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/** 
 * @file llhandmotion.h
 * @brief Implementation of LLHandMotion class.
 *
 * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
 * $License$
 */

#ifndef LL_LLHANDMOTION_H
#define LL_LLHANDMOTION_H

//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "lltimer.h"

#define MIN_REQUIRED_PIXEL_AREA_HAND 10000.f;

//-----------------------------------------------------------------------------
// class LLHandMotion
//-----------------------------------------------------------------------------
class LLHandMotion :
	public LLMotion
{
public:
	typedef enum e_hand_pose
	{
		HAND_POSE_SPREAD,
		HAND_POSE_RELAXED,
		HAND_POSE_POINT,
		HAND_POSE_FIST,
		HAND_POSE_RELAXED_L,
		HAND_POSE_POINT_L,
		HAND_POSE_FIST_L,
		HAND_POSE_RELAXED_R,
		HAND_POSE_POINT_R,
		HAND_POSE_FIST_R,
		HAND_POSE_SALUTE_R,
		HAND_POSE_TYPING,
		HAND_POSE_PEACE_R,
		HAND_POSE_PALM_R,
		NUM_HAND_POSES
	} eHandPose;

	// Constructor
	LLHandMotion(const LLUUID &id);

	// Destructor
	virtual ~LLHandMotion();

public:
	//-------------------------------------------------------------------------
	// functions to support MotionController and MotionRegistry
	//-------------------------------------------------------------------------

	// static constructor
	// all subclasses must implement such a function and register it
	static LLMotion *create(const LLUUID &id) { return new LLHandMotion(id); }

public:
	//-------------------------------------------------------------------------
	// animation callbacks to be implemented by subclasses
	//-------------------------------------------------------------------------

	// motions must specify whether or not they loop
	virtual BOOL getLoop() { return TRUE; }

	// motions must report their total duration
	virtual F32 getDuration() { return 0.0; }

	// motions must report their "ease in" duration
	virtual F32 getEaseInDuration() { return 0.0; }

	// motions must report their "ease out" duration.
	virtual F32 getEaseOutDuration() { return 0.0; }

	// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
	virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HAND; }

	// motions must report their priority
	virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }

	virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }

	// run-time (post constructor) initialization,
	// called after parameters have been set
	// must return true to indicate success and be available for activation
	virtual LLMotionInitStatus onInitialize(LLCharacter *character);

	// called when a motion is activated
	// must return TRUE to indicate success, or else
	// it will be deactivated 
	virtual BOOL onActivate();

	// called per time step
	// must return TRUE while it is active, and
	// must return FALSE when the motion is completed.
	virtual BOOL onUpdate(F32 time, U8* joint_mask);

	// called when a motion is deactivated
	virtual void onDeactivate();

	static LLString getHandPoseName(eHandPose pose);
	static eHandPose getHandPose(LLString posename);

public:
	//-------------------------------------------------------------------------
	// joint states to be animated
	//-------------------------------------------------------------------------

	LLCharacter			*mCharacter;

	F32					mLastTime;
	eHandPose			mCurrentPose;
	eHandPose			mNewPose;
};
#endif // LL_LLHANDMOTION_H