We've lost keyboard focus -- check to see whether the media controls have it if(mMediaControls.get() && mMediaControls.get()->hasFocus()) { // the media controls have focus -- don't clear. } else { // Someone else has focus -- back off. clearFocus(); } } else if(LLToolMgr::getInstance()->inBuildMode()) { // Build tools are selected -- clear focus. clearFocus(); } } LLViewerMediaImpl *media_impl = getFocusedMediaImpl(); LLViewerObject *viewer_object = getFocusedObject(); S32 face = mFocusedObjectFace; LLVector3 normal = mFocusedObjectNormal; if(!media_impl || !viewer_object) { media_impl = getHoverMediaImpl(); viewer_object = getHoverObject(); face = mHoverObjectFace; normal = mHoverObjectNormal; } if(media_impl && viewer_object) { // We have an object and impl to point at. // Make sure the media HUD object exists. if(! mMediaControls.get()) { LLPanelPrimMediaControls* media_controls = new LLPanelPrimMediaControls(); mMediaControls = media_controls->getHandle(); gHUDView->addChild(media_controls); } mMediaControls.get()->setMediaFace(viewer_object, face, media_impl, normal); } else { // The media HUD is no longer needed. if(mMediaControls.get()) { mMediaControls.get()->setMediaFace(NULL, 0, NULL); } } } // This function calculates the aspect ratio and the world aligned components of a selection bounding box. F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3& normal, F32* height, F32* width, F32* depth) { // Convert the selection normal and an up vector to local coordinate space of the bbox LLVector3 local_normal = bbox.agentToLocalBasis(normal); LLVector3 z_vec = bbox.agentToLocalBasis(LLVector3(0.0f, 0.0f, 1.0f)); LLVector3 comp1(0.f,0.f,0.f); LLVector3 comp2(0.f,0.f,0.f); LLVector3 bbox_max = bbox.getExtentLocal(); F32 dot1 = 0.f; F32 dot2 = 0.f; lldebugs << "bounding box local size = " << bbox_max << ", local_normal = " << local_normal << llendl; // The largest component of the localized normal vector is the depth component // meaning that the other two are the legs of the rectangle. local_normal.abs(); // Using temporary variables for these makes the logic a bit more readable. bool XgtY = (local_normal.mV[VX] > local_normal.mV[VY]); bool XgtZ = (local_normal.mV[VX] > local_normal.mV[VZ]); bool YgtZ = (local_normal.mV[VY] > local_normal.mV[VZ]); if(XgtY && XgtZ) { lldebugs << "x component of normal is longest, using y and z" << llendl; comp1.mV[VY] = bbox_max.mV[VY]; comp2.mV[VZ] = bbox_max.mV[VZ]; *depth = bbox_max.mV[VX]; } else if(!XgtY && YgtZ) { lldebugs << "y component of normal is longest, using x and z" << llendl; comp1.mV[VX] = bbox_max.mV[VX]; comp2.mV[VZ] = bbox_max.mV[VZ]; *depth = bbox_max.mV[VY]; } else { lldebugs << "z component of normal is longest, using x and y" << llendl; comp1.mV[VX] = bbox_max.mV[VX]; comp2.mV[VY] = bbox_max.mV[VY]; *depth = bbox_max.mV[VZ]; } // The height is the vector closest to vertical in the bbox coordinate space (highest dot product value) dot1 = comp1 * z_vec; dot2 = comp2 * z_vec; if(fabs(dot1) > fabs(dot2)) { *height = comp1.length(); *width = comp2.length(); lldebugs << "comp1 = " << comp1 << ", height = " << *height << llendl; lldebugs << "comp2 = " << comp2 << ", width = " << *width << llendl; } else { *height = comp2.length(); *width = comp1.length(); lldebugs << "comp2 = " << comp2 << ", height = " << *height << llendl; lldebugs << "comp1 = " << comp1 << ", width = " << *width << llendl; } lldebugs << "returning " << (*width / *height) << llendl; // Return the aspect ratio. return *width / *height; } bool LLViewerMediaFocus::isFocusedOnFace(LLPointer<LLViewerObject> objectp, S32 face) { return objectp->getID() == mFocusedObjectID && face == mFocusedObjectFace; } bool LLViewerMediaFocus::isHoveringOverFace(LLPointer<LLViewerObject> objectp, S32 face) { return objectp->getID() == mHoverObjectID && face == mHoverObjectFace; } LLViewerMediaImpl* LLViewerMediaFocus::getFocusedMediaImpl() { return LLViewerMedia::getMediaImplFromTextureID(mFocusedImplID); } LLViewerObject* LLViewerMediaFocus::getFocusedObject() { return gObjectList.findObject(mFocusedObjectID); } LLViewerMediaImpl* LLViewerMediaFocus::getHoverMediaImpl() { return LLViewerMedia::getMediaImplFromTextureID(mHoverImplID); } LLViewerObject* LLViewerMediaFocus::getHoverObject() { return gObjectList.findObject(mHoverObjectID); } void LLViewerMediaFocus::focusZoomOnMedia(LLUUID media_id) { LLViewerMediaImpl* impl = LLViewerMedia::getMediaImplFromTextureID(media_id); if(impl) { // Get the first object from the media impl's object list. This is completely arbitrary, but should suffice. LLVOVolume *obj = impl->getSomeObject(); if(obj) { // This media is attached to at least one object. Figure out which face it's on. S32 face = obj->getFaceIndexWithMediaImpl(impl, -1); // We don't have a proper pick normal here, and finding a face's real normal is... complicated. LLVector3 normal = obj->getApproximateFaceNormal(face); if(normal.isNull()) { // If that didn't work, use the inverse of the camera "look at" axis, which should keep the camera pointed in the same direction. // llinfos << "approximate face normal invalid, using camera direction." << llendl; normal = LLViewerCamera::getInstance()->getAtAxis(); normal *= (F32)-1.0f; } // Attempt to focus/zoom on that face. setFocusFace(obj, face, impl, normal); if(mMediaControls.get()) { mMediaControls.get()->resetZoomLevel(); mMediaControls.get()->nextZoomLevel(); } } } } void LLViewerMediaFocus::unZoom() { if(mMediaControls.get()) { mMediaControls.get()->resetZoomLevel(); } } bool LLViewerMediaFocus::isZoomed() const { return (mMediaControls.get() && mMediaControls.get()->getZoomLevel() != LLPanelPrimMediaControls::ZOOM_NONE); } LLUUID LLViewerMediaFocus::getControlsMediaID() { if(getFocusedMediaImpl()) { return mFocusedImplID; } else if(getHoverMediaImpl()) { return mHoverImplID; } return LLUUID::null; }